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Everything posted by Paul_Sawyer
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Paul_Sawyer replied to bac9's topic in KSP1 Mod Development
So what we should do is just delete these lines in all configs, right? -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Paul_Sawyer replied to bac9's topic in KSP1 Mod Development
Hello! I'm encountering some conflicts of B9 wings (unofficial release by Crzyrndm) with the new Deadly Reentry, when the debug is throwing NullReference exceptions. NathanKell in the DRE thread mentioned, that it is connected to ModuleHeatShield module which is being undefined by DRE, so I'm wondering if there is any way to fix this, or maybe there is some patch somewhere that I missed? -
Mine is 1366x768 and the game is in 1280x720 in window mod. I also use CPU-control to spread the game on several threads - helps to gain some extra fps. By the way, with only scatterer installed, oceans enabled and fourierGridSize set to 64 I get pretty solid 20-30 fps. It is adding other mods, especially EVE, when framerate starts to drop (and I think it's been discussed here already). Anyway, I guess I should stop complaining and just leave the oceans disabled. But it is still great work, blackrack, thank you again for this mod!
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Official FAR Craft Repository
Paul_Sawyer replied to tetryds's topic in KSP1 The Spacecraft Exchange
Let me brake silence in this thread and show you my first successful SSTOs: New Brunswick (on the picture to the left) and his elder brother Nova Scotia (to the right). Both capable of flying to low orbit and back without any problems and without even a single roll over. Nova Scotia was the first of the two, and originally it meant to be a recreation of Skylone, but I quickly found out that for some reason the exact copy of real-life project won't work in KSP, so I went on making it flyable. The result was huge 160 parts 250 tons beasty with payload bay so huge you could place a Shuttle there (well, at least the fuselage without wings). It flew pretty well though, but was a little slow on response and quiet bulky overall. So I made a copy - New Brunswick - smaller and better and this I really love. -
This mod is so awesome it makes me consider stop being a loser and start enhancing my life to buy a new computer - my current laptop barely handles all this beauty. Thank you for your work, blackrack Meanwhile, I'm not sure if it's known issue, but I'm getting artifacts below the horizon on the water. I'm not using OpenGL, RSS, Kopernicus or any other mods, that were reported here to have problems, and it happens on a clean install as well. EDIT: Ok, I'm sorry, I lied when I wrote, that it happens on clean install - it wasn't actually clear, it was with EVE. Now that I ran it without EVE it looks like everything is all right.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Paul_Sawyer replied to rbray89's topic in KSP1 Mod Releases
Hello! I'd like to share some observations on the problem that [B]TyrannoFan[/B] reported some pages ago - about clouds staying still and then jumping to the next position [spoiler=like this][IMG]http://i.imgur.com/J3tO2r9.gif[/IMG][/spoiler] It seems like this happens on old saves, that were created before installing this mod, and disappears on those that were created after. Here is the log and two saves that I ran it with - Old and New. [URL]https://www.dropbox.com/s/ft98c0ni1n88rwl/output_log.txt?dl=0[/URL] [URL]https://www.dropbox.com/s/luvmfj7374fcrpe/New%20Save.sfs?dl=0[/URL] [URL]https://www.dropbox.com/s/hsarqwbvzd3un5e/Old%20Save.sfs?dl=0[/URL] The mods installed here: EVE Distant Object Enhancement FAR KAS and KIS HullCamera InfernalRobotics for 1.0.4 Procedural fairings for 1.0.4 RemoteTech SCANSat TextureReplacer TweakScale UbioWelding I also tried it on clear install and it showed same behavior: jumping on old saves and moving smoothly on new. I hope it will help. -
Official FAR Craft Repository
Paul_Sawyer replied to tetryds's topic in KSP1 The Spacecraft Exchange
After first success in building big flying things got a little bit obsessed with gigantism: [URL="http://imgur.com/a/6L9kV"][img]http://i.imgur.com/cDBUdqu.png[/img] [img]http://i.imgur.com/XBVp05Z.png[/img] [img]http://i.imgur.com/dHAuuBT.png[/img] [img]http://i.imgur.com/nWbPBlM.png[/img] [/URL] Somewhat analogous to An-225. Ascends hard, flies high, lands tough. -
Official FAR Craft Repository
Paul_Sawyer replied to tetryds's topic in KSP1 The Spacecraft Exchange
Thanks for the tips, guys! I trimmed the pitch on the main wing control surfaces and increased the angle of attack (I think that's how it is called) of tail wings, and now it ascends beautifully! [img]http://i.imgur.com/3yqwp4m.png[/img] [quote name='ExtremeTrader']The Center of Lift (blue dot in the editor) seems to be very far behind the Center of Mass (yellow dot in the editor)[/QUOTE] I thought about it at first too, but turns out with some subtle tuning it can be manageable. I still have some problems with roll stability, though - for some apparent reason every time I pitch up it rolls slightly to the right. P.S. Holly smokes, I used to play with small aircrafts before, and I couldn't even imagine how many nuances can appear in building different types of planes 0_0 -
Official FAR Craft Repository
Paul_Sawyer replied to tetryds's topic in KSP1 The Spacecraft Exchange
Hello, guys! I'm a new player at KSP and FAR, and have very little knowledge about aerodynamics, so I would really appreciate any help. I'm trying to build some kind of a passenger jet liner using stock parts - original and resized with Tweakscale. [IMG]http://i.imgur.com/uoUH7b6.png[/IMG] [IMG]http://i.imgur.com/uVkvzbd.png[/IMG] It looks pretty much like the real ones and the derivatives are all green. Problem is that with this configuration it completely rejects to fly. It just pitches the nose up and happily rolls off the runway straight into the ground. What is especially confusing for me in this is that if I'm not mistaken the lift affecting the wings is quiet OK: [IMG]http://i.imgur.com/cPK8zNv.png[/IMG] [IMG]http://i.imgur.com/iqWuOvW.png[/IMG] It seems to me that the problem is somehow connected to these aeroplane wings (maybe the fact that they were resized?), because I have another craft with them, showing the same behavior, although I'm not sure what is so problematic about them. -
It's not so distracting for me too, I was just wondering whether it was normal or some kind of my computer's personal glitch. Anyway, thank you guys for your answers!
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- renaissance compilation
- visual enhancements
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Hello, guys! First I want to thank Proot for his work on this amazing mod. Second I apologize if I post something that has been already discussed somewhere, although I couldn't find anything regarding my question. The problem is that in my game the textures of Kerbin change in a strange way while ascending. I'm not sure how to describe it precisely, but it's like switching between layers instead of plain change. For example here is a screen of the most "severe" switching, which happens at 35 km Lower darker textures suddenly switch to higher blueish, making rhombus "windows" (the windows then disappear, it happens only during the switch). I installed this compilation on 1.0.4 using instructions that were published in this thread: installed old EVE, merged BoulderCo folder and four folders in TextureReplacer except Plugins. I tried to run it without other mods, and seems like conflicts are not the cause. So, maybe it supposed to be like that and I just don't know something? And if it's not, maybe anyone else has experienced anything alike?
- 3,403 replies
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- renaissance compilation
- visual enhancements
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(and 1 more)
Tagged with: