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KSP2 Release Notes
Everything posted by Feni
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Feni replied to ferram4's topic in KSP1 Mod Releases
Build looks good, played some scenario's. Aircraft behave as expected (recently built a plane with CoL behind CoM in stock but not in FAR, did not fly well.. ;-)). Kidding aside, I don't have multiple FAR buttons and no other issues with the way I'm playing. An addition I don't remember: I set up a plane with control deflection of lets say 20. When flying, open the window of the control surface and check the control deflection value. If you fly faster, the deflection value decreases, when flying slower the value increases again. I know this dynamic control deflection function was in FAR before, but it didn't visually alter the value if I remember correctly. I like it, it gives you more insight in the behavior of the craft.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Maybe a silly question, but did you include ammo?
- 2,035 replies
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Maritime Pack & Submarine Pack 2.0 Dev Page
Feni replied to BT Industries's topic in KSP1 Mod Development
https://www.dropbox.com/s/xup9ps18u53xvjk/The_Maritime_Pack-0.1.4a.zip?dl=0 I believe this is the latest version. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Feni replied to BahamutoD's topic in KSP1 Mod Development
Only the turret with the missile that will be fired next is active. When the missiles on turret 1 are depleted, the turret 2 will become active. //I see you edited your post and I didn't reload the page for a long time before posting, so my post is obsolete. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Feni replied to BahamutoD's topic in KSP1 Mod Development
If your vertical velocity is very high, or very low, or your altitude is too high the reticle dissappears indeed. I thought the setting could be modified in settings.cfg, dunno which value though. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Feni replied to BahamutoD's topic in KSP1 Mod Development
Take a look at P.E.W. http://forum.kerbalspaceprogram.com/index.php?/topic/105974-wip104-r11-pew-a-bdarmory-addon/ -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Feni replied to BahamutoD's topic in KSP1 Mod Development
That's new indeed, apologies. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Feni replied to BahamutoD's topic in KSP1 Mod Development
You can still set physics loading range using Alt-B. -
BDArmory AI flight computer making unstable turns
Feni replied to drtricky's topic in KSP1 Mods Discussions
Apologies, missed that one. If your aircraft wobbles, reduce the Steer Factor and/or Steer Limiter. The Steer Dampening is already at a good setting to reduce wobbling. If I remember correctly, Steer Factor determines the size of the curve it tries to make to intercept the target (larger number = tighter curve), Steer Limiter determines the maximum deflection of the control surfaces (1=100% deflection, 0.5=50% deflection) and Steer Dampening smoothes input into control surfaces. Wobbling can occur if your plane reaches its aerodynamic limit and has stalls on its control surfaces or if its input into the control surfaces is so large that the craft overshoots its target angle and has to correct (and overshoots that angle also so it keeps overcorrecting). Try some lower settings for Steer Factor and Steer Limiter and let us know if it worked. -
BDArmory AI flight computer making unstable turns
Feni replied to drtricky's topic in KSP1 Mods Discussions
What are your settings in the AI flight manager? -
http://forum.kerbalspaceprogram.com/threads/121224-1-04-Mk2-Expansion-v1-6-UDATE-9-24-2015 Here you go..
- 2,035 replies
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Feni replied to BahamutoD's topic in KSP1 Mod Development
You can use the FLIR to paint a target with the laser and click 'Turrets' to automatically follow the target. -
Donated, not much but it's what I could spare. Good luck rebuilding!
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Feni replied to BahamutoD's topic in KSP1 Mod Development
The second one -
P.E.W (A BDArmory Addon)Reactivated Development
Feni replied to LORDPrometheus's topic in KSP1 Mod Development
Woops, that one is from North Kerbin Weaponry.. Just tested again and the adm and Tomahawk are so slow that they crash before reaching a target about 5 miles away with FAR 15.5. They do try to correct their flight path but simply lack power (or have too much drag). What's your target velocity for those weapons? -
P.E.W (A BDArmory Addon)Reactivated Development
Feni replied to LORDPrometheus's topic in KSP1 Mod Development
@LORDPrometheus I found this line in the .cfg of a number of your bombs such as the Paveway IV: dragModelType = none This seems to cause them to slow down to about 60 m/s during descent when using latest FAR. Shouldn't this line be: dragModelType = default I also have the problem mentioned a few posts earlier that missiles slow down to about 150 m/s (good example is the ADM-160A drone and Tomahawk). I guess that either aero or thrust needs rebalancing. I'll try to make a list this weekend. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Feni replied to BahamutoD's topic in KSP1 Mod Development
This happens to me as well when using Maritime Pack and BDA. You're not in space but the scene and craft doesn't load. Try restarting the game and launch the vessel. If it doesn't load correctly, remove a mod and try again until it loads. Then report back and tell us which mod broke your install. (Or check output.log). -
[WIP] Never Enuff Dakka:- A BDArmory expansion [Release 3]
Feni replied to PrototypeTheta's topic in KSP1 Mod Development
Is this addition to BDArmory still functional after Bahamuto changed the way that turrets work? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Feni replied to ferram4's topic in KSP1 Mod Releases
This happens to me as well. Aero forces aren't calculated, so planes don't have lift and plunge in the sea after clearing the runway. I've got a ton of other mods installed, so too many confounders to reliably point to one specific mod. Reverting to v0.15.4 did however fix the aero forces problem.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Thank you, will try them out.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Feni replied to sirkut's topic in KSP1 Mod Releases
I had that with RealChutes installed, I removed it and the bug was gone. -
Looks interesting, will try it out