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GKSP

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Everything posted by GKSP

  1. That's what I ended up doing. I was hoping for something computer balanced so I wouldn't get sudden pitching, but it works well enough with the fly-by-wire correction.
  2. Amazing mod, really makes flying much more enjoyable. Is it possible for the fly-by-wire system to create a speedbrake with control surfaces when the Brake AG is active? Many modern planes with fly-by-wire such as the F18 and F35 can manipulate surfaces such as rudders (rudderons?? flapders??) and flaperons to create a uniform effective drag force, without the need for a large air brake such as on the f15 and su27. It would be a really nice feature to have.
  3. Is there a way to define wing shape by sweep angle rather than offset? The offset definitions make it very hard to keep a smooth transition between parts with the same sweep, and is very hard to use with the slider method of choosing dimensions. A text input would be nice, too, since then I can go off exact drawings rather than by feel. Edit: I want to note that even though I figured I can use my CAD program to run the numbers, entry into the edit box is still a pain.
  4. I think its supposed to represent the Indium oxide layer which reflects EM waves is stealth aircrafts. My only gripe is that it only seems to go halfway back and disorients me when dogfighting
  5. I did notice though that the "Super" flanker mk1 part does not have an IVA, but the Mk.2H "Advanced" flanker does... hmm...
  6. I just downloaded this mod and I'm curious: what is supposed to be the difference between the "Super" Flanker and the "Advanced" Flanker? It's easy to tell that the obvious difference is shape, but as far as I know, all airframes for the variants of the Su-27 except for the Su-34/32 and Su-30 (for the 2 seat) are essentially the same? IRL the Super Flanker is the Su-35, but I'm not really sure what the "Advanced" flanker is supposed to be. The different sized intakes only confused me more. I'd find the larger intakes more fitting for an Su-34 but there isn't a cockpit for it
  7. Hello, KSP forum! I don't often post my own crafts here, but I have one here that I think is pretty much complete: my mostly-replica version of the F-15D Eagle. KerbalX link is here! Imgur Album: https://imgur.com/a/fePpOwQ <blockquote class="imgur-embed-pub" lang="en" data-id="a/fePpOwQ" ><a href="//imgur.com/a/fePpOwQ">kaf15d images for kerbalx</a></blockquote><script async src="//s.imgur.com/min/embed.js" charset="utf-8"></script> Mods Required: KSP (duh!) Airplane Plus BDArmory (for Runway Project preferred) SmartParts (parts can be deleted in the .craft file if you don't want to download the mod) Part Count: 162 Length: 17.7m Width: 12.7m Height: 2.8m Mass: 22.581t ---------- Taking from the spirit of the real-life F-15, I designed this to be an air-to-air fighter. Its primary armament is 6 AIM-120 AMRAAM missiles and 2 AIM-9 Sidewinder missiles. Each of the four fuselage weapon stations are designed to carry an AIM 120, and each of the wing weapon stations can carry either an AIM-120 or an AIM-9. It carries an internal 20mm cannon with 940 rounds of ammunition. The center pylon comes with an ECM jammer equipped, though it can carry either a cruise missile or external drop tank as well. An external drop tank is mounted on each wing, and these will fall away automatically upon draining via SmartParts. They can also be manually separated with AG5. Performance: Performs well with the stock aero model, not so much with FAR. Flight characteristics seem natural enough that when I tried the F-15 in DCS, I was comfortable enough with it. The plane remains controllable even at low airspeeds of down to around 50 m/s, and flies smooth as butter with the Atmospheric Autopilot mod turned on. It was not designed to take advantage of the quirks of the stock aero model, so don't expect it to do crazy maneuvers; that goes against the spirit of a replica anyway. At high altitudes and a low mass/drag configuration, this plane is capable of supercruise. With drop tanks and weapons attached, though, burners will be required in order to break Mach 1. Speed performance is about what you would expect for real life: if you want to get Mach 2+, go high altitude, etc. For long distance cruising, I find an altitude of 7-7.5 km best at a velocity of ~250 m/s to balance fuel consumption and distance. Other: The nav lights on this plane are as they are in real life, even including the yellow formation lights on the wings. ---------- Action Groups: Stage: Switch Engine Mode AG1: Next Weapon AG2: Fire Missile/Guns AG3: Countermeasures AG4: Flaps AG5: Release Drop Tanks ---------- One final note: I'm not sure if I tuned the PID controller for the pilot AI, and that's not something I'm very good at anyway.
  8. Is there a way to integrate the IVAs of this mod with RasterPropMonitor? I was taking a look at the F15E looking two seater cockpit, and noticed that the display panels looked just the right size for the RPM screens, so I installed RPM but the IVA was still blank. Has anyone done anything to make these functional?
  9. I'm not sure if anyone is still encountering this, but even at a relatively low distance (50km), I'm still getting landed vessels phasing into the ground and exploding upon being loaded. I'm doing this with BDA for Runway Project (v1.4.4.4 IIRC) and it makes the mod pretty much pointless for me. Sometimes when the camera switches to a vessel being loaded, I might be able to save it by using VesselMover, but that sometimes just causes it to explode instantly. Also, when loading vessels in weird places (i.e. underground), they become just far enough away that the vessels which flew close enough to load them in unload themselves! I'm not using RSS/RSO, so I have no need for 2000+km distances, but not working at small distances is still getting on my nerves over time. I have a recording I made with OBS that demonstrates the issue that I should have a link for soon. Video demo link:
  10. I did end up just reinstalling the game, and it's working fine for me now.
  11. Mods: Just transferred my 1.11.1 save to 1.11.2 today after realizing I forgot to copy my saves over, and did a test flight for BDA stuff of a plane around Kerbin. Since it was potentially relevant, here's what I was doing before the problem occured: I had PhyscisRangeExtender enabled to 40 kilometers, and had a craft on the ground at site A. As my plane flew within 40km of Site A, the craft at Site A loaded in underground (IIRC about -2.something kilometers below sea level) and promptly exploded. Since I wanted to test my plane again, I reverted flight to the SPH and re-launched. Upon this event, I noticed that the mouse wheel did not zoom the camera in or out. Testing in the editor revealed it functioned for menus and similar, just not for the camera. I restarted KSP three times, cleared the input locks twice, and restarted my computer once, all to no avail. I remember I've had this happen before but a long time ago and I don't recall how it got fixed. My mouse is otherwise functioning normally, and google searches reveal unanswered threads from a long time ago. Edit: I don't seem to have any logs available... weird
  12. Open up the SPH doors for a couple minutes and someone might just "accidentally" fly through in an Ares 3A!
  13. I don't have a VR setup, but having first person EVA stock, as well as VR support could make for quite the immersive jetpack ride if you use those hand joystick things. That being said, there is a mod that adds first person EVA called Through The Eyes. I'll probably come up with more possible additions to mention when I'm nowhere near my computer. EDIT: The ability to scroll in the tracking station menu, anyone?
  14. Will the cargo module attachment system be modified to work with the new stock inventory system as well? Would this be too difficult due to the differing ways in which KIS and stock construction works?
  15. It also occurs on vanilla installs, which I tested before I transferred them in a variety of configurations. I only used the modded plane because I did some research on its navlights and knew there were a bunch that go on there and of different colors so I could get more data points.
  16. I think this will be my last post about navlight bugs, this time containing a demonstrations. The colors chosen do not appear to save with the .craft file, and reverting flight or loading the craft in the editor shows the colors picked are reset to the default white. Sorry for the mouse pointer not appearing, I forgot that tick box was not selected.
  17. In my 6 years of playing this game, I have absolutely no idea how I didn't think of this. Thank you.
  18. So I once again have a comment about lights after setting up more navlights. It would be really nice for an outline to be around the currently selected color on lights so you don't need to turn them on and off to check the color. For night-time flying, I'm definitely going to be keeping my lights on, but the landing gear light behavior is so jarring I almost don't want to. When retracted, gear lights shine through the plane, and if the plane is flying inverted, they show up on the ground below. Landing gears really need to have their lights automatically turn off if retracted.
  19. I was just testing out the navlights by adding them to the Ares 3A in a brand new save. I only have the base game and DLCs installed at the moment. I configured the navlights properly, using the toggle symmetry to get them in the same mirrored position, and set their colors accordingly. Upon launch, I warped to nighttime and turned on the lights, and both appeared as white. I could fix this in-flight via the PAW but this behavior seems odd. I'm also wondering what the light emission option means. I figured that out it makes the light show up on the part and in the world, while turning it off leaves the light looking like its on but does not model its effects on other things. Edit: I ran some more tests and found this behavior is caused by turning the light on and off. Each time you do that in the editor, you have to set the color to the desired color again.
  20. In case anyone comes across this in the future, I solved it. R: 163 G: 33 B: 110
  21. I'm making a custom keyboard rgb layout for KSP and I want to use the vessel label color for my F4 key for quick acquisition, but I can't seem to find an RGB or Hex value floating around anywhere for it. Does anyone have it available?
  22. Nice job! Minmus was my first and I faced many kraken attacks when going super duper fast so I learned to quicksave often. I'll probably start a new sandbox in 1.11 so I'll lose its reminders but I have plenty of debris left over.
  23. The site I'm thinking of is on the island due east of that lake, so I think I'll aim for your island suggestion, then head east to get a good idea of what I'm dealing with. As for seaplanes, What I already had designed had not taken that into account. Plus, I like the challenge.
  24. I have that setting on, but part G-force limits are around 45 so I pretty much never see its effects.
  25. How about the pretty much infinite g-limit for planes? I expect serious structural integrity loss with 10+ G. I had tried using FAR recently, and loved its drag and G-load model, but none of my existing planes could maneuver worth anything (and thats a lot of planes) so I dropped it.
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