Krazy1
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@linuxgurugamer It's missing the DLL... Folder missing: GameData\SoundtrackEditorForked\Plugins Got it from Github I assume it was just an oops when it was uploaded. Standby
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@Papa_Joe thanks but I'm still having trouble with 6.0.8.0. It's resizing text in Waypoint Manager so text is being clipped and it's resizing buttons (but not text) in Principia. I also can't resize the SM window... when I grab the bottom right corner it just flickers between the present size and a vertically smaller size but won't actually change size at all.
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You could add a nosecone... you can use a docking port like a decoupler. The airplane wings are bigger than the booster fins... that's not aerodynamically stable. Use the yellow CoM and cyan aerodynamic center marker. The fins need to be about 2-3x bigger or build the booster up around the plane so the wings are lower like this https://imgur.com/a/J83omQa Imgur is making you disable ad blocker or it hides the login button. I launched this weird probe to test a 3.75m fairing and a wheel in sun orbit. There's also a bunch of science stuff inside. Been flying Vizor 100 a lot. Mostly passenger flights but detouring to anomalies after finding them with a probe in high polar orbit. I actually found the green monolith on Kerbin and got a free tech unlock.
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Nice! I appreciate it for 4K. However it seems to be applying the UI text scaling to other mods. Specifically I see it on Pilot Assistant v1.13.4.c. I installed v6.0.7.0 from CKAN, then PA text was larger but that's a problem because the way the text overflows and wraps to the next line and how the window autoscales the boarder assumes standard text size, so some is cut off. I reverted to v6.0.6.0 and PA UI was back to normal. I didn't go back to v6.0.7.0 again (too late today) but I have the previous player log... doubtful but maybe some help. I have a lot of mods though. I have UI Scale at 170%. player log link
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Pics from the first revenue flight for Vizor 100. Took 100 kerbals on a 4 leg trip in JNSQ. >>> album <<<
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Like Fulgar said... there's a button when you right click the elevon to switch it. And be warned there's a bug in KSP (well one of many) that randomly switches the deploy direction... like when you revert to the SPH or you move the wing the elevon is attached to. I always have to check and check again. You can switch it on the runway if you need to. I use the low tech approach... I set the angle increment to 1 degree... I don't remember if you can do that in stock or if you need Editor Extension Redux - I always use that anyway. Then zoom in and put your finger on the screen (or a post-it works too) at the tip of the leading or trailing edge. Then grab the wing with the rotation tool... it will jump all over the place but that's why we marked the original position, so while holding the mouse button move your mouse pointer to the edge of the screen so it's more precise, rotate the wing back to the original position first, then just carefully count how many degree "steps" you want as you rotate it. Then do the same process in the opposite direction to rotate the engines back to 0 deg. How do you set the optimal angle? Just experience. Start with 3 deg. It's not super important to set this angle unless you're going for range or supersonic, but it helps.
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Try disabling the reaction wheel in the probe core 80 m/s is 155 knots. That's pretty fast. Are you using flaps? I usually use action groups to activate deploying flaps (down) and elevator (up for conventional tail) with the gear button. It doesn't look like you have any incidence angle on the wings. There's no airfoil shape in KSP unfortunately, so adding about 2-4 deg of angle on the wings helps a lot. And a couple deg down for the stabilizer. Otherwise the fuselage is always at an angle to the airstream and it creates a lot of drag. Got it. Thanks guys! One more mod to add... Just finished a test flight of Vizor 100... should be the final test before actual customer service. Left in the afternoon and flew about 7000 km east through the night and landed at S00A in the morning. Could have made it back to KSC easily but that will be another day. More pics: >>> album <<< Airport map
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Thanks. I'm familiar with the 2 stock drills but yours looks quite different to me. The actuator mechanisms are different. Could you right click it to see the info if you get a chance?
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It is a cool light... but where'd the drill come from? Last weekend I flew a hypersonic passenger plane named Vizor, featuring a Mk2 cockpit inside a Mk3 cargo ramp. It provides enough visibility for takeoff and landing but protects it from the heat at 1700+ m/s. Also found a new bug... with the ramp closed the cockpit has no drag but it still has lift. Still working on the 100 kerbal hypersonic plane... time to add struts. Hope it holds together and the landing gear vibration bug isn't too bad. More pics: >>> Imgur album <<<
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@zer0Kerbal it was a few days ago, old version. I'll try again later this weekend I hope and provide more data. And I believe it was a 3.75m bay so bigger than "lookupRadius = 2.865" maybe? Also Tweakscale worked but only one size up or down, not unlimited scaling. That's probably sufficient in most cases but unusual.
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Yeah... it does that. It's a KSP bug I believe. It's really bad. What I observed is the first time I fly a particular ship there's a chance this phantom acceleration will happen. It's more likely if you have a big save file or on interplanetary orbits... which sucks because a small orbit change throws your intercept way off. I haven't seen it with small saves, like 5 ships in flight, but it happens frequently with 50. I thought this was related to KAC "jump to ship" so I tried always going back to the Tracking Station and using the green fly button but that still has some chance it will happen. So what I did was always watch the AP/ PE when the ship loads and if the phantom acceleration is happening, immediately hit ESC and go to the tracking station. That stops the acceleration. Then use the green fly button to go back to it... then it's usually normal again. This still sucks because you can't undo the course change that happened before you jumped to the TS unless you load a savegame and hope it doesn't happen again... so save often and/ or do lots of correction burns. I have not seen steering locked or camera issues with this personally... just phantom acceleration. I believe it has nothing to do with the ship parts or design. The only fix I know of is to dump the stock system and use Principia. I haven't seen this bug then... but I haven't been using it as long as stock and my save files have been smaller.
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A giant drill - very nice. Did you make it or a mod? Does it actually work for drilling? If so it's not useless (well not any less useless than this whole game).
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Hi @zer0Kerbal I found parts inside these cargo bays still have drag. I put in a bug report for this.
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how'd you EVA a tourist? Worked on a hypersonic plane with 100 passengers. Major goal was to put the Mk3 cabins inside cargo bays so they have some view for takeoff/ landing but don't overheat after 30+ minutes at >1700m/s. I found a cargo bay that could fit the cabin OK but the cabin still had drag when the bay was closed. Glad I tested it first. So I did a bug report and got some Minmus gravity scans.
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Nice big boosters. Assuming you need to use stock parts for the challenge, otherwise Tweakscale and/ or SpaceY would be very helpful. I'd consider SRBs for the side boosters to save some funds. You can still asparagus stage them by reducing max thrust (wouldn't go below 60% though) and/ or sequential staging. 10 Clydesdales on Osmium might work. I would try to make the second stage recoverable to save funds too. That takes more work to design (parachutes, probe core, reaction wheel, battery) and actually fly the recoveries though. Skippers are good for the core but I'd also try Mammoths. It seems like a first stage engine but only 5s less vacuum ISP and much better TWR. And surface attached engines are super draggy. KSP is pretty dumb and just models drag for surface attached parts as if it was out if free airstream. It only considers occluded airflow on node-attached parts. I think it's OK with engine plates... can't see if you used those for every engine but I would try to.
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Have you tried JNSQ 2.7x ? That's a big jump but manageable with stock parts. I'm still trying to adjust my intuition from stock to 2.7x. Like reentry...
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Thanks for the update. It fixed my plane The monologues were... interesting and I felt your pain. So now I seem to have a found another issue with surface attaching, rotating, translating, ALT-LMB copying then chain scaling. Yeah, it's an obscure case... It needs pictures... >>> Imgur album <<<
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So my report was premature... I assumed the reentry would be No Big DealTM after enough aerobraking passes. Wrong. I didn't have a heatshield... I thought the fairing base rated at 2600K would suffice. JNSQ had other plans. I added many fiery pictures to the >>> Imgur album <<< This is just the start...
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Minmus mission report from last couple weeks. Goals were to deploy satellite and land tourists on Minmus using existing lander and return tourists and present Minmus crew to Kerbin... 12 crew total. More pics and notes: >>> Imgur album <<< While I was doing that mission, I was also flying a new hypersonic plane around Kerbin. More of that later.
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TS test1.craft TS test1.loadmeta Thanks. Sorry. Good luck.
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Thanks for all the investigations. For the session I got a TS warning about adding TS-frameworks but that's listed as a beta so I haven't added that. I made a new sandbox save, went to the SPH, made the test "ship" with 3 MK3 fuel tanks, side attached tanks scaled to 2.5m (offset correct), saved it, loaded it, observed incorrect offset with large gaps, exited game. KSP log MM log MM cache I hope this leads to tea and crumpets with your buddy, without moderator intervention.
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I'm having an issue with saved files not restoring as I saved them. TS 2.4.7.1 on KSP 1.12.5 with Firespitter and airplane plus companions and 80 other mods. Surface attached MK3 parts in mirror symmetry then scaled down to 2.5m are reloading with 100% size offset (but still correct 2.5m size). Also the flaps attached to them are deploying in opposite directions, like ailerons. BUT with another copy of the same ship flaps were correct (offset issue the same). Can't reproduce that. Imgur album Test build: Root part Mk3 long fuel tank. Side attach (mirror) same tanks. Tweak side tanks to 2.5m. Save ship. Load ship. Now they are offset with a gap. Same result with 2.5m tanks scaled down to 1.875m. Same when tweaking tanks larger... side tanks overlap center part. By the way, I often have problems with flaps deploy direction changing randomly, when reverting or detach/ reattach wings. I assumed this was a stock bug. It's not consistently happening. Update: every time I exit and enter SPH it loads the autosaved craft, then the offset is compounded. So when the side attached tanks are reduced in size, they keep moving further away from the center with every exit/ enter iteration.
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