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KSP user

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  1. What happened with the Procedural Parts mod? I install the new version and it lets me put all kinds of fuel tanks inside a nose cone, including types that have not yet been researched. Some of them weigh almost nothing. Balloon Tank in a sounding rocket nosecone in 1951???
  2. Tried the new version and it looks like rewards for many early contracts have been increased. Is it intentional? Also, why 3 years deadline for breaking the sound barrier? It can and should be done in 1951, using off the shelf parts, without any tech research.
  3. Is it possible to transfer science samples with RO Kerbalism? I try to move a sample from camera to science core / sample return capsule. There is a button to collect science, but nothing happens, the sample stays in the camera. Am I just stupid or it's intentional? If so, why? Cameras are not supposed to survive reentry.
  4. Here is a stock plane that I previously uploaded. It flies OK in Frenet, is uncontrollable in Frobenius and just barely controllable in Fuchs. Plane.craft Here is how to make an unflyable plane: - make a small and light plane - put a short heavy engine in the back (stock Rapier or RP1 J57 work well, they weigh about 2 tons) - give the plane standard wings arrangement with a tail (not a tailless delta) Such planes fly well with Principia Frenet and easily perform supersonic flights up to 680m/s. But they refuse to fly since rotation control was implemented. I'm actually not sure if it's a bug or correct behaviour. Putting a short 2-ton weight on the rear end of a 6-ton plane doesn't sound like a good idea, the plane will have a huge moment of inertia and will be difficult to control. But as previously noted, RP1 J57 engine is much shorter than it should be, the model looks only 2.7 meters long while in fact it's 6 meters long, so it's CoM is much farther from the plane's CoM than in reality. And the stock Rapier is even shorter. So what the player should do in this situation? There is no practical alternative to J57 in the game. The model is unlikely to be changed anytime soon. Stock rapier and other engines were also not designed with this issue in mind, they are now broken and unusable. I think it's a high price for observing some nice rotation effects in space, am I wrong?
  5. Decided to try the new Principia Fuchs to see if the bugs introduced since Frobenius version are gone. Alas, they are not really gone. All was well until I build my plane with J57 engine, and it flied almost as bad as with Frobenius. No pitch control and unrecoverable spin. Fed up with this, going back to version Frenet and won't update unless rotation control is removed from the mod. Which probably means no updates any more, ever. EDIT: all was well? Actually not, rotation control also breaks the KCT airlaunch feature, to the point it can't be used at all. So X-planes need to be launched from the runway again, with detachable jet engines under the wings and stuff like that, to get the plane into the air and to the altitude where it should be airlaunched. Not well at all.
  6. I have installed RP1 with Real Antennas. When I launch a simple rocket from the default space center, the radio connection is not with Cape Canaveral but with the big DSN station in Madrid. The green connection line in map view goes straight through the Earth. Is it a bug?
  7. I was able to partly replicate the rotation issue with this stock craft, in a clean 1.7.3 install with just Principia Frobenius and FAR: Rotating_Rocket.craft Launch the rocket without time warp, wait until it reaches 15km, stage and enable time warp 4x. The rocket should start to tumble, then rotate wildly. Rotation only starts with time warp on. I was not able to replicate rotation with stock parachute attached and rotation on the ground. EDIT: And here is a stock airplane that flies (reasonably) well with Principia Frenet, but is unflyable with Principia Frobenius. Plane.craft Please note it's not supposed to be a good plane, the question is flyable or not flyable at all. Also note that the reaction wheel is off - I did it on purpose.
  8. After installing Principia Frobenius I have severe problems with aircraft and craft in atmosphere in general. 1. I have an airplane that flied very well with Principia Frenet, but is now unflyable. Immediately after takeoff, it pitches up vertically, stalls and loses control. If I delete Principia Frobenius and install Principia Frenet, the same airplane takes off and flies fine. The issue does not repeat with all aircraft. This particular plane is similar to F-100, with a heavy J57 engine in the back. Installing Principia Frobenius makes it unstable in pitch: once the aircraft started rotating "up", it just keeps rotating, increases angle of attack and goes out of control. My guess is that inertia of the heavy engine plays a role (???) I should add that FAR calculations in the SPH don't show any issue with the aircraft, with either Frenet or Frobenius version installed. All the numbers are green and the yellow Cm curve looks as it should. Nothing in the FAR window tells that the plane is going to be unstable. 2. Sounding rockets returning to Earth by parachute start rotating wildly when the main chute opens. It makes sense, because I'm using a double chute which opens from the sides: when the chute pulls the rocket, it starts rotating. But then the rocket keeps rotating with the parachute attached, the parachute is rotating as well, and this rotation is not stopped by atmospheric drag. The rocket keeps rotating until it hits the ground. Then it keeps rotating on the ground in an upright position, like a spinning top toy, not affected by any friction or drag. This can go on for several minutes, until the rocket finally lies on its side and starts rolling on the surface. I do realize that Principia has nothing to do with aerodynamics, atmospheric drag and surface friction. But the current behaviour is bordering on game-breaking as it makes the J57 engine unusable. It's possible that the issue is caused by wrong model of J57 itself, as the real J57 is MUCH longer that the model in the game (it's six meters long) meaning that it's CoG is much closer to the center of the plane. But for now I'll have to go back to Principia Frenet, at least for the early game X-plane missions.
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