Svm420
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Posts posted by Svm420
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Thank you for taking on this mod. I have been using the parts for awhile, but have been wanting to using skids like the real thing. Would you consider using KSPWheel for the skids. That mod is so much better with wheel physics. Dependencies aren't a bad thing when squad can't be bothered to do things right.
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9 hours ago, Citizen247 said:
There's one already in Airplane plus. Generally, I'm only trying to plug gaps with this mod. Having said that I would like to make some angled parts that are more versatile, I.e. that can do more arbitrary angles than just 5 degrees, eventually.
Honestly didn't realize it did. i don't know how since I've always had it installed, but thanks for pointing out the not so obvious If you ever go back to 60-70s jets i have a few ideas.
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I love your oval parts. Would you consider making a 5 deg slice hoz and vert, like you did for the oval, for the regular round fuselage. Thanks!
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6 hours ago, Rudolf Meier said:
the way these guys messed up the situation really rips my nerves
Who?
Also a question. Does offsetting parts from there initial attach location affect joint strength? Thanks!
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Yes I have seen that video. I'm going to try a few more thing to see if I can get them working air launched. If you would like I can upload a craft file for my missiles. Only mods needed would be B9 Pwings, procedural parts, FAR, and RealFuels.
Edit
Having done more testing lowing speeds to 1.5 mach the missiles do not work when air launched. I would love for you to make a video to show it working.
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Anyone having issues with the modular missiles? I am using FAR. My issue is the missile go into a unrecoverable spin about 5 seconds after launch. The weirdest part is this only happens when they are launched from a plane. When I launched off a SAM the missile controlled fine even if they miss they don't spin out. The missiles I made are modeled after real missiles namely the aim-7E and aim-9E. They are going around mach 2 with Q at 200-300 kpa altitude 1-3km. But only when air launched do the missiles spin out of control. Not firing high off boresight. Haven't done extensive testing to narrow variables, but i wondered if anyone has had luck using the modular missiles on planes against each other. Honestly it would be my favorite feature if it worked. The thought of tweaking and build a fleet of custom missiles or recreations sound awesome to me.
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6 hours ago, Boris-Barboris said:
Yes, FBW systems efficiently tackle aircraft's asymmetry and mitigate the dutch roll - something that is very hard for a human brain and is only partially solved with extensive pilot training. Original video contains a demonstration of me only touching yaw while the AA is keeping the wings level: https://youtu.be/MDChYmfR6XA?t=21
It is achieved by feeding yaw controller's output as additional, special input to roll controller which applies the necessary counter-torque to maintain it's own setpoint.
On the subject of translational shenanigans they demonstrate, sounds like waste of time and money. Helicopter-like sliding is achievable in KSP by inverted fins close to COM that counter the tail fin's side lift without countering it's torque. Others are probably too. And in all of them the unstandard frame plays as big a role as the software.
I think the coolest part about the yaw and pitch pointing is that is doesn't end up changing heading or altitude, and that it can hold those positions. I can see how an inverted tail ahead of COM would allow for something like the horizontal translation, like they had on the test craft, but i don't think you'd be able to tell the aircraft to move horizontally while maintaining constant heading/attitude. I'm not sure how they accomplish the vertical translation. I can see where the specially design airframe is needed to allow these maneuvers. I just though this was a very novel approach to aircraft control and wondered if AA could match it. Niche use, but interesting none the less. Thanks for the best FBW mod FAR and AA are must installs for me.
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I just found this cool video about some flight control experiments performed back in the 70s. I wondered is this something AA could do?
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Have you ever considered simulating the effects of water and/or oxygen injection for turbine engines? Is that something AJE could simulate?
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I'm hoping I'm in the right place. I am trying to find an intake. Is it from this mod? I've only found 2 images of it and no one yet has identified where its from. Hoping someone here can help me.
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I am having an issue with the 3.2 release of the mod. Any craft using the Type22 bombbay spawns 1km in the air and this message is spammed in my log. The the best case. Worst case it causes a NAN cascade that requires I restart the game to fix
SpoilerFailed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.
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Hey @Ger_space I was recently running an air race on the latest KK. I had to update the config files as somewhere along the way the files lost some info needed for air races specifically the FacilityType varible.
What I am posting here for is currently the statics for the air race by KSC are set around 2 group centers KSCRace for land based statics and KSCRace_0 for the ones on the water. Normally not ever an issue, but for whatever reason air races require all the gate statics be in the same group otherwise the race skips to the end bypassing any gates not in the first group. Hope you can either put them in one group or change the way the code works so it can find gates outside the first group. Thanks!
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Are the textures in this mod required to be png? I want to know if I will have issues if I convert them to dds for myself. Thanks!
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3 minutes ago, IgorZ said:
By a chance, is your issue the same as in the bug?
I don't believe so. Mine is that kerbal on EVA are heavier than should be. If the variable kerbalmass, found in physics setting, is anything but 0.0 then kerbal on Eva have that added to. 9375 from this mod.
Stock install with just KIS
Set kerbalmass to any non zero value.
eva a kerbal
open inventory and see mass is. 9375 plus whatever kerbalmass is.
I think mass should be. 9375 unless kerbalmass is set. I think that variable should have priority since it's a stock value.
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On 3/31/2019 at 11:12 AM, Svm420 said:
Tested and confirmed on latest KIS release on 1.6.1
Hey @IgorZ
Wasn't sure if you saw my post about that the bug I found. You never responded after I retested. I don't want it to be forgotten, Thanks!
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Wow that was really fast! Thank you so much
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Have an issue with heat shields and FAR. Link to details
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10 hours ago, IgorZ said:
Could you please have it tested in KSP 1.6.1 and KIS 1.18? Sorry, but the legacy versions are not maintained.
Tested and confirmed on latest KIS release on 1.6.1
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Pretty sure I found a glitch. When using the KIS 1.15 with KSP 1.5.1. If kerbalCrewMass from Physics.cfg is set via ModuleManger1.1 kerbals on EVA have that added to on top of their normal mass. So for example if you set kerbalCrewMass to 0.09375 when you EVA and hit Tab to open the inventory the mass readout is 187.5kg exactly equal to 0.09375 + 0.09375. Setting kerbalDefaultMass in settings.cfg to 0.0 does not remove the extra mass so I can't work around this and have kerbals mass contribute to their vessel. Thanks!
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25 minutes ago, Shadowmage said:
Possible -- most likely. Was not the intended use for those parts, so was not included in their functionality; and as they are 100% custom code for just those parts, there is no transference of functions from the standard KSPWheelDeployment module.
I'll have to give it some thought and make sure it could be implemented in an optional/non-invasive manner. If you open up an issue ticket on the KSPWheel repository, it'll ensure I don't forget about investigating it for the next round of updates.
I appreciate you investigating. I know those parts have had a lot done to keep them around. I wish people weren't so dependency adverse. Then maybe people might want to create new wheel/landing gear using this mod. Squad screwed wheels after 1.0 due to the unity change. Your work as been light years ahead of anything they've done. Hell i still see people post about using KSP version prior to the wheel change just for they're own sanity lol. Sad the community had so many big modders move on. Life never slows down i guess.
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Hey, Back with another request. Would it be possible to have the ALG gears use resource like you added to KSPWheelDeployment? I ask because I didn't see that module on the ALG parts so I wasn't sure if your update hit them as well. Thank you!
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4 hours ago, Max-Ksp said:
Edit : I have never play with Bluedog. What is the difference between FASA and Bluedog ?
Bluedog is just newer, has active development, and has a consistent art style. I just prefer it to the fasa art style.
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I found the mod by MAORDV for the apollo iva but it's built using fasa parts. It's just compatible with the bluedog saturn rocket. I'd rather have it be the actual bluedog IVA. I appreciate the thought. I'll be keeping my eye on this either way
MAD - Aerospace Parts (v0.6.1) KSP 1.8+
in KSP1 Mod Releases
Posted
@Citizen247
Well f-5 and f-4 would be a cool cockpits in the oval cross section. Maybe f-106 cockpit as well.