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Tricky14

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Everything posted by Tricky14

  1. I'm using... whatever part of this mod that made it into Kerbalism and it's having issues with drag. I build a very aerodynamic electric rover that reaches about 54 m/s on the runway using batteries. If I swap the batteries out for 2 Universal Storage Quadcores containing 4xH, 2xO, and 2 fuel cells, the top speed is drops to about 40 m/s by the end of the runway, even though it fits seamlessly with the rest of the body of the rover. That's a pretty significant 25% drag induced drop. Opening or closing the farings in the Universal Storage modules has no effect. Adding a small fairing around the Universal Storage parts makes the rover pick up higher speeds again, so I think this is pretty conclusive.
  2. Isn't that part of this mod? I'm pretty sure I don't have it installed separately.
  3. ^ adding a fairing around the Universal Storage parts makes the rover pick up higher speeds again. Definitely drag.
  4. Universal Storage and/or modules induce drag. So I've been using the new files from Github instead and I've come across an issue with Universal Storage. Looks pretty cool right, how fits seemlessly with rocket or plane fuselages? Except that it doesn't. I build a very aerodynamic electric rover that reaches about 54 m/s on the runway using batteries. If I swap the batteries out for 2 Universal Storage Quadcores containing 4xH, 2xO, and 2 fuel cells, the top speed is drops to about 40 m/s by the end of the runway. That's a pretty significant 25% drag induced drop. Opening or closing the farings in the Universal Storage modules has no effect. Can provide craft files on request, I just have to go to bed right now.
  5. Sure I'll do that, but maybe it's time to update Ckan then?
  6. No occlusion. I got the one from CKAN since I don't really have the time to keep track of all the mods I use. I understand that's not the latest? KSP is the latest stable version though.
  7. Came across a bug with solar panels. They stop charging my batteries if the battery level gets too low, which is probably as intended to simulate low-powered electronics failing? However, if I run out of battery power completely and leave the vehicle, the solar panels will still charge the battery in my absence. It doesn't resume charging the battery in when I re-enter the vehicle though.
  8. Yeah. Something that gives a live indicator of that 'ground distance covered'. I'll make do with F3 in a pinch though. Thanks!
  9. I like making and driving around rovers quite a bit and it'd be nice to know how much I'm actually traversing. Measuring point to point waypoints doesn't really work. I figured someone would've modded this in for sure, but my searches came up with nothing. Does anyone feel like making an odometer for rovers?
  10. CKan update, please? I'm not a very tech savvy person. I just want to crash some planes.
  11. What's the deal with CKAN at the moment? Looks it's a few versions behind at 1.4.3.
  12. Different science reports around the KSC buildings would be easiest. It matters what science you test where, I haven't spotted a pattern. I've seen desert reports over grassland, badlands over water. The KSC got some reports right, but not most of them. It was a mess.
  13. Except they don't really work properly for the correct biome either way.
  14. Like today I had a biplane. I wanted to curve both sets of wings equally, but they were build differently in such a way that I would have had to carefully manipulate and count the 'ticks' I turned each segment. It would have been fantastic if I could have tweaked both sets of wings simultaneously.
  15. That's it exactly. I'm sorry everyone, I'm just no good at explaining what I see in my head.
  16. Is there to anyone's knowledge a mod that does what this mod does, but for rovers? I build pretty stable rovers, but at a high enough speed they will start spinning because of the binary input nature of WASD keys. I need better rover controls somehow.
  17. No clue yet. I debunked my own theory it was a mod conflict, because it happens to EVA reports also. It isn't limited to parts, affected by modded or not Just as well, here's my modlist: Chatterer Kopernicus SmokeScreen DistantObject DistantObject-default CommunityResourcePack RealPlume-StockConfigs EngineLighting ModularFlightIntegrator RealPlume PlanetShine PlanetShine-Config-Default ModuleManager Kerbalism FerramAerospaceResearch CrowdSourcedScience SVT-Windows StockVisualEnhancements SVE-HighResolution Scatterer Scatterer-sunflare Scatterer-config EnvironmentalVisualEnhancements MouseAimFlight
  18. One thing I really miss is precise control over multiple, unconnected parts of a craft. For instance, positioning airplane or rover wheels on a craft that isn't completely build symmetrical from the side by design. How this would work in my head is being able to ctrl-click any part you want. Then when you use the move tool to offset their location, or the rotate tool to rotate the part, they would all rotate at the same time. If parts would be 'down the same branch', so you could also for instance instantly make a curve or circle by ctrl-selecting and slightly rotating a row of multiple girders. Just something I though all players could agree on. Manipulating multiple parts outside of simple part symmetry would be pretty awesome.
  19. Has something changed? I used to get way more diverse reports from the buildings around the KSC. Now I see a bunch of generic ones and a handful of original ones. I use Kerbalism, not sure if it matters. It's the same science experiments, I just get them at different point in the tech tree now. And it worked with Crowd Sourced science before.
  20. Checked Gamedata and it turns out CKAN hadn't entirely removed the folder the first time. No idea why, there should be no other dependencies on that file as this is the only one that modifies terrain AFAIK. After removing it, it installed like normal. Thought about reporting this to CKAN, but I really can't be bothered.
  21. Saw there was an update this morning on CKan, but the installation cycle couldn't complete. * Stock Visual Terrain (for Windows) 2.0.5(cached) Oh no! It looks like you're trying to install a mod which is already installed, or which conflicts with another mod which is already installed. As a safety feature, the CKAN will *never* overwrite or alter a file that it did not install itself. If you wish to install SVT-Windows 2.0.5 via the CKAN, then please manually uninstall the mod which owns: GameData/SVT/MiniAVC.xml and try again. Your GameData has been returned to its original state. Error! My modlist:
  22. Question. Do these propellers generate torque? Or do mods exist that add that to these propellors? If someone doesn't understand what I mean, an airplane with a big engine at the center of the craft will have the tendency to roll when you're accelerating rapidly. A bit like reaction wheel. Would like to use them in some FAR planes some day, create some realistic-ish planes.
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