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The-Grim-Sleeper

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Posts posted by The-Grim-Sleeper

  1. So I checked the Parts-Manuel and air-requirements are intentional. So that is solved.

    Just tried again with a fresh download straight from the github page, still having problems with the landing gears, the water-luanch system justed caused the plane to blow up on the runway and for some reason the FS1OC-cockpit based aircraft causes the altimeter to freeze at 0.

    I also cannot find where those borkked *Legacy* marked parts are in the directory structure. Is there a version of the mod that contains only the still-working parts? Or could somebody post a list of the parts (or a link to that list in this thread, if it already exists), that can just be trashed?

  2. Hi, I got this mod on CKan, but something is rather wrong.

    I tried to build a simple FS1O-stuff airplane, but pretty many parts of that set are bugging out in some way or another.

    The 5-blade proper flames out on the runway, the landing gear has motors that won't turn off, the landing gear brakes do not work at all, deploying the gear caused a plane to pitch-spin insanely (like multiple flips per second).

    At first I suspected something between this and FAR, but the thread here only mentions the biplane parts as 'not FAR compatible'.

    I also have a bunch of duplicate parts, normal ones, and identical *LEGACY* parts.

    Where did I derp?

  3. On 12-2-2017 at 1:47 PM, aluc24 said:

    I'm sorry if this is a stupid question, but, how do I get Engineer to show up in Blizzy's toolbar instead of stock toolbar? I saw nothing on the in-game settings, and I checked each file in Engineer folder in the GameData folder, but there is nothing related to toolbar. How do I do it?

    I too wish to know this. Or at least, if it is still possible.

  4. 20 minutes ago, lordcirth said:

    Some tips

    Thank you.

    Well, I've discovered the 'Calulate Stability Derivatives'-Button, that is good.

    So Mw warns "about CoL behind CoM", but there are 33 other values there, none of which where red when I deliberately made a lawn-dart.

    Example: when I made a craft and the Lβ was red and helpfully informed me that "Change in Roll-Right angular acceleration with respect to sideslip angle β; should be negative". I have no idea what that means. I did notice that I had left the mirror symmetry off, and the craft only a left-side wing.

    I really should have googled my problem: "comprehensive-ferram-aerospace-research-tutorial/"

  5. I am having some trouble, but I'm not sure if it's due to a bug or because I derped on the key feature of FAR.

    When designing an aircraft in the SPH, the Centre-of-Lift ball will have no arrow, does not update in real-time with the placement of parts, and no amount of wing surface seems to move it very far in any direction, except when I place the wings higher and somehow ends up below the Centre-of-Mass!

    So now I have a set of aircraft that turned into wind-vanes by FAR, but I can't really work out how to fix them. I looked at the Ferram tool (the toolbar button in the SPH), but couldn't gather much from it. I thought that the blue and yellow lines are CoL and CoM resp, but looking at the whole 1 page of info on git just informs me that it is not.

    Is there any sort of comprehensive guide to 'not making a brick/tissue-hybrid'? Or at least an explanation of what information is in the FAR-tool and why that info is relevant for aircraft-design?

    Link to .craft: https://drive.google.com/open?id=1zDA1o6Up0MDcRNq-RfXFiq-LoU1eGe9j

    (uses firespitter, carrier accessories and infernal robotics)

  6. Loving the mod, but I am really struggling to build a Carrier Blimp that can stay level, let alone something that can be used to land on.

    Can I bother one of the other mod users for a .craft and supplementary mod list?

    @TachyonGMZ I think so, but I'm no mod-maker. Have you considered using Janitor Closet to help manage your partslist?

     

  7. 1 hour ago, DMagic said:

    @The-Grim-Sleeper That's a stock contract setting.

    Ah right!: /GameData/Squad/ContractsContracts.cfg  -> AverageAvailableContracts = <...>.

    But that can't be changed using this mod, without editing that file (in case I feel lazy or something)? Nor is that value overwritten by anything in this mod (So the value I put there myself is still valid)?

  8. Every time I start the game, all the controller axis settings get screwed up. I've found that the problem involves the settings.cfg file, it gets rewritten every time the game starts up, but it is only another symptom, as setting the file to read-only still causes the problem in-game.

    What seems to be happening is that the float numbers for 'sensitivity' and 'deadzone' are being read out as integers.

    Before:
            sensitivity = 4.04848957
            deadzone = 0.0229729917

    After:
            sensitivity = 404848960
            deadzone = 229729920

     

    Update: went through the usual 'delete settings.cfg, reconfigure' stuff, but after another start-up, the axis setings are bad, and integers are back.

    ==============

    I am running on Ubuntu 16.04 (64x-bit), which seems to work fine in all other respects.

    Kerbal version 1.3.1, build id = 01891

    Settings.cfg before start-up: https://drive.google.com/open?id=1PWpeJCByMksyvK4gDbWCNvMvUXJ5E9yV

    Player.log before start-up: https://drive.google.com/open?id=1bQsRLYqQwXCc1nd3A27308ak23EE1XwO

    Settings.cfg after start-up: https://drive.google.com/open?id=1SYWygkgeZXrBStXH8B1HlD53DjE_RhvE

    Player.log after start-up: https://drive.google.com/open?id=1fhJ_yCrmhfyvlcPo8qKDNFCb4wUAxRGJ

    This is my first time reporting an error here so I'm not sure what other information is required.
     

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