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Svm420

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Everything posted by Svm420

  1. @blowfish Trying to make config for the NK-12. For some reason when using a gear ratio of 0.094, or 1:10.6, it causes the engine to constantly flip from nominal to starter on not functioning properly. In this state throttle has no effect on engine output it has those same outputs 1-100% Any idea whats going on?
  2. Lower your wing load. If you are familiar with FAR go to the second page of the FAR analysis and check reference area. That how much area you have generating lift. Then divide mass in Kg by the area in m2. For reference here is some standard aircraft wing loads. The Cessna 172 has a wing load of ~70Kg/m2 so aim for that if you want good low speed characteristics. Right now I see you craft has a mass of ~5900kg so you'd need an area of ~85m2, 9mx9m, or ~68mx1.25m for the width of the wings you have there. Crafts in KSP are notoriously heavy because of Kerbal/KSPs reduced scale. In stock they buff lift for the area you use so that crafts look Kerbal sized. FAR is designed where real area = real lift force. They are by design different. It takes adjustment, but can be rewarding if you appreciate the realism and depth compared to stock.
  3. Well after a about an hour coded the behavior myself Much happier with it this way. Now pushing reset trim doesn't set it to zero if the knob is too far from 0, but the precise and absolute adjustment was worth it to me.
  4. Sorry to necro, but did you ever fix the broken mirror symmetry. Its funny I just started to use these parts again, and ran into the same issue only to find I forgot I already posted about it
  5. I use RealFuel and lead ballast for weight and match listed specs for the plane. I use wing configs from RO so no unrealistically strong or heavy wings. I know though I can't match the exact airfoils used. For the COM/COL placement I go off any statements regarding craft handing. Not finding anything stating its unstable or even neutral and requires SAS, so I assume the COM is slightly ahead of COL giving positive static stability in the real thing. Individually parts may be more or less than the real life section, but overall its very close. It's hardest to get the fuselage the exact dimensions without using ugly Pparts. So maybe body lift/drag added stability that i'm lacking, or the airfoils. Those are the hardest things to account for. I just don't want to stray far from the replica look. It's the first time I've had a plane have this issue, but proves FAR is a decent simulation when you run in to issues that RL has had to deal with. I tried shortening the elevators slightly and lengthening the outer main wing and it reduced the number 4 fold but its still has the instability. It does get stable above 1.4M and it reverses and rolls left in the high transonic region. Weird thing is if I add exaggerated dihedral to the main wing it still doesn't resolve the issue. Surprises me how strong the instability is, and how it changes in flight. Just gotta find the right comprise i guess.
  6. @Red Stapler Love the mod! I don't know how this mod isn't more popular. Apparently people like to hear the same few songs over and over. Don't invite them to a party My favorite tune so far is the summer coffee while building. Something about that song I really like. Anyway great work Thanks!
  7. I know the buttons work . The trim axis doesn't work as I'd expect it to so I am asking @linuxgurugamer if changing it is possible. Thanks.
  8. So I have this awesome F-4E replica here. It performs amazing. Heavy as hell, but it has a ton of thrust so she can fly. It has one issue though. It has horrible roll angular acceleration with respect to yaw. So she just rolls constantly to the right. It is definately casued by the 23* anhedral on the tail, but everything I have read suggests the lateral instability should be resolved by the 12* diherdral angle on the outer section of the main wing. I get that fighter jets have inherent instabilities. Thoughts?
  9. @linuxgurugamer I have a request regarding trim axis control. I would like the trim value to map 1:1 to the current value of the axis like a throttle. It currently behaves more like a joystick input increasing/decreasing trim value until the axis returns to 0/neutral. I want trim to be set directly to the current value of the axis so that I can directly control the output trim value. Would that be a possible change? Thanks!
  10. @dkavolis I have a request. Would you add a Q readout on the Data+Stability page of the analysis AKA pg 2. I can post the request to github if that's preferred if this could be added. Maybe static pressure too? I don't know that I need it, but just another idea. Thank you
  11. I solved my issue. Still don't get why I am the only one with the issue. They are working great now.
  12. I totally can see the bad reports being an issue. With the wide market of KSP many false or not useful reports come from inexperienced users. That I don't have a easy solution for. It has burned many good modders in our community. I have seen the more experienced/veteran users of particular mod try to help save the actual creators time by helping resolve those reports, but that's seems rarer as time goes on in these forums. Just wanted to say if modders feel they are wasting time fixing squad oversight then don't or make it a secondary/tertiary issue resolved at leisure. Rant in spoiler
  13. If squad doesn't care to help stock work with mods why waste time trying to make mods work with stock. IR parts should be the standard for moving parts with FAR. If squad doesn't care to build in easy support I would just drop it. Pretend they don't exist. My 2c
  14. I think I was misunderstood. I am saying why waste time "fixing" stock parts. Why not just pretend they don't exist and use the IR parts that already work. Do they offer anything IR part don't? I know the interface for setting up sequences in stock is different. Do the stock parts offer anything new? If not, then who needs them...
  15. Why even use the stock parts then? If your using the IR.dll might as well just use those parts. Does stock have anything IR doesn't? Squad is the king of half ass implentation. I knew this would be a modder headache. Only when Nathankell and the like were working for squad did anything get implemented fully and properly.
  16. The final push I needed to start yet another career. Awesome
  17. DDS. All non DDS textures are converted to DDS during the load screen. Having them already as DDS saves time and memory i believe. Couldn't tell you what DDS format as I don't mess with textures too much but it depending on what the texture is used for eg. normal map vs regular texture sheet. Ninja'd by LGG Convert them with a converter, I know Nvidea has one I believe or you maybe able to export the textures in that format deepening on the tool you use.
  18. I cant use WS. I use this bombay with BDArmory which means I am using Physics Range Exteneder. WS and PRE aren't compatible and PRE doesn't do whatever WS does to stop the 1km in the air spawn that why I asked @Stone Blue if he could fix it so it could be used by anyone.
  19. @Stone Blue Would you consider trying to fix the bomb bay for the F22? It has the same spawning 1000m in the air as quiztech and OPT. Its the only proper F22 bomb bay.
  20. Please do this it would be so helpful to be able to use the welding mod on my main install.
  21. I would, but I am using RealFuels and a custom cfg so that I could tailor the fuel load better. If you want to install realfuels and RFStockalike I can upload the missile and the cfgs you would need to drop in Gamedata.
  22. @jrodriguez I am wondering why i am having so much trouble. My builds uses much shorter burn times usual >10s max G 25-30 and I use 1 set of control surfaces. Question about the code. Does the missile continue to track after thrust is over. Maybe since my missile burns out so fast they end guidance? Thank you for the demo at least i know its me now.
  23. Are you still panning to do this? I have yet to see anyone use modular missile in air to air combat.
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