Krazy1
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Everything posted by Krazy1
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I'm trying to set up a spaceplane I made in stock for FAR. It has dual rudders. How do I set them up for opposing deploy direction for airbrakes? I tried brakerudder%=100 in the standard controls UI but it does nothing obvious when brakes are applied. It's easy in stock using toggle deploy in the brake action group but that function is deleted in FAR. Similar goal for rockets with 4 fins - how do I make them deploy in opposing pairs for airbrakes? Regarding water physics... Scatterer also has options that change water physics. How do these 2 interact? When I splash down a rocket with parachutes, it has a huge vertical oscillation with little damping if SAS holds it vertical. It's a bit ridiculous: https://youtu.be/1B4hCUtCq18 Update on rudder-airbrakes... This works: remove 2 rudders from symmetry (maybe not needed but I assumed it was like stock so one had a positive deploy angle and one negative) enable spoilers for each, with the same angle, both positive (It's not intuitive to me... setting one negative angle should make them go opposite directions, but it makes them go the same direction. At least it did for my plane built with radial mirror symmetry. Haven't tried a rocket yet.) in action groups, set brakes to activate both fin spoilers Update2: Found a bug... the spoiler deploy direction changes after revert to launch. Seriously. First launch they deploy opposite, after revert they deploy the same direction.
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Hi @HebaruSan going back to the indexing issue I was seeing... Now it's not always showing the update available checkbox although there are some available for Parallax (1.3.1 to 2.0.4) and Ferram Aerospace Research Continued (0.16.0.5 to 0.16.1.1). I see in Github and post above you all are working on the next update... any due date?
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It shouldn't... fuel cells should stop when the ship gets to 95% charge. Unless you were going through day/ night cycles in orbit while running a lab. I've been using the KAC alarm when a science lab gets full. It would be nice to have a mod that just automates the whole lab. I wish it automatically leveled up Kerbals too so I don't forget. I just uploaded 3 labs, 1500 science, and I'm converting it all to reputation. It went from 967.15 to 967.23 (shown in the cheat menu) That's not a good exchange rate! You'd think I'd just stop this pointless grind... but no.
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Some may say, I'm modding my days away, No way, and if it's the game I play. Some say, tomorrow's another day You stay, Off to the Mun today. I guess I'm always hoping that you'll end this game But it's my destiny to be the king of pain Jeb's a little black spot on the sun today (That's my soul up there) It's the same old thing as yesterday (That's my soul up there) There's a helmet caught in a high tree top (That's my soul up there) There's no delta-V and the flames won't stop (That's my soul up there)
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Posted my second Jool 5
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The Ultimate Jool 5 Challenge Continued
Krazy1 replied to JacobJHC's topic in KSP1 Challenges & Mission ideas
Well, I didn't know when to stop I guess and I have another level 3 submission. I made another SSTO rocket about 1/2 the size of 2 by 4. I followed a somewhat more difficult moon sequence and used Principia again. Encore 242: Recoverable SSTO rocket. 2 Mastodons, 4 Darts, 2 NERVs. 5 crew and full size ISRU. Under 250 tons at launch. Used Simple Fuel Switch to change some tanks to LF. Album with captions I'll post the ship on KerbalX - link in signature. -
I didn't check mine but just looked at your pic. Cd 2.1 seems too high in any orientation. That's like a parachute or something designed to have high drag. The reference you pasted on the right probably used very long test objects, maybe spanning the whole wind tunnel between the side walls. The short Mk2 piece you used would probably have worse Cd due to flow around the sides, but I'm not sure how FAR calculates this.
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Hi @blackrack I'm getting constant NRE log spam. It's writing every frame, so I want to fix this. Scatterer 0.0838 on KSP 1.12.3 with several other mods (Spectra, Parallax, Kopernicus, Principia...) First exception: [EXC 22:37:01.836] NullReferenceException: Object reference not set to an instance of an object scatterer.OceanNode.OnPreCull () (at <684aa87c0d2345f8a9e4739403f4afff>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Later: Player log KSP log
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I'm 1/2 way through a second Jool 5 with Principia. I still have to wait a year to get to Bop. I'm over 1.1 Gm from Jool now. Why ALT-F12? You can just set the location before launching from the VAB...right? This reminds me of my "no orbit" challenge for Making History (it's posted in here in the forum with other MH missions but I'm too lazy to link it). Just go to the Mun and back without ever being "in orbit". Only suborbital or escaping is allowed, or the Orbit Kraken will blow up your ship.
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Started another Jool 5 with the Encore 242 ship from my last post. So far I went from Minmus to Vall to Tylo. I tried at least 7 launches from Val to optimize the fuel. As expected, landing on Tylo was a challenge for fuel management, descent trajectory and not tipping over at touchdown without landing legs. There were 6 failed attempts... most tipped over, one crashed at <100 m/s, another ran out of fuel at about 20m up and broke 3 of 4 fins but did not tip over! that figures. But then I finally got it. Tylo landing video. Next up... Laythe. Tylo to Laythe with a rocket. This is the way.
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After doing a Jool 5 with an SSTA rocket, I built another rocket 1/2 the size with the same ISRU parts and crew of 5. For a test, I took it to the Mun and back. This is MUCH more difficult than going to Minmus. It will be able to go from Val to Tylo directly if it can do Kerbin to Mun. Dry mass: 66 tons Fuel mass, including ore: 197 tons Fuel mass landed on Mun: less than 1 ton Album link with captions
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Hi @eggrobin I did a Jool 5 with Principia. Thanks for a great mod. I found a problem with burn time calculation with engines that are in "flame-out!" status. The burn time calculation in the Flight Plan window uses "active engines" despite being flamed-out. The navball timer (correctly IMO) ignores flamed-out engines. I made an SSTO with FL-C1000 tanks which have solid fuel thrusters. Solid fuel engines cannot be deactivated. I expect any depleted SRBs in space would do this. Jet engines could be disabled but it's a potential pitfall too (I haven't tested a jet engine). Picture below shows Flight Plan duration uses both the LV-Ns and FL-C1000s (about 5 minutes) and navball uses only LV-N (almost 10 minutes). 9/4 Update: I was able to hack my save file to rearm the solid fuel engines in the staging, so it did not include these in the time calculation in the flight plan.
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[1.12.x] Waypoint Manager - New Dependency added
Krazy1 replied to linuxgurugamer's topic in KSP1 Mod Releases
OK done -
[1.12.x] Waypoint Manager - New Dependency added
Krazy1 replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks for the update. I will second this: ...is a bit annoying. I use One Window mod for this. -
Nice list... I'd add KER: vertical speed and slope help a lot. I usually use a lander with ISRU instead of driving more than a few km. Except trying to hop close enough to do an arm scan is hard.
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A Panther in "wet" afterburner mode should go supersonic. I'd dump those rocket engines and try again.
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Posted my Principia Jool 5
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The Ultimate Jool 5 Challenge Continued
Krazy1 replied to JacobJHC's topic in KSP1 Challenges & Mission ideas
So, I'm throwing this one in the ring... not sure about the rules but I decided to do it anyway. I used Principia. I just searched this topic and "Principia" has no hits. Nobody even mentioned it? Well here it is... SSTO reusable rocket-lander called "2 by 4", with ISRU and crew of 5. Used KSP 1.12.3. I have many QOL and visual mods but no part mods. Besides Principia I used FAR. (FAR was a nuisance anyway because parachutes deployed early and failed.) Album here with a couple video links in the captions -
[1.12.x] Kopernicus Stable branch (Last Updated August 29th, 2024)
Krazy1 replied to R-T-B's topic in KSP1 Mod Releases
I think it could be the default TAA antialiasing in scatterer. Try SMAA or the latest version that I think tried to fix it: ***********v0.0838*********** - Fix map view icons and UI elements jittering with TAA enabled (especially noticeable at low framerates) -
Finished my Jool 5 with Principia. Imgur kinda sucks. I put all the pics in an "album" then wanted captions, so put them in a "post" and it completely scrambled the order... 70 photos! grumble Just raw photos, no captions yet. Also need to upload Bop L2 orbit vid. https://imgur.com/a/RvzJd0n Agreed. I'm getting there in my main save... 25 mb file. Save/ load (and scene change) is super slow. It's already noticeably slower at 10 mb.
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[1.12.x] Kopernicus Stable branch (Last Updated August 29th, 2024)
Krazy1 replied to R-T-B's topic in KSP1 Mod Releases
Thanks for all the updates. Honestly all I want is stock-alike shadows. I'm not sure why Kopernicus would be doing anything with shadows, but I really don't understand the scope of all these mods (Kopernicus, EVE, Scatterer, Parallax). Any ideas about the other 2 issues I mentioned? Weird Eve clouds and missing Kerbin clouds.