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Neutrino.

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  1. I've been doing some more testing on my simple jet trying to get it to behave sensibly and just encountered an inexplicable and uncontrollable nosedive into the ground. I improved the handling a bit by moving the wings and adjusting the control inputs. Lowering the undercarriage still has no discernable drag effect but I'm getting used to it. Considering how much wing it has the plane seems to have a fairly high stall speed becoming unresponsive at about 100kts. Considering delta wing fighters typically land at about 110kts irl this also seems a bit off to me. Currently I'm experiencing an odd issue whereby on landing, no matter how gently the plane touches down, after touchdown it spins around on the runway. It's a standard tricycle undercarriage, I have steering disabled on all wheels, braking enabled on the back wheels only. No idea what's causing that. So I'm testing this 'spin on landing' issue flying circuits and I'm on final approach. On the run up to the threshold I have 2 notches of flap dialed in on a stable glide path at 60ms. Approaching the threshold I'm still a bit high so I lower the nose slightly picking up speed to about 65ms. All of a sudden the nose pitches down hard 20 degrees, plane speeds up to 75ms but I have no control whatsoever and it dives straight into the ground. If anyone has any clue what might have caused that I'd be interested to know. Thanks. https://www.dropbox.com/s/7kjyh3xb41dm21g/output_log_nosedive.txt?dl=0 https://www.dropbox.com/s/73cvt6d05h9he4o/MK1 Small Jet.craft?dl=0 Win 7 x64 KSP 1.1.2 FAR 15.6.5 Kerbal Flight Indicators TrimPlus Deadly Reentry Kerbal Engineer ShowFps KSPRC scatterer Planetshine Kopernicus
  2. Ah. I did read the wiki but didn't notice anything about having to press Calculate Stability Derivatives in order to display the information, when I do that the graphs populate correctly. Which is actually a bit depressing as I was really hoping that the problems I'm having with this plane were at least in part due to a dodgy FAR installation and it seems like that might not be the case. So I'm left still not understanding what's going on with this plane. It's a very conventional light jet design but the behaviour is just bizarre. In straight and level flight rolling left or right causes to nose to raise by as much as you banked. Adding 20 degress of flap causes it to point 90 degrees straight up in the air. Dropping the undercarriage results in no reduction of velocity. It cruises at about 250kts with about 15% throttle and glides at about 150kts with gear down and full flaps with even the slightest amount of nose down. The characteristics on final approach are not ideal. With flaps and gear out coming in at about 100kts with 5 degrees pitch up I would expect the throttle to control the rate of descent, and the pitch to control the speed. But it doesn't seem to be working quite right, the speed is still largely governed by the throttle and it seems as if the only way to get the thing to descend is to point the nose at the ground. It really feels as if the air resistance is missing or something. I've done a circuit of the Space Center in this new log. https://www.dropbox.com/s/e9t1bsgx01qxx1c/output_log1.txt?dl=0 https://www.dropbox.com/s/g1wka9luw90zro1/MK1 Small Jet1.craft?dl=0 When setting up the control surfaces under the 'Std Ctrl' heading are entries for Pitch, Yaw and Roll but also a setting for Ctrl Dflct. It appears the Pitch, Yaw and Roll values configure the extent to which an input on that axis affects the plane, but that raises two questions. What do the negative Pitch, Yaw and Roll values signify, and how do the Pitch, Yaw and Roll values differ from Ctrl Dflct? Also is there any way to dial in a specific AOA for the wings other then rotating the whole wing with the editing tools and hoping for the best? I think the wings should have 5-6 degress AOA when the plane is on the level, but I don't see any way to adjust that.
  3. Hi. I'm having an issue with FAR_0_15_6_5_Knudsen. After installation of FAR loading a plane in the SPH and opening the FAR gui all the graphs are blank, all readouts are zero. This is the case with stock planes, the planes that come with FAR, and planes I built myself. In flight a plane I'm testing that flies beautifully in stock is practically uncontrollable with FAR installed, (although this is my first time using FAR so I'm not sure what to expect). The plane behaves as if there is almost no drag, it cruises at 200kt with 10% throttle, accelerates towards the ground with no throttle at all with even the tiniest amount of nose down even if the undercarriage is down, and bounces wildly off the runway on even a gentle touchdown. In level flight lowering the undercarriage has no noticeable effect (I would expect some increased drag), and rolling left or right appears to pitch the nose up too. It's quite likely my plane is crap and badly designed, but the fact that the FAR gui is all blank is causing me to think that something else is wrong too. Since no one else seems to be having this issue I suspect I've probably done something incorrectly, but the installation instructions seem fairly idiot proof so I can't work out what I've done wrong. This is on a clean KSP, the only other mod installed is ShowFPS. KSP 1.1.2 x64 Win7 x64 https://www.dropbox.com/s/ah4umej3ishjy55/output_log.txt?dl=0 https://www.dropbox.com/s/73cvt6d05h9he4o/MK1 Small Jet.craft?dl=0
  4. Just posting to confirm that I have this issue too. Have XBox 360 controller on KSP 1.1.2 Win7 x64 and Vegetal is right. Firstly the sensitivity setting slider is reversed with it getting more sensitive as you lower the slider, and secondly even with the sensitivity setting set at the least sensitive position (which due to the first issue is the maximum sensitivity position) the joystick is still uncontrollably sensitive. My joystick works perfectly well in every other game including FSX, but in KSP it's completely unusable. This is majorly game-breaking as it makes the whole spaceplanes side of the game a horrible experience. I've seen dozens of posts on the Internet about people trying to work around this issue using virtual joystick proxy configurations and stuff, but I'm rather surprised and very dissapointed not to have come across anything from Squad suggesting they are doing anything to urgently address this crippling issue.
  5. If you have the shadows turned right down how come they display clearly on Start Screen and on the Map Screen, is there separate configuration option for those displays? The shadows also look really good on those screens, they add much needed depth to the display of the clouds, without them it just looks really flat like a picture instead of 3D. Is there some configuration option I can adjust to turn the shadows back up please? I've already tried adjusting the shadowMaterial _shadowFactor between 1 and 0 and it had no discernable effect whatsoever. It doesn't seem as if the shadows are just really dialled back, it seems more like they aren't present in the in game view at all. P.S. Thanks for the imgur image tips, I've updated my post.
  6. Hi. First off great mod, I really appreciate all the fantastic work you do for the rest of us. Over the last few days I've tried most of the main graphics improvement mods and so far this one is the front runner. I am however having a small issue. I've set this up exactly as described in the instructions but I'm having an issue with the clouds. They appear, and they look great, but the ground shadows aren't displaying at all from low orbit (85km). The strange thing is they appear on the start screen, and on the map screen, but not in the in-game view. I've disabled the volumetric and cirrus clouds as I prefer a less hazy cloudscape, it doesn't make any difference as the shadows never showed up in the game view, but without all the haze the issue is a bit more obvious. I've also noticed the same issue in all the other images that others have posted recently in this forum, but I haven't seen anyone else mention it. Not sure whether it's a known issue, I've read the OP and the last 15 pages or so but no mention of it anywhere. Is there a shadow rendering range variable somewhere that is different for the start screen and map view? Also notice that the shadows display fine in EVE. In this first image you can see the shadows I'm talking about in the clouds just below the capsule, this is using EVE. In this similar image using SVE there are no cloud shadows anywhere. But these next images show that in SVE the shadows appear in the Start Screen and the Map Screen. On the start screen you can see the cloud shadows in the bottom right corner of the image. On the map view you can see the cloud shadows on the right limb of Kirbin near where the capsule is orbiting. Here's the log. https://www.dropbox.com/s/ah4umej3ishjy55/output_log.txt?dl=0 I seem unable to get the editor to insert these images from dropbox directly into the post. Not sure why. Is there some BB markup text I have to use or something? The editor is just displaying an empty box and no other feedback. And where is the preview post button on this forum?
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