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2Fat2Fly

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  1. Hi everyone, I've (probably) found the cause of the CLS issue which was reported before (like this and this). A solution PR has been filed on GitHub so @linuxgurugamer please check it out
  2. Hi Boris, I've filed several pull request to enhance the autopilot functionality. Please check your repo!
  3. Please, I would like to change my username to "2Fat2Fly". Thanks!
  4. So I'm actually asking to seperate the engine in half and make each half a single part! IMO LV25 can be seperated into 3 parts: the passage, the left nozzle and the right nozzle, with the last two attached to the first.
  5. Great mod! Now I can build beautiful and functional bases without doing many jobs aligning the docking ports! I often use the LV25 "Meerkat" Landing Assist engine with the Throttle Controlled Avionics mod so it would work fine even if the CoM is not centered. However I found it difficult to rotate the module with TCA enabled. It is possible to make each nozzle as a single part so that TCA can tweak the thrust and make rotations more sensitive?
  6. Glad to see you again! Thank you for adding so much features requested by me! The update is perfect, except for some minor issues founded during some unreliable tests. The (k)ias the mod reported is a bit different form one reported by FAR. When I turned on the kias hold and set expected kias = 320, the mod held at 290 kias (read from FAR) ASL and 350 kias at 13,000m altitude. The same problem happened with moder_cutoff_ias too, while the surface m/s, surface kts and mach hold matched with FAR's readout. Yay this worked beautifully! Thanks ALOT!
  7. Kind of you! IMO it is not just in consideration of fuel, but of trimming margin. A320 has their stabilizer trimmed fully automatically for most time. Even with those authority stabilizers could easily go out of trim if CG changes rapidly moves beyond limitation. Several crashes were due to the crowding passengers in civil avation history if I remember correctly. Forget this and never mind it again. You are doing the right work and I was just trying something that's not originally supposed to do in KSP. That plane is Ferram4's design... I just used it as an example to show AA's behaviour.
  8. That's probably because i uploaded the GameData folder after a clean mod installation without even running the game That's true! For years I've been building KSP crafts using only my experience but not with strong foundation of knowledges. Maybe I should give up all those child's plays and learn a bit for a moment. The optimized craft solved problem #1 but not #2... Maybe I still failed to describe the problem then. The behaviour I expected is to keep an exact pitch angle during turns, instead of holding longitudinally and makes the plane to point down eventually. These two gifs are recorded using the optimized craft you've given: In this gif I used AA only. The navball turns laterally and resulting the aircraft to pitch down. In this gif I used another autopilot mod to assist the turn. Note that the navball turns in the direction of the horizon line and the pitch is maintained to 10 degrees. I expect the latter one though. No, really. The desired speed can be calculated under several real-world rules, such as policies (e.g. 250 KIAS or less below 10,000 feet altitude), VMOs (Maximum Operaion speeds without damaging the aircraft), overspeed/stall margins, economic speeds (provides max Lift/Drag ratio) etc.. I'll skip that as they actually make no sense in KSP but only to suit my stubborness after spending years on Microsoft Flight Simulator X. But how about changing the word from “desired” to "limitation"? AA tends to climb in large AOA (with TWR < 1), regardless of stall and causes very low efficiency in both climb rate and fuel consumption (jet engines produces very low thrust at low airspeed and in high AOA regarding the dropping amount of intake air). For example, with the FAR stock jet "FAR Firehound MS", when I set the desired altitude to 10000 and click "Hold specific altitude", AA commanded a high pitch to meet the max_climb_rate = 20. But as the TWR of the plane is small, the speed dropped quickly and goes below 170 KIAS. AA then has to pitch down as AOA exceeds 15 and after several nods it finally decided to climb at 204 KIAS, with 15 degrees AOA and 2 m/s vertical speed (see below). But if I manually control the climb using the FL CH technique to maintain 320 KIAS, the climb rate is more than 60 m/s. That is to say, I know a margin speed that the aircraft SHOULDN'T GO BELOW during climbs (or it will produce high AOA) but the mod might never know, as different aircrafts seldom share the same best climbing AOA. I know over-pitching can be prevented by limiting max_climb_angle, but that's the real "random 'pants' number" IMHO. No offense, but I've found several video and pics to prove the existence of Trimmable Horizontal Stabilizer (THS in short). This Video shows the THS screw jack mechanics on a Boeing 777. This Video, though recorded from Flight Simulator , shows the movement of the THS on a Airbus 320. And finally, this pic and this pic show the installation and the possible angle of the THS form B777's Aircraft Maintenance Manual. In real world, jumbo jets can't maintain a specific CG (center of gravity, or CoM) at most time, not only because the changing fuel configuration but also the changing cargo and passenger configuration. It is impossible to keep well-balanced with fixed flight model on these, well again, clumsy birds. (And to be honest, the craft you provided is TOO unsteady for an airliner, as slight turbulences can make the passengers feel very uncomfortable. As main fuel tanks is located in jets' wings, it is even more unstable as fuel consumpts. By the word "Looks stupid" I may infer that you actually know no real-world airliners would be build in that way.) Anyway, a huge, huge thanks, Barboris! The lesson in both aerodynamic and kindness you've teached in the past 48 hours is the most valuable among my KSP carrier. I appreciate that!
  9. Craft file and CKAN Modlist (and the GameData Folder) download link: https://www.dropbox.com/sh/p2vnk5an5n9mt8g/AAC2-4gHYPWJEoo9ehmcBf10a?dl=0 Sorry I had left the redistribution link up for too long. Please respect the authors of the mods. Modlist Note that the "-" and "=" key is to trim the stabilizers down and up (try it - it is just like elevator trimming using alt+W/S but is much more powerful). AG9 is to increase flap deflection and AG10 is to decrease. The plane should lift off at about 180 KIAS with stabilizers trimmed 8.5 degrees up(which can be seen in Infernal Robotics in-flight UI). (You may press W a bit during takeoff roll since I had a bad CG and gear configuration, or the nose will raise quickly at 130+ KIAS) I've done several tests then and some information might be useful: Probably not the point, as the control indicator in the bottom-left corner shows that AA's keeping the pitch control down. Note that the "horizontal stabilizer trims" mentioned above means moving the whole tailfin (which is a static surface in ksp's code) using Infernal Robotics. A great possibility is that AA's preventing my horizontal stabilizer form stalling (which ALWAYS happens in order to take effect). When I made no trim to the stabilizer, AOA Moderation works fine. I even built another version of the craft, removed the IR part and manually turn the stabilizer's angle in the editor (as most people do to their jumbo jets). The same happens in the new version too. Maybe very hard to fix this then. But in real world airliners can't even lift off without stabilizer trims. I may have to turn AOA Moderation off while flying these clumsy birds. (And Mouse Director and Curise Flight Autopilot will never be useful so...) Isn't that even intended? AA does this with all crafts, and yes it is a good design to small planes (well fighters I'm saying) for better maneuverability. Edit: Sorry I mistakenly described the behaviour. In fact it should be holding the longitudinal position and starts to pitch down as the aircraft heading changes. Thanks! Well atually Flight Level Change (or "FL CH" in short) doesn't require a random climb rate input (which I hate, too). All pilots have to input is the desired airspeed, then the autopilot would do the rest, to climb or descend AS FAST AS POSSIBLE without going faster or slower than the desired speed (that's what i mean "efficient"). BTW, FL CH is described efficient in both Airbus' and Boeing's manual. I know that's excuse for an even-lazier request so never mind. Again thank you for your patience!
  10. Hello again! Thank you for your quick reply! I somehow managed to build an (awful) airliner And I've found several features very useful for those jumbo jets if they were included in AA... Less AOA moderation for heavier aircrafts. When I turn AOA Moderation on with max_angle = 15 on this craft, it keeps pitching the nose down to limit the AOA to about 2~5 degrees, but the actual stall AOA is above 15 degrees in 165KIAS in landing configuration. (At least I can handle the plane in this situation without any flight assistance since the plane has trimmable horizontal stabilizers) Pitch hold during turns. In level flight the mod does well but during turns it keeps pitching down to hold AOA instead (even with AOA Moderation OFF). KIAS hold and mach number hold. Travelling at 200m/s surface speed is too fast in low altitude and is too slow in high altitude. KIAS is a good reference in low level flight and as altitude gains the mach number becomes important. It would be even more helpful if the mod automatically switches from KIAS hold to mach hold when the plane reaches the desired mach number. And airspeed-based pitch control maybe. In real world the function is called Flight Level Change, which keeps the engine thrust to MAX (thrust reference, to be exact) on climbs and to idle on descends while using the pitch to maintain specific KIAS or mach number. This one would be really, really helpful on climbs and descends as it can maximize the efficiency, and I've dreamed of it for years. To say, the mod is PERFECT to most crafts and KSP players. I just expect those features for my personal needs. A huge thanks in advance, not for actually realizing them but for your patience to read all those above!
  11. Seems great… A step further for me to turn KSP into Kerbal Flight Simulator! I just can't wait to test my jets out
  12. Amazing work... The stability the mod provided reminds me of some arcade-ish fighter games! BTW, is it possible to automatically disable the function "moderate sideslip" in low airspeed(e.g. 80 KIAS or less) but still keep it enable in high speed? That would be very helpful for some super maneuvers. Sorry for my poor English
  13. Great mod! Expect more IVA mods done with ASET, that's pretty cool and useful
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