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KSP2 Release Notes
Everything posted by Jimbo Jangles
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The CoL indicator? The blue bubble with arrow. Just want to be sure, cause that 45° sounds extreme. Can you post some screenshots in the SPH? Though it sounds like you have your wings perpendicular to airflow or close to it. Usually my CoL arrow is no more than 2-3° degrees from vertical. Screenshots would be very helpful.
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How can I make an SSTO?
Jimbo Jangles replied to Alpha 360's topic in KSP1 Gameplay Questions and Tutorials
5. PICS!! Especially in the SPH with CoM, CoL, and CoT indicators on. 3.1 Use the rotate gizmo and press "f" to switch to absolute mode instead of local. Make sure angle snap is on and you can line them up perfectly flat and straight. 6. A better description of your takeoff run. At what speed do you rotate? At what speed does your plane spin out? 7. If it spins when you rotate (pull back on the stick), check if your control surfaces are set to one axis only, right click menu - pitch, yaw, roll. If your ailerons or canards or anything else is set to more than one of these, that could be your problem. 8. Are your rear landing gear steerable? Did you disable the steering in the right click menu? -
My planes don't steer correctly
Jimbo Jangles replied to EddieKerbal's topic in KSP1 Gameplay Questions and Tutorials
You're not doing anything wrong, except for thinking that KSP will have aerodynamics like a normal flight sim. In regular flight sims, a 30 degree bank will give you a good turn speed. In KSP, you must apply positive pitch in your bank to get the plane turning. Sometimes a 30-45 degree bank will give you about 1 degree of turn every 10-15 seconds. If you pitch up in the same bank you will probably get 30 degrees per second. -
Only in KSP. Or my 21st birthday.
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Love it. I don't use any of the square batteries, mostly because you can't stack them.
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More Realistic Stock Solar System
Jimbo Jangles replied to Vysionone's topic in KSP1 Mods Discussions
So mad right now! But seriously, assuming no one takes you up on your suggestions, have you looked into modding some of this yourself? -
[1.2] CorrectCoL v1.4.4 - stock aerodynamics design aid
Jimbo Jangles replied to Boris-Barboris's topic in KSP1 Mod Releases
Well I feel kinda dumb, seems perfectly logical. Thanks for the info and the awesome mod! -
[1.2] CorrectCoL v1.4.4 - stock aerodynamics design aid
Jimbo Jangles replied to Boris-Barboris's topic in KSP1 Mod Releases
Just out of curiosity, when would it make a difference? -
I sure thought so. Are you challenging me to make a Challenger joke? I'm up to the challenge!
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[1.2] CorrectCoL v1.4.4 - stock aerodynamics design aid
Jimbo Jangles replied to Boris-Barboris's topic in KSP1 Mod Releases
I'm guessing that this is essentially saying normally KSP uses a 1 degree AoA during assembly, but you've edited it to 5, then 3 degrees in this mod. Is there an option or configuration setting where I could change it back to 1? I build my planes to climb while flying level. Thanks! -
Naw, I'd laugh even harder if it was American. Yes, physical pain/injury is quite funny and would have made me laugh even harder.
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I laughed...
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How far downward and upward did you angle them? If it's less than 10 degrees you should see extra lift at the cost of lower speed due to drag. If you start angling them more the 10 degrees you may actually see less lift and massive amounts of drag. Usually, when I give my wings Angle of Incidence(AoI), I limit it to +5 degrees for subsonic planes and +3 degrees for super/hypersonic planes. AoI is the angle that your wings differ from your fuselage. When I adjust my AoI in the amounts I specified, oftentimes the CoL indicator will move but not rotate. If your CoL marker has rotated visibly, your AoI might be too high.
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Rotate Gizmo
Jimbo Jangles replied to Mister Kerman's topic in KSP1 Gameplay Questions and Tutorials
I have seen this happen many times, but not just when attaching landing gear. For me it seems to depend more on the part I'm attaching to, not the part being attached. For instance, an I-beam will almost always have errors when attaching another part and using the move gizmo, but a fuel tank hasn't caused it once. -
Only had 1 crash since release, I play about 4 hours per day. I'm on Win 7 x64, with the following mods: KER KAC LWP Docking Port Alignment Indicator Part Angle Display Distant Object Enhancement Final Frontier Asteroid Day RPM w/ Vessel View
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How to connect parts in a loop?
Jimbo Jangles replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
Try the docking port trick. -
How to connect parts in a loop?
Jimbo Jangles replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
'Nuff said. Only stock part that can do it during construction. I've seen people put docking ports real close together in the VAB and when the vessel loads the ports connect. I can't imagine docking ports holding together as good as struts though. -
Math is my co-pilot! 24,974 replies + 1 original post divided by 25 replies per page gets exactly 999 pages. The 24,975th reply is actually the 24,976th post. 24,976 divided by 25 gets 999 with a remainder of 1. Hence, post 1 on page 1,000. -Jimbo Jangles
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Page 1000 y'all!
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Fix the broken selection of parts
Jimbo Jangles replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
I see this all the time. Win 7 x64 here, and I have to click multiple times in the menu and on the craft under construction in both the SPH and VAB to select a part. Right click works fine for me. -
Phase and ejection angles
Jimbo Jangles replied to DaMachinator's topic in KSP1 Gameplay Questions and Tutorials
Phase angle describes the position of the target body in its orbit in relation to the Kerbin (or other origin) in its orbit. In other words, looking down from overhead, is the target in front of or behind Kerbin, and by what angle. Ejection angle describes where to preform your ejection burn in your current orbit. I believe LWP has a handy overlay showing where in your orbit to preform the burn. Jimbo -
I don't use MechJeb, but with similar readouts using KER I see the same type of jittery readings while landed and at rest. I'm of the opinion that it is related to the rotation of the planetary body. I've also seen the pitch, heading, and roll rate jumping around while in orbit. Even when I've just come out of timewarp and my ship is perfectly still. I get the feeling that it's a general issue where the math KSP is doing behind the scenes isn't accurate enough when run through an analytical program like MechJeb or KER without introducing small errors. I've heard people on the forums say something to that effect before. Hope this helps! Jimbo