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The DigitalAlchemist

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Everything posted by The DigitalAlchemist

  1. Have your pick =P https://drive.google.com/file/d/0BxuGgjkCBtEaTFBUX2VIeWQxcGs/view?usp=sharing For emphasis... I selected a block of crash logs all from the same day... This is just for haste, I will now go out and acquire a "new" crash log...
  2. Hey thanks for posting this mod! Even if it doesnt fix my issues, it sounds ultra nice. I HAAATE flying across oceans especially on sub sonic flights that take over an hour. +1 to you sir for sharing good content! Edit after testing: As interesting as this mod is (and I predict useful in the future for other endeavors) it didnt help. What I however found that DID help, was locking the gimbal on my engines as I approached super sonic flight. It turned into a massive wag to a jitter, which I can live with... Theres a lot of forces going on all at once.
  3. Hey, thanks for the responses. I think half the issue is that the CoG in my ship is in front of the CoM. I did this, because the plane has SO MUCH authority over it's control that it doesnt matter. I can carefully go into a turn, or I can just slam it and do a back flip sub 200m/s. It's supposed to be an agility fighter jet (actually looks like the Sukhoy a lot) So, I relented and brought the wings back so the CoL and CoG were the right way around... Same issue however. The plane is made of very few parts for wings, but I think the issue is coming from the immense amount of control authority the plane has. The SAS seems to apply full force to achieve it's goal, over shoots, and has to correct causing it to bob up and down. It's like the gain is too high on it. If I turn off auto pilot, it's 100% fine, CoL wherever it is. But this plane is impossible (or frustrating at the least) to fly long distances. I've made a few other models as well, same issue. In fact, I've always had this issue with Ferram. I really want to play with realistic lift and physics for flight, but the ability to take my hands away and relax for a long 500+km flight across the ocean to my designated markers is needed. I cant be bothered to manually fly a plane for 2 hours. Not why I like KSP, I like doing things IN it, and making little touchy adjustments every 5 seconds is... boring.
  4. It has happened every single time I'm going from hangar to fly, or flight back to hangar. Something about the loading causes the game to hard crash. No errors no nothing, just boom and dead. I think it might be a memory leak of some kind... Because I can be working on a plane for a good hour, run 4-6 test flights, go back to the hangar for more adjustments, try to fly it again and crash. Very frustrating. Does any of this sound familiar at all? I did try forcing opengl but that hadnt seemed to change anything.
  5. Hey, I'm having an issue with all of my aircraft that after a certain speed they start osculating wildly and break apart. I cant maintain stable flight for any period of time. If I disable aerodynamic failure, the oscillation just gets worse until I lose control of the aircraft. In stock, this was a very good, very stable aircraft even at speed. Very easy to control. I've had this issue in previous versions too, it's the single thing keeping me away from using it. I like the better physics but having my craft wobble about for no apparent reason is very obnoxious. Further, I'd like to know if it's possible to make aerodynamic failures happen close to KSP default values WITHOUT turning it off all together. I dont think my planes should be falling into shrapnel at 150 m/s because I tried to tweak my pitch. Default, any maneuver at mach speed is suicide (I blame it on digital controls).
  6. It's not impossible, it just takes a lot more finesse than it used to. You cant just lob the thing into orbit, or start accelerating to orbital launch velocities at 15km anymore. What I usually do is take a 45* trajectory up to around 10km, level out and accelerate up to around 550m/s then start carefully pitching back up to around 20-25* keeping an eye on my thrust and watching out for heating effects. I keep carefully pulling back to increase my vertical speed until i'm around 45* or so. By the time I reach 30km I'm generally traveling 850-1000 m/s, then I switch my rapiers over and keep accelerating until my apoapsis hits 70, then right before I hit the peak I accelerate into orbit. I'm not even that good but after I understood the new mechanics I found it pretty easy. This here is my proof that I did it. Of course there's plenty of refinement I need to do, but I did a full round trip to space, orbit, de orbit and landing. Coming down was a bit tricky and took a couple attempts but after 2-3 tries I understood what I needed to be doing to bring her back down safely, and eventually got her on the ground again.
  7. Thanks for the reply. It appears that it is scaled based on the size of the ship. My 100m long carrier zooms way ridiculously out but smaller fighters are as close as i'm used to. The issue is that with my bigger ships (I have 2 i'm working on) the zoom it's set to on load is unusably far. I still like to be up close so I can adjust all those tiny details, but it seems it's almost all the way out to max.
  8. So, I've taken to modifying the files to change the colors of the parts. For example my capital ships have a black sheen, but sometimes I might not want that. Is it possible to make something that will add to the part the ability to use one texture, or another? I think (if it doesnt already exist) that this would be an exceptionally useful mod that could see a lot of application outside of what I want to use it for. Say another dev makes a part pack where you can switch which colors the parts are, or how they look. Thanks in advance!
  9. Very handy mod! QUESTION!!!!!! What exactly is '*' supposed to do? It doesnt appear to change anything for me, and the readme indicates that it should change the hangar scale? It does nothing for me. It seems to jet out to max distance for my bigger ships forcing me to scroll for almost a full minute just to get close enough to work, and the camera becomes super slow and lethargic. Realistically, I only need the camera to zoom to about half again it's default. Is there a way to set that up? I use mostly the SPH, and the largest ship i'll ever build will be about 100 meters (which is my space carrier).
  10. Actually, I solved my problem by cheating, and scaling the mass/fuel/thrust of all the HX part's down by 100x. It actually worked extremely well and hasnt changed the performance at all. Only difference is that the part's dont warp as bad and I can now use non HX parts. Like landing gears... Also, I'm using Quantum Struts for my engine stabilization needs. I have it rigged to actions so that when the part is rotating, it toggles the strut, then when i hit the button again to make it stop it toggles back on. As far as using things like active struts (which is broken for me btw, (my LMB stops working when i try to connect them in the editor so I cant connect it) it's still not feasible for stock HX. The parts are simply too heavy and as soon as the struts let go the part will just rip it's self off or flop around like a wet noodle. Active struts sounds like it would work better than the quantum struts since they'll attach to the same point again where as the quantum strut has to be aimed. If it misses the part, it can actually strut the ship to the ground which is hilarious. The ship moving 300m/s suddenly stops, and it's like colliding with a brick wall mid air. I nearly jumped out of my chair the first time it happened because it was so unexpected.
  11. Alright, now that I've (seemingly so far, knock on wood) fixed the crippling issue that was preventing me from making any kind of reasonable ships using HX parts, I'm really interested in expanding the selection of parts available to me. If anyone is interested in picking it up, one idea specifically I had was to make the HX4-A-HX2-B (the big upward slanted piece, will be the very first if you'll get if you organize by size) into a hangar bay with a door. The next piece that I would love to see is an actual bridge. Once upon a time however, I used to be a very talented modeler using 3DS Max. If some one could prompt me in the right direction that I could educate myself on the matter of making my own parts, I may be inclined to make a few parts myself that I would of course share. I actually see quite a bit of potential for these parts especially since there was never a lot of them to begin with.
  12. A solution has been found! Big thanks to The Space Man for pointing out one of the issues that's been really killin me for a while, and blowfish for a (so far!) working solution to the HX parts issue! Identical problem was described here, and the solution is posted in the very next post! http://forum.kerbalspaceprogram.com/threads/92630-0-90-B9-Aerospace-Release-5-2-8-%28updated-30-12-14%29?p=1768531&viewfull=1#post1768531
  13. If anyone cares, i figured out something... Apparently some of the parts when you attach another part to it, it looses all cohesion and will act like it's not even attached at all. At that point it falls straight through the entire map. Attaching struts does nothing. Also, it's not a weight issue. I discovered that I could just go into the files and edit them manually, and I did so reducing the weight of all the parts by 100x (including the thrust output of the engines so they didnt just blow everything apart). Didnt fix anything. First ship i took off with did okay until one of those parts the game just wasnt dealing with whipped off literally 500km... nearly crashed my comp. Does any of this sound familiar and is there a way to fix it?
  14. Is it possible to crank up the rigidity of the parts? I've had this idea for a few weeks now and I want to make a medium/large (HX parts large) ship that uses rotating engine nacelles for landing on planets. The issue I'm running into right now is that any sufficiently heavy part (which is most) or a powerful engine will cause the rotating joint to flop around like a wet noodle. You cant just slap struts on it because that prevents the part from moving at all (and will actually snap the ship if you try, found this out when one of mine broke in half like a cracker) If I can some how get it to work, I could move all the engines outboard, leaving the center open for space to park a small flier or rover in.
  15. Active struts doesnt appear to do what I'll need them to do. I've never made my own parts before, how would I go about that?
  16. Hmm... I had removed KJR and it didnt seem to fix it... Perhaps I'll remove Tweek Scale (which I only used to make the cockpit look not stupid). I'll throw it out the window and see what happens. Good news is that it doesnt appear to be affecting my smaller ships anymore (from what I can tell), so it's just these extra large exploration ships.
  17. Ya know, at this point I would be happy even for an explanation of WHY this is happening. Any help at all please?
  18. Before I got the hang of balancing my space planes so they were stable while full AND empty, at one point returning from orbit I had burnt all my fuel, and my CoG moved so far back, that the plane was actually more stable flying in reverse, and I ended up landing backwards.
  19. This is becoming SUCH an issue, I went ahead and captured a video of it. Imagine this happening every 30 seconds, whenever your trying to maneuver, whenever your aligning to a node in space, whenever your trying to go for a sensitive landing. This appears to happen when I turn. I think it's just suddenly "jolting" the ship back to what ever it's original orientation is. Like the physics didnt turn with it and suddenly they catch up and go "oh no, that was supposed to be here" and yanks it instantly back into position causing the vessel to get thrown back in that direction. The effect is MUCH more dramatic if i'm only turning using torque since the ship cant "correct" it's self nearly as quickly. The mods on this install are relatively simple, Thrust Controlled Avionics, B9, Kerbal Joint Reinforcement, In Flight Waypoints, Active Texture Management, Crowd Sourced Science, Safe Chute, and TweekScale (which isnt being used on this ship) I really need help with this. If it was just THIS ship, I'd just re-make it and move on. Fact is EVERY ship seems to be doing this now...
  20. so you dont have to read 150 pages of posts: http://forum.kerbalspaceprogram.com/threads/55657-0-90-Kerbal-Joint-Reinforcement-v3-1-1-1-15-15?p=1765800&viewfull=1#post1765800
  21. So, i'll be flying along, and after a certain period of time the ship will randomly jitter about, and all the parts will become discombobulated (but still attached and NOT exploding), causing the craft to absolutely freak out mid flight. I have a feeling it's the B9 HX parts that I'm using but I havnt taken the time to test this effect on lighter craft. The first one I made worked fine, then I made a slight change and then it started doing this. Since then, every craft i build does this. What usually happens is I'll start a flight, go VTOL, take off, and start ascending. It doesnt always happen immediately, but then it'll randomly freak out. My latest craft would wig out so bad a part would shoot off dozens of KM away causing the craft to spin wildly out of control. I think it might have to do with parts that I take off, and replace (perhaps to move or adjust them), but it's like theyre no longer attached to my ship. Sometimes it'll happen right off the bat, I've seen modules fall 90 degree from their attachment and just flop around. Shoring up part's like these does nothing. With the latest ship, I noticed that whatever flew off was still attached to the struts. This is becoming incredibly infuriating since I spent 3-4 hours crafting these ships, and when I went to test them something would just flop around like the part had zero rigidity at all. Almost like it's not even really attached. (I've seen part's just literally fall off immediately, perhaps held on by a strut) The best I can describe this phenomena is that it's like the part's are just storing up and gathering energy, then suddenly releasing it all at once causing it to discombobulate with out actually breaking (for some reason). Any help would be greatly appreciated! EDIT: This is the best i could capture it. The craft isnt broken, but all the part's will fling out like this then go back together (with this one anyway)
  22. Well, I've screwed with this mod for a day now, and I gata say it's pretty awesome. I really hope the dev of this mod keeps working on it further, there's a lot I feel it could be capable of, such as full real time control over the vehicle, extending it's scope to mono prop systems, and being able to hold relative velocity to a target. As is I'll be making heavy use of it. It's a bit sloppy with really massive ships, but still performs wonderfully. The only thing I wish it'd do is take control of a thruster's ability to gimbal as well. Perhaps hijack the trims or something to compensate for offset. Thanks a ton for showing me this!
  23. Ahhh, B9. My favorite mod, and IMO the one that adds the most. Just IMO. I'm a huge fan of the HX Parts, I love building capital ships, carriers, and stations. That said I'd personally love to see more HX parts, and specifically an HX cockpit. Also, the 3 sided hub, the HX1-S-H3 for some reason WILL NOT connect to part's when the cut corners are aligned with other parts that have that cut angle, but you can attach stuff to it just fine. Kinda make's it useless in that regard... If there's a proper place to report a bug I'd like to know. Also, if i should so desire, how would one go about making their own part's for this mod?
  24. I tried to "just do it", and create a rotating engine module and they just flopped around like a wet noodle. I know you cant use struts to shore them up, it'll torque the part when you move/rotate it, so I'm wondering how this would be possible. Is there a way to shore up the part and still have it rotate, or modify the part's so they have 0 flex? As usual, thanks for your time!
  25. So, I'm certain we've all been there. Your in your space ship and your maneuvering thruster's are barely misaligned, maybe your CoG shifted slightly, maybe your thruster placement was off but either way you get a minute rotation when you attempt to translate. Are there any mod's out there that can look at the thrusters placed around a craft, and dynamically determine the best way to utilize them to achieve what the pilot is inputting with minimal undesired translations? I first started to desire something like this while attempting to design a VTOL aircraft using B9 parts. Despite the fact that it (eventually) worked, I still found it extremely difficult to translate and control in hover mode. I couldnt help but to keep thinking "There really should be a computer that controls the thrusters for more stable translations" It would also be nice to have it be able to be able stop a translation after the directional key was released. Basically an "orientation hold" that isnt permanently changed when you roll (as is with stock SAS). Ideas? One could make a very solid VTOL craft with these 2 utilities.
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