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ferram4

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Everything posted by ferram4

  1. MJ has an optional extension that makes it FAR / NEAR aware. That said, it's just like all the other MJ features: if you tell it to do something that will end badly, it will end badly, so you do need to change things like your ascent options. NathanKell did a MJ Ascents for RSS + FAR tutorial, which while you're not playing with RSS (I assume), most of the basics are easily transferable.
  2. Yes, I noticed. And I re-uploaded a new version to fix that, go get it.
  3. Make sure the frontward surfaces stall first. That means less sweep and higher AR than the main wing. Alternatively, look to make sure as much drag is near the bag of the plane as possible.
  4. You are stalling because you went above the critical angle of attack. That happens. It's supposed to happen.
  5. Yeah, I uploaded the wrong dll. Somehow. O_o Should be fixed.
  6. Oh, the CompatibilityChecker. If that's going off, then you are not running NEAR on a version of KSP that it is intended for or you are running the win64 build. Upgrade to KSP 0.25, and if you're on windows, don't use the win64 build, it's too unstable.
  7. @Pokletu: No, you've just built something aerodynamic and are now trying to go from flying to landed without enough time in between. Drag is not as strong as gravity and lift, and takes time to slow vehicles down. Consider adding airbrakes and flaps to your vehicle to slow it down a little faster, that's what real aircraft do. @goldenpsp: KSP itself has no compatibility checking for mods. I do not know what you're talking about.
  8. The NEAR.version file should indicate that this is NEAR, v1.3, for KSP v0.25.0. The zip I uploaded has this listed. I suspect an error on AVC's side.
  9. Good. Now check the drag coefficient. Reference area can make all the difference, and all that drag might be flat-plate drag.
  10. Then you have downloaded one of the old versions. The compatibility info is up-to-date.
  11. 0.25's win64 is much more unstable than 0.24. This has been discussed multiple times throughout the thread.
  12. @gardocki: http://forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-%28READ-FIRST%29 @blowfish: The part-tinting feature is quite weird; I'm not sure exactly how good it is for what I'm trying to do. You should check and see if the tinting actually lines up with the Cl / Cd values of the parts. I'd also suspect that pWings is the cause there. pWings is what is supposed to send messages when it changes shape. And version 0.14.3 is out. All the details in the changelog, as always.
  13. Alright, version 1.3 is out, with quite a few cargo bay and payload fairing tweaks. Should work a little bit smoother than it has been.
  14. Okay, I just pushed stuff to the dev build that makes it not broken. Should be fine now.
  15. Yes, yes. Everything is borked. FAR is broken. I know. I know very well. The RCS is because I had to strip away the "greeble" setting for RCS modules because B9 and a few other mods put RCS modules in their command pods, and so I can't handwave it away. Dunno how to fix it. Don't particularly care about that right now, I have bigger issues to deal with.
  16. That is correct. It is intended to reduce the dV to orbit, but not reduce the dV while in vacuum; this requires a very, very low multiplier in the atmosphere, but a multiplier of 1 in vacuum. Otherwise, it wouldn't be "FAR to Stock KSP, Atmosphere Only", it would be "FAR to not really stock KSP at all, Atmosphere Only."
  17. No, I mean per unit mass it makes half as much drag. This is specified in the config file by the aerodynamic module that it uses.
  18. There is a very good reason to use the Mk2 fuselage instead. Its drag is lower. Actually, it's half that of the regular parts per unit mass (in the stock game). This can easily be exploited to reduce the dV to orbit significantly, because if you can reduce your drag force by almost half, you can reduce your drag losses and gravity losses (remember, you'll have a higher terminal velocity, which means less dV spent fighting gravity) significantly enough to get serious gains out of your launch vehicle. I'd expect you can save at least 500 m/s if you build your rocket out of Mk2 fuselages. Considering that the dV to orbit is ~4500 m/s stock, that's knocking off ~11% of your fuel requirements right there.
  19. Using the very latest dev build, uploaded 2 hours ago? I have been actively updating that repo, dev things change rapidly there. And I've got a great pair of supersonic planes that I'll be including with the next FAR update. Still working on a spaceplane, but I'm pretty sure it won't be difficult. Nothing much has changed. And yeah, it makes sense that that's a death trap. Look at the Cm line, it's barely sloping down at low AoA, and then it starts sloping up above 8 degrees! Seriously, this thing is just unstable. I am making changes to the way wing interactions are handled, so the physics will change. That is intended.
  20. Samniss, if you wanna give it a shot, I made some changes in the FAR dev build that might help. Just go and download the repo, nuke your old FAR folder, and replace it with the one in the repo's GameData folder.
  21. There are also the various other files that have updated, like the FARAeroData, FARAeroStress, and FerramAerospaceResearch configs. Not updating those will give you a lot of trouble.
  22. Hunh, the last thing is a NaN exception. That's interesting, maybe it indicates something useful.
  23. I'm happy to say that I've confirmed this one as an issue that occurs when attempting to load a craft for which not all the parts are available. I'd also like to reiterate the importance of reproduction steps in a bug report. This could have been confirmed and fixed a long time ago with reproduction steps and a log provided with the report.
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