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Feni

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Everything posted by Feni

  1. 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.
  2. https://www.dropbox.com/s/xup9ps18u53xvjk/The_Maritime_Pack-0.1.4a.zip?dl=0 I believe this is the latest version.
  3. 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 //I see you edited your post and I didn't reload the page for a long time before posting, so my post is obsolete.
  4. 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.
  5. Take a look at P.E.W. http://forum.kerbalspaceprogram.com/index.php?/topic/105974-wip104-r11-pew-a-bdarmory-addon/
  6. 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.
  7. http://forum.kerbalspaceprogram.com/threads/121224-1-04-Mk2-Expansion-v1-6-UDATE-9-24-2015 Here you go..
  8. You can use the FLIR to paint a target with the laser and click 'Turrets' to automatically follow the target.
  9. Donated, not much but it's what I could spare. Good luck rebuilding!
  10. 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?
  11. @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.
  12. 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).
  13. Is this addition to BDArmory still functional after Bahamuto changed the way that turrets work?
  14. 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.
  15. I had that with RealChutes installed, I removed it and the bug was gone.
  16. Looks interesting, will try it out
  17. Great SSTO, very elegant design. Can't wait to try it out. I guess it's FAR compatible? Does it handle EVE entry without breaking up?
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