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CrisK

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Everything posted by CrisK

  1. I think I'll have a bit of fun and stream dogfights with everyone's planes this weekend, starting tonight. I've modified P.E.W. and BDArmory on my own install so that long-range AA BVR combat is possible and deadly. (25km-40km)
  2. Jet engines consume fuel from any part with crossfeed enabled across the entire craft.
  3. I just caught up with the last few pages of this thread. I can't speak for Halsfury, but in my opinion Dynamic Deflection should be allowed. I just sent you a PM. I'm glad that you're having fun with the S-USAF! It's probably the nicest, simplest design that I've created. The trainer is also really fun, but like you said it's fragile. I will play around with these. Thanks! Vis-à-vis the thrust limiter: I've completely disregarded that part of the challenge for all of my planes other than the Rafale which was jointly-built with Halsfury. This looks good! It reminds me of the older Russian MIGs!
  4. There's no need to add a decoupler or a fuel line. Just create a part that has crossfeed enabled, and add a decouple function to the top of the part. There's no magic involved in making something decouple.
  5. @LORDPrometheus, I had a chance to try your mod earlier while I was streaming. I found a number of bugs; I'll compile a list and send it to you privately via PM. Have you tested your missiles with FAR? Most of them fly very slowly, at around Mach 0.28 or less (110m/s).
  6. I updated my larger Flanker today. It was a challenge to make this thing supermaneuverable, durable, and competitive with the smaller fighters. Weirdly, it's actually more maneuverable than any of the other fighters. I haven't quite figured out why; it's partially dumb luck. It's about 40% larger than the other Flanker, and carries a much larger payload while retaining supermaneuverability. Edit: I will upload a version of Kerbpaint that works with KSP 1.04 to Dropbox in the morning and send you a PM with the link. If you post a picture of your design (or the craft file) we can give you some tips.
  7. @TheHengeProphet Weirdly, once the bug manifests on one craft it applies to all of your crafts. I fixed it by starting a new game and recreating the bugged crafts.
  8. @TheHengeProphet, Thanks! I’m happy that you took the time to fly all of my planes! I changed the landing gear setup from the previous setup so that I can land in remote areas and perform short landings on aircraft carriers in Kerbinside and the Martime pack. If you want to make the Rafale feel less sluggish, just increase the control percentage on the canards to 6 or 8. The AI pilot does not fly the Rafale well - I would expect it to loose to your Spite 100% of the time. I used Kerbpaint to color the crafts. The Flanker and USAF are extremely maneuverable at any speed, and they rarely stall. As a result, both make good AI drones. I snuck a probe into each of their bodies so they should be setup to act as drones. Unfortunately, the Flanker is a bit fragile. I'm aware of that problem - it's because I removed the front and rear struts for aesthetic reasons. If you add them back (strut the precoolers together, then strut the precoolers to the main body in the front and back) its durability becomes unrealistically good. However, this adds 8 more parts and looks bad. The Flanker is a bit stumpy. The tail needs to be extended by 1/3rd and the intake/precooler/engines need to be moved back. However, there's no stock part that looks good as an extended tail section. I used the structural tubes from Infernal Robotics rework and they look great in this role, but I'd like to keep the mod requirement for each craft to a minimum. The USAF is as close to perfect as I can get performance-wise. It's also very light on parts. That weird stall bug has something to do with B9 wings. Ferram and I exchanged a number of posts about it, and he concluded that it was a B9 wings quirk. I agree - I haven't been able to replicate the bug with stock wings.
  9. I updated most of my planes today. CrisK S-Flanker craft file CrisK S-USAF craft file CrisK Trainer craft file CrisK and Halsfury joint Dassault Rafale craft file I also updated the Boeing X-32, but I'm bored with its ugly duckling design and I haven't tweaked its performance. It flies very well at low speeds, but it's pretty boring to fly compared to the twin engine planes. Mods for all planes: Adjustable landing gear, FAR, B9 wings, BDArmory.
  10. @TheHengeProphet, I updated my USAF and Flanker for the latest version of FAR and I'll upload the craft files to Dropbox in the morning. Both fly quite nicely. A little eye candy, my USAF taking off from a carrier:
  11. @Fengist, I had a chance to play around with your mod this evening. Nice work! I think that you struck a nice balance with your model and texture detail. The parts also scale nicely. I made a few modifications to the config files on my install to fix a problem with overheating, and raised the crash tolerance of the aircraft carrier decks. I managed a nice night landing on a low-part carrier. Thanks for creating this, and I hope that you continue to actively develop the mod pack.
  12. I'm considering creating a thread in the Spacecraft Exchange area just for jet fighters. It'd serve as a partner thread for this challenge.
  13. Yes, this happens to me too. I tweaked the config files to fix it on my own install.
  14. In the future, I'll snap a video of any bugs that I find, post it privately on YouTube, and direct message it to you. Thank you for giving my bug report the attention that you did, and for continuing to develop FAR!
  15. I agree with you that it's a b9 wings issue and not a FAR issue. I did not do anything different with the first craft when it loaded broken. I opened KSP, loaded the craft, and opened the FAR screen. Out of curiosity, I flew two versions of the exact same craft file. They both flew differently: one stalled properly at an AoA of 30 degrees, one didn't stall until 65 degrees (based on the FAR flight data screen). Same craft file. I'm trying to be helpful by reporting this. I feel a little bit as though you and others in the thread have jumped on me for daring to report a bug. My intention is to be helpful and contribute to a great mod, not to criticize your work.
  16. @ferram4, Okay, here are a couple of bugged craft files. Craft A: This craft sometimes loads with a Mach 1 wave drag area of 0 m^2. The only mod is b9 wings. The analysis lines do not display at all. To be 100% perfectly clear so that there is zero confusion, here is a screenshot: Sometimes the AoA displays properly, other times it displays the same chart that I already posted with the AoA capped at roughly 20. Steps to reproduce: load this craft file. Load ANY OTHER craft file in the SPH afterwards. The analysis for the other crafts will also be bugged. You can also raise/lower the landing gear (there is none) and the static analysis and transonic design numbers will change. Again, there is no landing gear. Craft B. This craft sometimes loads correctly, other times the AoA is capped at 20. Steps to reproduce: change the root. Load any other craft in the SPH. Load this craft again. Raising and lowering the (non-existent) landing gear causes the analysis numbers to change. Sometimes you see this: Other times you see this (AoA capped at 20): I can provide more examples if they would be helpful.
  17. Ferram, I'm not sure what I can do to convince you. Here's a series of screenshots. Plane A. I can raise and lower the landing gear and the AoA chart is the same. I can load the file, raise and lower the landing gear, and the chart remains consistent. Plane B. This is the exact same body and wings. The bug has occurred, god knows why. The body is identical in every way other than BDArmory missiles being added. Now if I reload plane A I get this: Again, that's the same craft file. Then every time I raise and lower the gear I get a different graph. Now if I load craft C, a completely different design, the same graph shows. Here is craft C's graph when the bug is NOT occurring. I can raise and lower the landing gear all day, reload the craft, etc. and the analysis remains consistent:
  18. I built two more flanker designs, one large and one small. Here's a few shots of the small one flying: Here's the large one in front of the small one:
  19. They're to be referenced against the pictures that I posted earlier. If I remove the wings then the AoA returns to normal. Just one more thing - the chart's set to be out of 75 points. The plane's AoA is 18. Before the bug manifests itself the AoA is around 65. I can raise and lower the gear all day and it stays the same. As soon as it manifests itself in one craft, the AoA of all of my crafts hovers around 18-20. Even if they use stock wings. After more testing I've concluded that it's definitely something to do with B9 wings. To clarify even further, here's a scenario. 1. Craft A has an AoA of 30 with the landing gear raised. 2. I add a B9 wing. 3. I remove that B9 wing. 4. Craft A now has an AoA of 18.
  20. Ferram, I'm probably describing this wrong. Once that AoA bug manifests on one plane, FAR applies the same AoA analysis to every plane in the SPH. It doesn't mater what the wing shape is. I created a few extreme examples for you: After experimenting with this, I think that it may be a problem with b9 procedural wings and FAR. If I only use stock parts and wings, the bug does not manifest. If I use a b9 wing, the bug remains even if I remove the b9 wing.
  21. Thank you, I will do so. You could have written that in a more polite manner. I appreciate the work Ferram does and I try to help by politely reporting bugs. Edit: the bug persists. Here is what I tried: 1. I completely deleted my KSP installation and downloaded a fresh install. 2. I installed FAR, KerbalJointReinforcement, and b9 wings. 3. I created a new game in career mode. The bug persists across any craft file with stock or b9 wings. I can do insane things like change the width of the root of the wing to 10, offset the tip by 5, make the thickness incredibly thick, etc. and the bug remains. Basically, once the bug occurs the entire save file is broken.
  22. Great. Now my system is glitched too. I took a few screenshots and posted them in the FAR thread.
  23. Ferram, I've run into the same problem as TheHengeProphet. I created a plane that had terrible AoA values, and now all of the crafts on my computer (including my old save files) now show similarly poor AoA values. Quitting and reopening doesn't fix this. In fact, FAR seems to apply the same AoA values to every plane after the first bugged one. I can load crafts built by other people and FAR shows the same poor AOA performance. This is pretty frustrating. You can see that I tried to get FAR to recalculate the values by raising and lowering the landing gear again. The AOA values remained the same on 4+ different crafts. Edit: mods are installed manually. Here's a list: FAR MK2 Expansion (not used in any of the crafts) Kerbal Joint Reinforcement B9 Wings Adjustable Landing Gear BDArmory Edit 2: This bug has seemingly corrupted every craft in my save file. I rebuilt built one of the planes with only stock wings and it shows the same AoA values. Edit2: I can make a plane with completely stock parts and it shows the same AOA data, even if I raise/lower the landing gear, reload the game, etc.
  24. Thanks! I updated the flanker's body slightly again. It has improved performance, and I fixed a weird bug where the IVA would have reduced visibility due to the engine nacelle bugging out. I kept the trailing edge because it weirdly improves AOA performance. Not sure why. The drone core in the center acts as a stored battery - it holds 250 electricity and never overheats. Regular batteries tend to explode at random. If you reduce the control surfaces to around 30 or even 25 then it'll be easier to fly, but that extra control is needed above 10000m. I'd rather have it be difficult to fly below 5k than give up maneuverability over 10000m. Edit: here are a couple of screenshots of the Flanker's updated body. As you can see, the lines are much cleaner now. It's also really fun to fly IVA because of the increased viewing area. The GAU-8 has been shifted so that it's parallel with the horizon, and it's pretty fun to dogfight in IVA now.
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