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Darael

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Everything posted by Darael

  1. If it's only stock-alike that would imply th'art using some non-stock parts, so it's probably worth mentioning that if they're thine own parts or th'art happy mucking with ModuleManager and so on, it should be possible to add stock-aero-style body-lift by looking at the Mk2 fuselage bits. But that's off-topic, rather.
  2. Somebody - I forget who - pointed out that SpaceDock only has version 0.6 of this mod, and that CKAN is pointing to SpaceDock. Assuming there's a reason SpaceDock hasn't got the current version, would there be any objection if I updated NetKAN to point directly at the GitHub releases (and use the ksp-avc integration to keep up)? I have the patch ready to go but I'll not submit a PR if there's opposition.
  3. I can't speak to causes or fixes, but at a guess installing RealChute could be a workaround, since it both adds its own chutes and replaces the actual parachutes of the stock chute parts? Of course, there may be good reasons not to do that.
  4. I think th'art misreading the claim, honestly: there's an ambiguity, yes, but I parse it as "[...] This is how I build my fighter jets and without an autopilot assistant I can easily get into a bad stall from which I can't recover", not "[...]jets and I can easily get into a bad stall from which, without an autopilot assistant, I can't recover". Big difference - the former is saying that avoiding the stall without an automatic pilot-assistance module is too hard (which, whether or not we agree, at least makes sense), the latter that escaping it is so (which, as thou sayest, Kitspace, does not).
  5. I'm with you as far as step 4, but for me, mass-strength will go down to 0.05 yielding curWingMass=0.03776, and that's without editing the PWing's shape. If I set the shape to a rough approximation of, say, the AV-T1, then the two parts' curWingMass readouts are pretty much the same, as long as the mass-strength is the same, of course. At minimum MS (which, again, is 0.05), that'sin the region of 3.5kg. If I take the PWing down to its absolute minimum (length=root-width=0.063, tip-width=offset=0, thickness (root and tip)=0.040, no edges) then I get wing mass of 782g (7.81875E-5 t) at MS=1 and just under 4g at MS=0.05. So I don't really see the issue.
  6. No, just the S2W engine mounts, but I will freely admit to not having looked terribly hard.
  7. Is anybody else having trouble with the 4x1.25m S2W engine mount? I'm finding it doesn't voxelise properly, or something - my cross-sectional area curve has a huge dip in it anywhere I include one. Actually, having done a touch more testing while writing this, all the S2W engine mounts (4x1.25m, 2x2.5m, 3.5m) seem to count for significantly less cross-sectional area than either the S2W fuselage or the S2 tail section, despite being visually slightly larger than the former and significantly larger than the latter. It's most pronounced with the 4x1.25m though.
  8. Just for reference, if you need access to a machine manifesting the pitch black wing problem, I'm entirely willing to sandbox off a second X server on my machine and provide some kind of remote access, though I'm on a university network, so I can't expose it to externally-initiated connections; we'd have to use reverse VNC or some such.
  9. No idea about the drag and lift, but asymmetric animations is on the known issues list IIRC, although my understanding is that it doesn't happen under FAR for some reason.
  10. It's a known issue with B9 PWings in 1.1, and it doesn't seem to affect everyone. It's believed to be something to do with shader loading. In the other version of this mod, Crzyrndm is working on a diagnosis, but there's no fix yet.
  11. Hmmm. With the possible exception of @zugzwang, who only said they were on OSX, I notice all reports of black wings have been from people with NVidia graphics. Could be coincidence, could be relevant.
  12. Solid black textures, Debian Testing, Nvidia GeForce GTX980M, binary driver 352.79. Makes adding control surfaces pretty difficult. Let me know if there's anything I can do to help diagnose - the debug menu log and KSP.log don't show anything that I think looks likely between entering the editor scene and leaving having placed a PWing, but...
  13. Yeah, looks like. A hint for other GH-hosted mods (not that there are many that haven't updated yet, at least out of the ones I use): the latest release has a little green banner by it, so if that's not there it's usually worth checking by clicking "releases" near the top to get the full list.
  14. What? It's right there? https://github.com/blowfishpro/B9-Aerospace/releases/tag/6.1.0 It's linked in @blowfish's most recent post
  15. ...except that CKAN will refuse to auto-update a manually-installed mod, of course. Which is fine, but what I'm saying is that you'll need to keep an eye on CKAN to remove the manual install so as to CKAN-install it, and thereby get auto-updates.
  16. It's just that this has been asked already in this thread, and with the release of KSP1.1 requests - indeed, pestering - for mod updates got so widespread that a new forum rule had to be instituted. That should give an idea of just how tired people are collectively of hearing that question. As regards this mod, it's as Svm420 says: Ven is aware of the need for an update and is working on it at their (his? I don't want to assume gender) own pace, and unpleasant as it may be the rest of us will just have to be patient and wait for it.
  17. It's not the same, and I get that, but at least until/unless KFD gets a 1.1-compatible update, VOID is supplying me with similar info-displays and may be suitable for others.
  18. @Padishar As @Pink Munn noted, it would be nice if this incredibly-useful mod could be in the CKAN. Would you rather it wasn't, or would you be OK if someone (say, me?) did the necessary to get it included?
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