White Owl
Members-
Posts
7 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by White Owl
-
First, get Ferram's Aerospace Research. The stock game's aerodynamics are nonsensical, and therefore the only aircraft that fly well are the ones that make no sense. If you don't have enough lift, you need more wing area and/or more thrust. If you can only pitch 5 degrees up, it sounds like you don't have anywhere close to enough pitch authority; try moving the control surfaces farther away from the center of the plane in order to increase the leverage exerted. More control surfaces or larger surfaces can also help.
-
Not really much of a spoiler to say that the end of the Space Race mission pack is near, so I'm in the market for new ideas. Another mission pack, maybe? I'm hesitant to start any huge construction project right now, with .22 bearing down on us with almost certain save-breaking. (Even if the actual persistent files transfer over, the entire nature of progress in the game will change.) Kerbolquest could be good, but there's no saying when that'll release. I have a couple silly ideas about starting a space program with absurd restrictions, similar to the long ago very first KSP series in which my kerbals never invented parachutes. Right now I'm leaning that direction rather than do another mission pack... but there's still time to make up my mind.
-
Planes/SSTO's, Yaw and Roll
White Owl replied to Sundancer's topic in KSP1 Gameplay Questions and Tutorials
In the SPH, open up the FAR tab and take a look at options for your control surfaces. You can assign the rudders to yaw only. -
Did you get the message I sent about those values? After recording I figured out they work better with lower thrust and less fuel.... Just looked it up. 3250 thrust, 18,000 solid fuel, and 2.0 gimbal range. 'Course, they're your boosters, so they'll be whatever value you like.
-
Nazari1382 made those specifically for this video project! So it's up to him to decide when and how to share them. I imagine they'll be part of Mysterious Projects. So here's the ROC! Craft file at the link. Mods required include: FAR B9 Aerospace TV Aerospace Kerbcom Avionics AIES Aerospace Aviation Lights Procedural Wings Stretchy Tanks Procedural Fairings and my own Shuttle Parts Links for all of these at the first post in this thread.
-
Thanks, dude.
-
It may be worth noting again that I have never attempted to play the game with all those mods. It's just a list of everything I've ever had installed while recording. I'm kicking around the idea of choosing a mod set for one chapter at a time. Maybe.
-
Trying my hand at aircraft. Advice?
White Owl replied to WhiteWeasel's topic in KSP1 Gameplay Questions and Tutorials
Okay, I watched a little bit of the video. Other people already talked about the CoM and CoL... If you're piloting an airplane with a keyboard, precision control (default keybinding is capslock) is more than just a good idea; it's almost a necessity. Never fly without precision control on. A couple times I saw you try to turn with the rudder. Momentarily tried to yaw around in a flat turn. This is almost never a good idea. With very few exceptions mostly not applicable to KSP, the rudder is there to keep the nose aligned with the direction of flight. Doing anything else with it can lead to disaster. I started to write something about the use of elevons instead of separate ailerons and elevators... but then I remembered this is stock KSP, not FAR. -
It occurs to me that I had Kerbcom Avionics installed while working on that one. Think I need to add it to the required mod list.
-
Trying my hand at aircraft. Advice?
White Owl replied to WhiteWeasel's topic in KSP1 Gameplay Questions and Tutorials
I really love the looks of that flying wing! That's a design I haven't ever had success with. Are you using FAR? How's the wing handle? Edit: Also, since you asked for advice... most aircraft are easier to fly with the center of mass forward of the center of lift. That way it'll naturally have a slight nose-down tendency, which is generally more stable. -
Yeah, I tried those perfectrons once. They look great, but for some reason they don't mirror properly. The mirrored part was always pointing the wrong direction. In other news, tonight I'm working on updating the mod list. Also, watch this space for the craft file and required mod list for the failed Enterprise shuttle. Maybe somebody else can tinker around and get that ship working. I honestly hope so; I'm sick of the thing. Edit: Here's the promised craft file for the Enterprise, pictured below. link You will need these mods: Kerbcom Avionics Ferram Aerospace Research AIES Aerospace Aviation Lights B9 Aerospace Advanced SRBs TV Aerospace Procedural Wings Stretchy Tanks Procedural Fairings and my own Shuttle Parts, available in the first post of this thread. I have to warn people, I never did successfully land this shuttle. I came close a few times, so I know it's possible. I stopped developing it when it became clear that changing it to make it easier to land would move the design away from the stated goal of resembling the real-life shuttle. You're welcome to play around with editing it yourself to make it work better. I'm very very done with it. Besides, in a few days I'll be sharing the ROC.
-
My favorite space shuttle yet:
-
I just looked back through the thread, and found it again. It's yours! But I also just realized I've been using an old version of Kerbtown, so that is very likely the issue. I should've checked for that before posting, sorry. Edit: Nope, it wasn't a problem with the KT version. It's a problem with launch clamps. Launch stability enhancers = explosion. Launching without the clamps works fine.
-
My apologies if this has been addressed in the preceding 500 posts. I grabbed one of the runways shared earlier in this thread. I can place it just fine, and I can land on it just fine. The problem is I can't launch anything from it; any attempt to launch a vehicle results in an exploded vehicle the instant the flight scene loads. Is there a solution? For a Youtube video series, I want to launch all my missions from KSC2 if that's at all possible.
-
[o.21.x] Space Shuttle Solid Rocket Booster 1:1 Replica
White Owl replied to 1096bimu's topic in KSP1 Mod Releases
That's a mighty purty lookin' booster you got there. -
[Part] Advanced SRB [WIP v0.7] by Kerbal Science Foundation
White Owl replied to kujuman's topic in KSP1 Mod Releases
Ooooo shiny. -
I love this engine! Not only do I love the detail and attention to historical accuracy, I also love that you left off the usual big disc that most KSP engines are mounted to. That damn disc causes problems whenever I get creative with engine placement. Would you mind if I rescaled the engine to fit smaller vehicles, and shared the rescaled cfg file with a link to this thread? I think this engine will be perfect for a series of space shuttles I want to share with people.
-
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
White Owl replied to AncientGammoner's topic in KSP1 Mod Releases
May I request an alternate texture in space shuttle external tank orange? -
Yes. I forget which update removed the runway. Wish it was still there.
-
I haven't recorded anything in a coupla weeks because some rather annoying medical stuff makes me feel like crap... but when I do start recording again I'll definitely be using this mod. It's a must have.
-
Don't forget Kerbtown for custom buildings, launch facilities, Easter eggs, etc.
-
I play KSP at 1600x900 resolution. I made a 4k version first, but it twinkled and flickered so much I decided to go with 2k. Not sure what else I could do about the problem. Edit: Here's an idea. I uploaded the save file for this skybox, so anybody can tinker around with the settings and tweak things to their liking. link