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Everything posted by Citizen247
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Kerbal Aircraft Expansion _Continued "New Management"
Citizen247 replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
I've added KAX AJE configs along with the sound patch to a small mod if anyone is interested: -
To make my life a little easier I've dropped all my AJE configs for various mods into one place, so if blackheart612 doesn't mind for those who want AJE support in future that can be found here (with some other little tweaks as well): AJE Extended Configs
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This mod adds extended support for AJE to other mods and also adds a number of engines not represented in existing configs. Configures: 81 Piston Engines 20 Turboprops 81 Turbojets 26 Low-bypass Turbofans 26 High bypass Turbofans 2 versions of the Reaction Engines Limited SABRE For a total of 236 aviation engines and alternative configs. For all your replica building needs. Currently supported mods: Configured Engines: Other Features: If Realfuels is installed all Piston engines will use AVGas as fuel. Turbines use kerosene. Most engines now have multiple alternative engine configurations. If Community Category Kit is installed four new categories will be added (Prop, Rotary, Jet and air intakes) and AJE configured parts will be moved to their respective categories. Dependencies: Hard dependencies (will not work without): AJE and FAR Soft dependencies (will work without, but some features will be switched off): RealFuels and CCK Known problems: Future plans: Some engine configs are duplicated between mods. In those cases, one mods models are used and the others are deleted to prevent duplication. Complete information, especially for very old or very new engines, can be hard to come by, as such a certain amount guesswork was involved in some of these engines. Sometimes their properties are based entirely on similar engines with just known factors changed. As such, I can't guarantee that all engines are exact. Improving these configs is an ongoing process, so if anyone has details of engine performance and specifications please let me know. If anyone has any engines they'd like to have added let me know. The more information you can give me, the more likely I am to add it, so please give me as much of the following as possible: Engine specifications (Pistons: min/max RPM, Horsepower, Cylinder Compression, etc Jets: BPR, CPR, FPR, Max Thrust with and without afterburner, SFC, etc). The more information on the engine specifications the better, see config files to see the sorts of parameters required. The Mod and part you think would be suitable as the base of the engine. Mod moved to github: DOWNLOAD Current Version 2.0.4 Licence: LGPLv3
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I'm using Kerbalism with 1.3.1 and the patch works perfectly.
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Citizen247 replied to Ger_space's topic in KSP1 Mod Releases
It's because of sigma dimensions. You need to place statics in unscaled to get the correct height. Yeah for some reason they won't let me art them to open in game. I have to edit the static config file after placement. Yes I play on a custom 10x rescale. -
Kerbal Aircraft Expansion _Continued "New Management"
Citizen247 replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
This MM patch seems to work for all engines: //This patch needs to be applied before anything adds any extra engine configs, so the patch replicates. @PART[KAXsportprop]:FIRST { //Effects only defines audio for this engine so we can clobber the whole thing. !EFFECTS {} MODULE { name = FSengineSounds engage = KAX/Sounds/sound_kax_sportpropStartup //running = power = KAX/Sounds/sound_kax_sportpropIdle disengage = KAX/Sounds/sound_kax_sportpropShutdown flameout = KAX/Sounds/sound_kax_sportpropShutdown //warning = powerPitchBase = 0.5 thrustAddedToPitch = 0.45 powerFadeInSpeed = 0.003 powerFadeInDelay = 2.0 powerLowerThreshold = 0.0 powerVolume = 1.0 engageVolume = 1.0 warningSoundThreshold = 0.8 warningCooldownTime = 2.0 randomStartDelay = 1.0 //for playing engines slightly out of sync } } @PART[KAXradialprop]:FIRST { //Effects only defines audio for this engine so we can clobber the whole thing. !EFFECTS {} MODULE { name = FSengineSounds engage = KAX/Sounds/sound_kax_radialpropStartup //running = power = KAX/Sounds/sound_kax_radialpropIdle disengage = KAX/Sounds/sound_kax_radialpropShutdown flameout = KAX/Sounds/sound_kax_radialpropShutdown //warning = powerPitchBase = 0.5 thrustAddedToPitch = 0.45 powerFadeInSpeed = 0.003 powerFadeInDelay = 2.0 powerLowerThreshold = 0.0 powerVolume = 1.0 engageVolume = 1.0 warningSoundThreshold = 0.8 warningCooldownTime = 2.0 randomStartDelay = 1.0 //for playing engines slightly out of sync } } @PART[KAXturboprop]:FIRST { //Effects only defines audio for this engine so we can clobber the whole thing. !EFFECTS {} MODULE { name = FSengineSounds engage = KAX/Sounds/sound_kax_turbopropStartup //running = power = KAX/Sounds/sound_kax_turbopropIdle disengage = KAX/Sounds/sound_kax_turbopropShutdown flameout = KAX/Sounds/sound_kax_turbopropShutdown //warning = powerPitchBase = 0.5 thrustAddedToPitch = 0.45 powerFadeInSpeed = 0.003 powerFadeInDelay = 2.0 powerLowerThreshold = 0.0 powerVolume = 1.0 engageVolume = 1.0 warningSoundThreshold = 0.8 warningCooldownTime = 2.0 randomStartDelay = 1.0 //for playing engines slightly out of sync } } -
Kerbal Aircraft Expansion _Continued "New Management"
Citizen247 replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
The Radial, Sport and Turboprop engines have the idle sound playing constantly for me. Could be interaction with AJE/Real Fuels or something. I found switching to FSEngineSound fixed it for me if it's of any interest to anyone. For instance, replacing the Turboprop Effects module with this: MODULE { name = FSengineSounds engage = KAX/Sounds/sound_kax_turbopropStartup //running = power = KAX/Sounds/sound_kax_turbopropIdle disengage = KAX/Sounds/sound_kax_turbopropShutdown flameout = KAX/Sounds/sound_kax_turbopropShutdown //warning = powerPitchBase = 0.5 thrustAddedToPitch = 0.45 powerFadeInSpeed = 0.003 powerFadeInDelay = 2.0 powerLowerThreshold = 0.0 powerVolume = 1.0 engageVolume = 1.0 warningSoundThreshold = 0.8 warningCooldownTime = 2.0 randomStartDelay = 1.0 //for playing engines slightly out of sync } -
Ah before I forget, i think there might be a problem with the colliders for the size 2 tail sections also. After adding them to the craft you can't select they again or surface attach anything to them. I had a similar problem with a part in my mod because I'd forgotten to add a collider.
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Sxt has fw-190 already. Stryker has a 262 alike.
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Do you mean the cockpits? It's a built-in feature, hover the mouse over the images of the crew in the bottom right corner, next to the leftmost edge you'll see a circular checkbox. Click that and the cockpits will become "transparent".
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I think there might be something wrong with the colliders on the Fokker prop. Looking at the .mu in blender the collider is hollow, I'm pretty sure they need to be closed. Either way I think this is the source of issues with FAR/AJE, because the engine develops way too much drag because FAR can't voxilise it properly: Activating debug voxels does show no voxilisation at the front.
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Citizen247 replied to Boris-Barboris's topic in KSP1 Mod Releases
Yep that seems to work! Thanks! -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Citizen247 replied to Boris-Barboris's topic in KSP1 Mod Releases
I've been having an odd problem: If I build a seaplane and start from the water the autopilot doesn't work. On on off there's no difference. Seems to work fine if you start on the ground. Is this a known issue? -
Can this be used to replace the pressure suit with an oxygen mask? I thought it might be interesting to be able to have aircraft pilots in iva and open canopies have oxygen masks instead of a full pressure suit.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Citizen247 replied to ferram4's topic in KSP1 Mod Releases
This is what I'm seeing: Fitting and Swept wing approximation don't show. Everything else seems too.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Citizen247 replied to ferram4's topic in KSP1 Mod Releases
I'm trying to add FAR configs to some of the control surfaces in Airplane Plus but one isn't working, with a really strange problem. This oval winglet: Seems to work fine with this config: @PART[roundwinglet]:FOR[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 @ctrlSurfaceRange = 0 @ctrlSurfaceArea = 0 !MODULE[ModuleLiftingSurface] {} MODULE { name = FARControllableSurface maxdeflect = 15 MAC = 1.35 MidChordSweep = 0 b_2 = 1.6 TaperRatio = 1 ctrlSurfFrac = 0.82 } } This doesn't seem to work though: @PART[warhawkfin]:FOR[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 @ctrlSurfaceRange = 0 @ctrlSurfaceArea = 0 !MODULE[ModuleLiftingSurface] {} MODULE { name = FARControllableSurface maxdeflect = 15 MAC = 1.925 MidChordSweep = 0 b_2 = 2.7 TaperRatio = 0.48 ctrlSurfFrac = 0.857 } } The stock settings remain in the hangar, the control surface doesn't move in flight and for some reason, SAS and Atmosphere Autopilot take it upon themselves to cause any aircraft using it as a rudder to yaw massively... Remove the FAR config and these problems vanish, though obviously the wing is then not configured to work properly with FAR. I had to guess at some of the values in the config because the images in the "Deriving FAR values for a wing using Blender 2.7" for deriving the values seems to be gone. Could incorrect values cause this?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Citizen247 replied to ferram4's topic in KSP1 Mod Releases
I'll send you a PM with atmosphere settings I use in stock for you to try.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Citizen247 replied to ferram4's topic in KSP1 Mod Releases
I don't think you're having problems with FAR, I think it's your design that's at issue. Your wings are too far back, there's too much weight at the back and not enough at the front. Also, the aircraft is flying...- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Citizen247 replied to ferram4's topic in KSP1 Mod Releases
To somewhat simplify the issue: that's normal. A tailplane should be producing downforce. Doing so pushes the tail down and keeps the nose up, basically. If you're not getting enough lift try moving the tailplane back, increasing your wing size and/or reduce the weight of the plane. It's hard to tell but your landing gear might be a bit far back. You can also give your main wings positive angle of attack.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Citizen247 replied to ferram4's topic in KSP1 Mod Releases
If the COL is in front of the COM the plane with be statically unstable. This is sometimes done in fly-by-wire aircraft in the real world because it makes them more manoeuvrable. In general, though you want to place the COL just behind the COM. What I meant though was that when Elevons are reversed it's because they are too near or in front of the COM. With FAR what you see in the hangar should be correct. I meant the same craft in FAR can have a COM that is further back than it does in stock. This might be why the elevons are reversed in FAR but not stock. Yep, FAR produces body lift. Try to make sure the COM is toward the bottom of the rocket. Keep the rocket within the AOA on the nav-ball, moving too far off the direction of travel is going to cause the rocket to flip. In RSS I generally try to keep the initial TWR as about 1.25 on the pad. Definitely no higher than 1.3 and no lower than 1.2. Launch straight up until you hit around 90-100m/s, then pitch to around 80 degrees. Once the AOA indicator is back on your nose, just set SAS to follow it and let the rocket fly itself. You should be hitting around 1000m/s at 45 degrees. By that time you should be high enough that you can do adjustments without having aerodynamic issues.- 14,073 replies
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FAR is a mod that provides a realistic atmosphere simulation. It's not just simple configurations that can be copied and pasted. Elevons are usually reversed because they're too close to or the wrong side of the COM. Try moving the Elevons further back and checking where the COM is placed. It's fine for rockets, but the configs don't apply enough drag to re-entering capsules meaning they tend to plough into the ground. It's a problem with drag cubes I think. Without FAR RSS just has the stock atmosphere.
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