GBry
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GBry replied to ferram4's topic in KSP1 Mod Releases
Oh really Well then, good luck ferram- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GBry replied to ferram4's topic in KSP1 Mod Releases
When ferram finally outs far update for 1.2.2, and 1.3 is coming out soon http://kerbaldevteam.tumblr.com/post/161062024229/kerbal-space-program-update-13-away-with-words- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GBry replied to ferram4's topic in KSP1 Mod Releases
It is. As most prominently seen in the 777. But the problem I am experiencing is that when landed, it stays locked in the tilted position, and makes the gears like landing legs, and thus destroys my entire plane by shuddering the entire craft upon landing xD (no, the landing is soft enough to not make the tires break) (please open my Google Drive link for pics) Edit : Apparently the problem was MechJeb, for using the Vessel.findWorldCenterOfMass method. Thank you @ferram4& @Shadowmage~!- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GBry replied to ferram4's topic in KSP1 Mod Releases
Wait, sorry. I thought the KSPWheels issue was related to the stock landing gear bogey locking up in the tilted position after taking off.. I assume this is a separate problem? Haven't done any troubleshooting, but has anyone experienced the same problem? I think it's not even related to FAR... Image : https://drive.google.com/open?id=0Bw0o5Cj-WWayQnRxZmVkR1d3TVU- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GBry replied to ferram4's topic in KSP1 Mod Releases
Is there any progress on KSPWheels? What's triggering it though? It's kinda annoying to test my craft to see it fail to land properly..- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GBry replied to ferram4's topic in KSP1 Mod Releases
Yes, this makes sense. Stock airbrakes can be used as control surfaces too. I think b9 procedural wings' author should make one part exactly to do this also. Also, with mounting in the middle of the wing, I used a workaround : mounted on the edge, then add another thin "wing" behind it so that it looks like it's in the middle.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GBry replied to ferram4's topic in KSP1 Mod Releases
Feels wrong, lol No it's not about getting the spoilers to a negative deflection, it's about PREVENTING the things from going to negative deflection. I believe what Darael has told me is the one most achievable in this case.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GBry replied to ferram4's topic in KSP1 Mod Releases
No, no. Guys. I want the control surfaces to be SPOILERONS. Like the spoilers on commercial aircraft, which doubles as a positive aileron. It can't go negative, because there's the flap subsystem and a bit of the wing spar underneath. For flaps I use IR.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GBry replied to ferram4's topic in KSP1 Mod Releases
I'll try the next time I open KSP.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GBry replied to ferram4's topic in KSP1 Mod Releases
right. suppose that works too. but flaps' speed is too slow- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GBry replied to ferram4's topic in KSP1 Mod Releases
it would require ferram to put two sliders or toggle "limit from negative" or something- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GBry replied to ferram4's topic in KSP1 Mod Releases
Is it possible to add limits to a control surface, for example to make spoilerons so that it can go between 0 and +45, so that it doesn't go under the wing? Sorta infernal robotic's controls...- 14,073 replies
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
GBry replied to BahamutoD's topic in KSP1 Mod Development
Can you make a targeting system (for the missiles) that follows the mouse aiming, like the turrets? It's kinda hard setting up a dummy just to blow up a building...