bzimac
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Everything posted by bzimac
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
bzimac replied to Shadowmage's topic in KSP1 Mod Releases
Hello, I've recently got this mod because of ALG parts and I'm very happy that they were picked up and updated for 1.2. That said, I've run into one minor issue and was wondering if it's intentional or if I'm doing something wrong. No, it's not the suspension. ALG wheels seem to cause braking force on moving craft. I've tried playing with editor values, but i couldn't find anything that affects it. Now, I relize that force might be there to simulate friction from wheels rolling over ground, but I think it might be a bit too strong. I did a quick test with an aircraft weighting a bit over 6 tons, rolling on three wheels, two at .75 scale, one at .50 scale. From speed of 20 m/s average decceleration until full stop was about 1 m/s^2, which would mean a force of about 6 kN, or almost 10% of weight of the aircraft. I'd like to know if I'm the only one with this issue and if required, I'm ready to do some testing. Note: While I did discover this in modded game, including FAR and many other mods, the quick test described was done in fully stock install, except for Kerbal Foundries, KSPWheel and MM. -
In addition to what was suggested above, maybe you should consider having bigger elevator (maybe put an all-moving tail for maximum control surface area). About wing loading, you can get wing area from FAR window that you captured in screenshot. Just temporarily remove all wing surfaces except for actual wings (so, tail, rudder and all other moving horizontal components, since they normally don't give you any lift). As for current state, with information from the picture, I would guess that it's around 600 kg/m^2, but i might be way off. That would still be flyable (I think I've made some stuff before that had about 750 kg/m^2), but it won't be easy to get off the runway. Edit: looking at the burn time, now i realize that mass if probably much lower than what i thought (I assumed about 20 tons). In that case, simply being able to pull up on the runway should let it take off without any problem.
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Did you try holding Alt key while attaching? It should snap the piece to the node. Also, check if orientation of the engine is correct. Edit: I can't find a tank with that name in stock game. Could it be something from a mod? Forgot to mention before, check if the node shows up on the tank while you're dragging the engine. If not, then either the tank doesn't have one, or it might be taken by another part.
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Rear elevons don't respond to roll input
bzimac replied to Corona688's topic in KSP1 Gameplay Questions and Tutorials
The only thing I can think of is to check in the hangar if roll input is allowed for them. As for rotating, I'm not sure what you mean exactly. They should be effective the way they are on the picture. If nothing does it, try adding another pair and have separate elevators and ailerons. Hope some of this works. -
Safe low altitude for jool?
bzimac replied to KerbalKid's topic in KSP1 Gameplay Questions and Tutorials
If you are asking about athmosphere, wiki says it ends at 200km. So it should be pretty safe at that alt. -
When you are rolling down the runway and your wings start producing downforce instead of lift. Also, when your shuttle needs help from two pairs of Sepatrons to perform a landing flare.
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Basic airplane in career mod
bzimac replied to telesien's topic in KSP1 Gameplay Questions and Tutorials
Just a guess, but did you put something behind the engines? If nozzles are obstructed you won't get thrust from them. -
I think that TWR of stage 3 is causing most trouble. 1.04 is simly not enough during the ascent, altough it should be good enough in space. As sal_vager already suggested, you should shorten center stack a bit while adding more fuel to the boosters to compensate in delta v. Edit: On many rockets it is a good idea to tweak the thrust of SRBs. If they burn longer that means that liquid engines will get to use up more fuel and have better TWR in the next stage.
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have not been able to make planes since new update.
bzimac replied to max_42's topic in KSP1 Gameplay Questions and Tutorials
I'm just guessing, but it might have something to do with a cargo bay. You could try to open and close it in flight and see if it helps. -
Change in Delta-V requirements?
bzimac replied to qoonpooka's topic in KSP1 Gameplay Questions and Tutorials
That must be an old map, and you can easily run into one of those with google search. I've found this one which has been updated: https://www.reddit.com/r/KerbalSpaceProgram/comments/3c98ur/updated_deltav_map_for_104_from_user_kowgan_on/ -
Kerbal Fall Damage Question
bzimac replied to MajorGosnell's topic in KSP1 Gameplay Questions and Tutorials
Height probably didn't make any difference for landing. Kerbals have quite low terminal speed compared to other objects. But she was really lucky she didn't overheat and went poof, like that guy at the end. -
Disable crossfeed permanently.
bzimac replied to cicatrix's topic in KSP1 Gameplay Questions and Tutorials
I think it's fixed for 1.05. Check the spoiler in announcement. -
I agree with Tex, controls are too close to landing gear. Also you can try and rotate wings upward just a bit to pull CoL forward.
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Torque and reactions wheels : uneven ships
bzimac replied to Warzouz's topic in KSP1 Gameplay Questions and Tutorials
Amount of torque generated by offset thrust depends on two things. First is distance from center of mass to the line along the thrust vector. Second is amount of thrust. What helps here is that your ship has a lot of mass (at least with full fuel tanks), so center of mass doesn't move very far. Also, nuclear engines don't have a lot of thrust. In case reaction wheels were not able to control the ship, you could try to balance it by transfering fuel between landers, or by limiting thrust of the engines. -
Collectable Experiments and Mystery Goo
bzimac replied to Grossbeer's topic in KSP1 Gameplay Questions and Tutorials
If you go to "..\Kerbal Space Program\GameData\Squad\Parts\Science\GooExperiment" or to "..\Kerbal Space Program\GameData\Squad\Parts\Science\MaterialBay" you should find cfg file for each part. It should contain line "dataIsCollectable = True". If that is there and game shows that you can't collect it, then it could be some mod, as mentioned in second post. -
How to go home from Duna with 478 m/s delta v?
bzimac replied to TaxiService's topic in KSP1 Gameplay Questions and Tutorials
This is really a "Houston, we've had a problem" situation. I'm starting to wonder if this is some kind of unofficial challenge. I'm not sure what would be the best maneuver to do, but I noticed that you still have a lot of monopropellant. It should give you additional 50 m/s if you use it first, for a total of 540 m/s. If you do the exact oposite and use all LF first, it is 530 m/s total. But it should be possible to use RCS and nukes at the same time to perform a maneuver. Unfortunately, that probably won't be enough, although it could help a bit. Otherwise than that, I considered knocking off one of the fuel tanks with Poodle engine, reducing the mass by 5 tonns. It would give more than 600 m/s, but you would have to run the remaining nuke on some 20% throttle or so to maintain control.