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DA299

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Everything posted by DA299

  1. Hello Everyone, I just wanted to ask, that why are the wheels of this mod not working at all?
  2. Sure, here ya go: https://drive.google.com/drive/folders/1QshEwLKVBysWqJQwKzdTsRc1qC7nYf7v?usp=sharing I play with a lot of mods though. These particular craft were built with the following: 1) FAR 2) RealFuels-Stock 3) b9 procedural wings 4) procedural parts 5) Firespitter 6) Airplane Plus 7) SMURFF (for adjusting pod weight.) 7) Atmosphere Autopilot (Its not mandatory but highly recommended.)
  3. If you want more realism while still keeping it gamey, I would suggest the following mods. 1) Any 2.5X scale planet pack. Or you can go full-scale with RSS. 2) Kerbal Joint Reinforcement. 3) Kerbal Engineer, has a lot of overlays in the editor to make designing craft easier. 4) This last level is really if you're willing to go all the way. But RO, ROKerbalism, and Principia, all make the game so realistic that it is basically a simulator at that point. Do keep in mind, that it becomes extremely hard to do any sort of manned mission beyond Mars (as it is IRL right now). When you say how do you balance rockets, well I'd give you the advice of using some aerodynamic fins at the bottom, as well as making sure that the Thrust is not too out of line of the COM(w.r.t control authority and all). It is perfectly possible to build asymmetric rockets in KSP(I do them all the time.) KSP joints are far too weak as compared to IRL. Using autostruts and KJR is the only solution. However I should remind you, that rockets and airplanes aren't exactly rigid IRL, They flex and bend during flight, being as rockets are basically large soda cans, if you look at the mas/volume ratio.
  4. Extract the zip file into your GameData folder. Also you probably need module manager.
  5. I can't say for sure what's wrong with the biplane, but for the folding wing craft, you most likely do not have enough pitch authority. Those Elevators aren't doing you any favors, either use bigger ones, or move them further from the COM (a lot further). First try using the all-moving control surface from B9 wings, and set it to control only pitch. Other things to make sure of are that the back landing gear aren't too far from the COM( but I suspect you already know that.) What does the FAR window say about this craft? Tell you what, if you screenshot the numbers it gives you in the SPH, I'll be able to help you out immensely. Here's what you gotta do: Select the 'data+stability derivatives' window, set speed to Mach 0.18, and click run analysis. Then screenshot that. _________________________________________________________________________________________________________________________________________________________________________ Here's one of my crafts, that also weighs about 5 tons, and can take-off and land perfectly well under 50 m/s. In fact, with half fuel, it can probably take-off <40 m/s. Its dimensions and wing area are probably similar to your second plane, that's why I think there's a problem with nose authority.
  6. Its much better to just use something like SMURFF or RealFuels to alter part masses so that they more closely mimic those IRL. But even with those two enabled, and with realistic part densities, landing planes in FAR is harder than IRL(The stall speeds are higher). Two main reasons for this, which IMO have a bigger effect combined than part mass: 1) FAR only models angle-of-incidence lift, and thus, wings which are completely flat. It does not even consider curved airfoil cross-sections, and those have much, much better L/D ratios at low speeds (<100 m/s). They also have critical AoAs far higher than flat plates, so there's that. 2) FAR doesn't model ground effect, which is a huge help when landing. Despite these limitations, I truly think that for speeds between Mach 0.5 to Mach 2; FAR is very, very close to real life. Post some pics of your design here. I can make a Flanker replica take off at less than 60 m/s ; so there's likely sth wrong with your design(Perhaps too little control authority?)
  7. Should work imo, try it out. If it doesn't work it probably won't break your save.
  8. What are you looking for in particular? If you have a good enough rig, I'd recommend you play with the KSRSS-reborn beta ; it is quite good and has a lot of new features.
  9. Honestly bro, between the likes of mods like FAR, Principia, Parallax, EVE(I hope we get those sweet volumetrics), scaterrer, kerbalism, RO etc; I have pretty high standards for KSP 2. Maybe I've been spoilt or something after playing these mods, but I would at least expect KSP 2 to better at least 3 of these (Especially the Visual mods, and life support).
  10. https://drive.google.com/drive/folders/11WGG-IhfA566HXZqJlnk4n7Y6AyO9HJU?usp=sharing I tried it in a fresh install, and still same issue. The main menu screen is black, except for the loading icon in the bottom-right corner, and the music playing in the background. I suspect the issue is with one of my graphics drivers and not KSP itself, since there appears to be nothing too out of order (to my eyes.)
  11. Hello, first time trying out this mod, and I just get a black screen in the loading menu. I checked out the logs and this is the message its showing me: [WRN 14:38:00.163] ShaderProgram is unsupported, but because jobified rendering is enabled the ShaderProgram can not be removed. Any clue to what might be wrong in my install? Game runs perfectly fine without TUFX. I'm using KSRSS with scaterrer 0.0772 and EVE-redux.
  12. Hello, I just wanted to ask, that whether it'd be possible to make FAR model compression lift at hypersonic regimes? High speed aircraft(like Valkyrie of Blackbird) have really high L/D IRL compared to in FAR, and IMO it would make reaching orbit a lot easier with FAR(especially in scaled systems or RSS). Right now, FAR spaceplanes have very comparable performance to those using stock aero; and IMO it would be a huge addition to gameplay if this is implemented. Doesn't need to be 100% accurate, but some increase in lift using wing sweep and anhedral angle as variables, would be much appreciated.
  13. Nope, but you should be able to use RSS values and play with those in stock. People have done it before, it just takes some config changing.
  14. I'm playing with Interstellar extended as well, don't know if that overrides real fuels or sth. Anyways thanks, will try out the mod you listed.
  15. It shows 0 Watts at all time warp speeds. Wait I'll send you a picture.
  16. I tried radiators and it is still showing cooling as 0 Watts.
  17. Hello, how do I analytically cool a tank? For example, I have an methalox SSTO that always shows analytical cooling = 0W (see picture below:) My question is, are there specific parts that can increase analytic cooling(like radiators)? I mean, its methalox, so theoretically it shouldn't need a lot of active cooling, especially in space. (I'm playing with RealFuels-Stock)
  18. KSP can't implement axial tilt correctly. I believe the default configuration for KSRSS is not tilt. Principia has configs for axial tilt, but it is not yet implemented into KSRSS.
  19. Hello, can anyone guide me as to how to install this mod. I'm playing with both Kerbalism, Real Fuels stock and KSRSS. Which of the folders do I need to put into my Gamedata?
  20. Bruh. Then there's probably some specific version of scaterrer KSRSS-reborn was designed to use. Unfortunately I can't guide you further. You could try trial and error, or wait for @tony48 or @ballisticfox0 to reply.
  21. Then this is a scaterrer issue. Use 0.7 version scaterrer
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