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Everything posted by NippyFlippers
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[1.8.x-1.12.x] - RasterPropMonitor (adopted)
NippyFlippers replied to JonnyOThan's topic in KSP1 Mod Releases
Hello, everyone! I have the problem that all the cameras have weird zoomed in FOV. I can zoom in an out, but the max I can zoom out still has a very narrow FOV/long focal length. This happens on Hullcam parts and the standard camera which comes with this mod here. LOG: https://www.dropbox.com/s/fbye2wia31px7zz/KSP.log?dl=0 -
In conjunction with robotic parts. Static wings work just fine. But the mod causes SAS/Atmosphere Autopilot to seize on anything with wings that use hinges, servos or motors to swing, fold or flap. As soon as I revert from this mod back to stock aerodynamics, everyting works as intended. It pains me, but I simply can't use this one. Edit: I was wrong. The bug is back, randomly preventing the SAS system from engaging correctly. So this mod can obviously be ruled out as the cause. I am at a loss. Edit2: I tracked that bug down to the moderation option in the mod "AtmospheAutopilot". Disableing the moderataion in the craft settings fixes the problem.
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I am sorry, but I have to restrain from using this mod. As it is now it simply does not like robotic parts used in swing- or folding wing designs and prevents mods like Atmosphere Autopilot or even the stock SAS from functioning.
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- aerodynamics
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Yes, sure. The modpack: https://www.dropbox.com/s/li2wz353s73zkvt/modpack.ckan?dl=0 The biplane: https://www.dropbox.com/s/vzlntwtdlpfi4ml/Double Trouble Taildragger.craft?dl=0 The folding wing twinjet: https://www.dropbox.com/s/td96qy87px1o5x4/Open Twinjet Folding Wing.craft?dl=0 I hope these links work, first time using that filehost. Edit: The main gear on the floding wing neesd to steer a bit more to the outsides, so it is more stable on landing. A degree or two off the centerline should be enough.
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Those are allmoving tailplanes and pitch authority is A-okay. I think I can even dial back the wing incidence angle by quite a bit, but despite all that wing area it still needs a scary ammount of groundspeed to take off. Here, do you mean this?
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Sure, here are some of my creations: And a folding wing design so it can be transported as cargo. It weighs about 5t and needs 80m/s to take off. Maybe it is the B9-procedureal wing that is the issue?
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- aerodynamics
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You are doing wonders, man. Will that KSPWheel mod get an offical update with your .dll? Other players should profit from that, too! The wheel seems to work fine now. I subjected the rovers to every obscenity I could come up with and it stays stable, no more kraken. I mean, look at her! Isn't she magnificent?
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I will try to do a minimal install as you suggest plus video, but all that might take while, since I have to figure out how to do that without wrecking my current install and how to get the correct Player.log when running multiple installations. Maybe today evening, at the earliest (Europe). Any suggestion where I can upload log files without having to pay a fee? I greatly appreciate you taking time out of your day to help us lowly players.
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No, that is definitely not the case with my vehicles. Steps to reproduce: 1. Place wheel parts on vehicle 2. Launch vehicle, maybe drive around a bit 3. Revert to hangar 4. Change postion of wheel parts, maybe rotate and scale them once or twice 5. Launch vehicle again, revert to hangar again 6. If you disattach the wheel part now and have them attached to your mouse cursor, you'll notice that they are offset, maybe even clipping far outside the hangar 7. Ctrl-Z and launch that vehicle! You will notice jittering, distortions and phantom forces; a full scale kraken attack right there on the runway.
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Is this mod still active? I have the same problems as him. The Bug seems to be caused by manipulating the wheels in the editor. Every time a wheel gets reattached or manipulated in the SPH/VAB the attachment node seems to drift/shift further out of whack, until it starts causing severe kraken attacks in flight.
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
NippyFlippers replied to girka2k's topic in KSP1 Mod Releases
Is there a way to make this mod play with the popular ReStock mod? I tried welding, but UbioZur Welding spazzes out and has problems displaying the correct texture/mesh variant for any submodel in the part-tree of the welded part. As you can see, only the root part of the ReStock Panel has the base texture, every part below the root part tries to display all texture/mesh variants at the same time, resultung in severe Z-fighting. -
SRBs work fine now. Hooray for bugfixes!
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Ah, thank you very much.
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What is KSPCF? Is it fixed now? This might seem trivial to you, but I am hearing these terms for the first time.
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I appreciate you trying to help me, but I have no idea what you are trying to explain to me. Are you trying to say I need to install it manually and not via CKAN?
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When trying to place or change anything about the procedural SRB, I'm getting an Error "ArgumentException: Illegal Prefix". It refuses to change size or anything, the context menu shows "SRB Type ***Not Found***" in the ProceduralSRB drop down menu.
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Is there a way to increase lift and drag at low speeds a little bit? Actually, I think it needs to be increased by quite a lot. Even biplanes need to reach blistering speeds (70m/s) to get airborne, when they could take off at a pedestrian 40m/s beforehand and most scaringly they simply refuse to slow down when in descending flight, no matter how swallow the angle of approach. My prop planes barely can get off the ground and landings have become nigh impossible, now.
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NippyFlippers' Old Timey Flying Vehicles
NippyFlippers replied to NippyFlippers's topic in KSP1 The Spacecraft Exchange
I made another one. The Double Trouble. Simple, no nonsense and with its DB601 engine ridiciloulsy overpowered.- 15 replies
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[1.7.3] Eskandare Aerospace 0.0.5.1 [BETA]
NippyFlippers replied to Eskandare's topic in KSP1 Mod Releases
Any chance we will get internals or other sizes for these cockpits? -
NippyFlippers' Old Timey Flying Vehicles
NippyFlippers replied to NippyFlippers's topic in KSP1 The Spacecraft Exchange
Thanks mate! No Kerbal craft is complete until you show it someone.- 15 replies
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