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innociv

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Everything posted by innociv

  1. Well, it'd be hard to get that to look right. But more than that, more parts = more lag, especially with FAR. I was using the pwings mod, but thought these looked better and could reduce my part count further. Using these, I'll have to double or triple my amount of wing parts. As far as "flex cop out", well there is nothing preventing someone from putting thin 30m long reverse-swept wing on a 20m long aircraft, which should have extreme flexing but happens to be the most efficient thing to do in FAR. But I can't put 45m long wings on my 70m long space plane. There's nothing really ridiculous about what I'm trying to do, except the size, which fits in the hanger. http://cloud-4.steamusercontent.com/ugc/541887966941065545/A2BE644594B88524B4E4C2EF3334BCAA2BCD46B6/ I mean really, FAR should be calculating how much something should be flexing, even if it's not visible, and how that'd effect aerodynamics, if that's the issue. I'd like to see the pencils with massive skinny reverse swept wings gone, too. So the only way would be to recompile the source with those changes? I'm not sure I can do that.
  2. I tried looking through the text files, but I couldn't find anything that'd let me increase the max values for them. I have a really big craft, and I need to make wings that are at least twice as large as it allows.
  3. I tried deleting the winch, the extra set of docking ports, reaction wheels... still does the same thing as long as these two vehicles are connected.
  4. Instead of having to make a link, you should be able to "set target" the same exactly way, except it just sets the target without actually creating a link, where toggling them would then create the link.
  5. Nope. Not using quantum struts. http://cloud-4.steamusercontent.com/ugc/541887967032441105/0B65859752DBCF997EE88BF3C8AA301A30405CF6/ Mods list http://cloud-4.steamusercontent.com/ugc/541887967032445668/BE40A475F9823AB7A4BD7F471A71970257BA023F/ well the winch lowers and such.. I should have noted that when I "decouple node" on the docking port, the physics work fine and they fall to the ground. If I quicksave and load it so they redock, it's stuck in place again at that new location.
  6. A bunch. IR obviously. CIT active struts KAS Maybe KerbalJointReinforcement has something to do with it?.. Or Trajectories.. http://pastebin.com/u7hx1THt Here is the vehicle file Oh there is a magnet on the end of a KAS winch in the middle.
  7. http://cloud-4.steamusercontent.com/ugc/541887967031371337/568487ECCAB2A2ADF2319B86D512CA30299648EE/ I have two vehicles docked together. When they are apart, they operate fine. The legs and wheels part will drive around and flip over as expected. The skycrane part will fly around, so on. But when I dock them together in the VAB, and launch it, it's anchored to the sky like this. The legs fold up, and it just stays there. It will wobble around from the reaction wheels but it won't spin and or flip, it is like something is a sky kraken it around its center of mass. pls halp
  8. But then I have to do that for every single strut before toggle is available. It's really annoying.
  9. How do I set targets for my CIT Targeters so when I hit the "toggle links" button from my action groups, they connect to the proper targets? I can't strut them up in the VAB, because my vehicle needs to launch unstrutted. "Unlink" removes the target so "Toggle Link" won't reattach after launching.
  10. I get really really horrible lag using the Sabre engines past 10km and at super/hyper sonic speed. I have an i5-2500k and 7970, and I drop down to like 5 fps and it freezes for 0.5-1 second every 1-2 seconds. I get 60FPS just fine even when I'm using 24 rapier engines, compared to 4 Sabres.
  11. The rotating IR part is what is wobbling. The attachment point is fine.
  12. Even without rotating them, just loading the plane and it sitting on the runway has them wobbling for a while until they settle down.
  13. I'm using IR, but the rotating/pivoting mounts, including the VTOL rotor, wobble too much to use them, at least with large engines attached.
  14. Offsets seem to be very messed up against as of 1.50. It's hard to describe but, it's easy to reproduce. Just scale things up, try to attach things to them and use offsets and they jump all over each click. Even if you attach something smaller to a larger thing via the center node, just trying to move it once with offset makes it snap over to the side off from the center.
  15. The bug with nodes being in the wrong place happens even when you make a new craft in 1.49. Not just from ones that were 1.48 saves. It happens once you save then load the craft.
  16. Wasn't responding to you... Was responding to the post directly above mine.
  17. You can edit cost scaling in configs. The node placement issue was already reported in the post before yours, except with better manners.
  18. The offset and being able to do more fine rotations is a huge plus with procedural wings. I do really wish that when you add one wing to another, you aren't forced to have the same exact "root" size, too.
  19. There seems to be a major bug with that 0.90 dll and I'm not sure how to describe it. It might have to do with trying to attach to offset parts. I set a wing, size it, etc. Then I set another wing near by, size it, then try and pick it up and attach it again on the other wing that's offset, and all parts become unresponsive and I have to reload it. Or.. yeah just in general you can't remove a wing from some place then reattach it to another wing, at least not an offset one.
  20. The issue with moving offsets on scaled parts isn't fixed - but it's better than it was before. It just reverts back when you click a bit a bit off from where it was instead of way off. I've also been seeing that core reverting to another size on its own as well. Though for me its reverted to the smallest size.
  21. Ah. I was trying to put in 22000 km instead of meters. So doing that causes that bug.
  22. When I use the FAR Analysis in VAB, and input an altitude and mach in Data+Stability Derivatives, the window becomes blank except for a bunch of overlapping text in the upper left corner. Are others having the same problem? Else I can look for a conflict with other mods. I also have two FAR icons in the VAB. I deleted my whole GameData folder before updating to 0.90 so there isn't an old version there or anything.
  23. This mod should be stock. It's insanely good and just a must have. I'm not complaining, I'm just letting you know how much I love it.
  24. This is a really beautiful part. I wish it better worked with newer versions.
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