Doomydoom
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Posts posted by Doomydoom
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I was thinking about something to add: a railgun launch system. The space launch one described at the railgun wiki page would be 1.6km long and launch a package of almost 1.4 tons. The rail is chargeable in a matter of hours using 10MW it says. Something on a much smaller scale should be possible for launch from Kerbin.
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This mod feels like it's becoming a victim of feature creep. Why are you introducing things like precoolers for jets?
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Is this WAD that solar panels few hundred kilometers from Sun's surface only produce 10x more energy then on launchpad?
I hope not, it really crushed my dreams of a solar farm smaller than hundreds of parts.
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It would be nice if the transmitters/relays were assumed to (or actually did) auto-orient to a target. It's a bit silly to have this thing that can't move at all.
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Is anyone else having trouble with the Microwave Thermal Receiver? Even with a transmitter pointing straight at it the power doesn't go above 0 KW and number of connected transmitters stays at 0. When I enable the Receiver I'll start to see a temperature rise from the Deadly Reentry temperature display, but no power increase.
When I'm not receiving power it's because either the home reactor ran out of juice or the transmitters just take a **** and stop working until I toggle them on and off 9 times.
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Whats the difference between a transmitter and a relay for beaming power?
edit: Bug? All my relays just change themselves to transmitter when focus on the ship is lost.
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Ferram, can you shed some light on the reason behind this aircraft's post-stall behavior? Namely, it wants to fly backwards, and does it mildly successfully. And then it blows up. Leading edge slats were an attempt to mitigate this. COI is a teensy bit in front of COM.
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The best course of action at first is to replicate some real-life vehicle. Then once you get this done and flying, you can start experimenting.
ferram, I wonder if it would be possible to replicate this with FAR:
This thing flies like its designers somehow changed laws of physics! I love this!
I made the SU-27 in KSP 0.19. I ended up having to make a small plugin to automatically control my leading edge slats, and I also had an engine with 15 degrees of gimbal range. It was unstable but manageable, could do the Cobra and Supercobra maneuvers.
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@Doomydoom: Thank you for giving everyone an example of the type of wings that would never be used for commercial jets, mainly because they would have massive issues with aeroelastic divergence and flutter (which I hope to implement at some point). Divergence is kind of simple: lift twists the leading edge of the wing upwards, the wing makes more lift, leading to it twisting more; eventually it twists enough to break. Flutter is the same type of thing, but add transient motion; this is a decent video of it:
Basically, those forward wings should be ripped off.
@Autochton: Try struting the wings down; symmetry-created joints do not have equal strengths, so your plane may become subtly asymmetric.
Otherwise, I have found a minor wing interference bug that I've fixed. It shouldn't just affect B9 wings, but it might be causing some minor problems.
But they look so cool and sci-fi-y! Why would the forward swept dealies I have on there be more likely to rip off than a normal wing? And why can't I ever make something that wouldn't explode in real life? What about this, how would this explode?
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The higher ups said they needed a business jet that "looked cool" and could "do all that 10g ****" but not blow up. The result:
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@rhoark: That's all behaving as it should; the only time that an airbrake in the location you described would be unaffected would be if the wing in front of it were stalled.
@a.g.: Welp, time to revert all my changes then.
@DaRocketCat: See the modified first post of this thread. You install it just like you would any other mod, copy it into the KSP root directory and merge it with the existing GameData and Ships folders.
@bulletrhli: If you manage to cause that again, could you try to remove all other mods and unnecessary parts from the craft until you get the smallest vehicle that can cause that bug? Having access to a craft file and detailed instructions on how to reproduce the bug would go a long way towards finding and fixing the issue.
As a heads up to everyone, here's what I've gotten done for the next release (no ETA though):
Cargo bays ~90% functional using Firespitter's animation module. A few bugs to work out though.
The huge amounts of drag from some of the new B9 intake parts has been fixed.
Transonic and supersonic wing drag getting tweaked.
Some optimizations in the wing code; should reduce lag a bit.
And a known issue that I've found: don't use a cargo bay as the root part of a ship. The entire ship will be unaffected by aerodynamics. This will be fixed in the next version.
I got that black screen a lot in 0.19, I'll try to find something that breaks it.
edit 1: album of screenshots of it happening with console open http://imgur.com/a/xI20Y
It seems to happen when loading one craft, launching, ending the flight, and loading a craft and launching it. But not every time. It took six tries reloading and launching the same craft to get it to happen. I got it again just now by launching a craft, restarting it ten times, then going back in to the hangar, loading the same craft again, and launching it. I was using a complex craft with a few mod parts on it, but no other plugin mods that I can see are active on it. This was all done in .19. Pic of the craft: http://i.imgur.com/PdpmfOW.jpg
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I see you're not using Deadly Re-entry.
Oh it was deadly enough.
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Bill flew the Star Rocket on a sub-orbital trajectory and upon reentry ignited the engines again to reach a top speed of over Mach 13. Unfortunately, the craft was torn to pieces when it tried to maneuver towards land. RIP Bill. Your sacrifice for aerodynamic science will be forever remembered. http://i.imgur.com/cfvcJlT.jpg
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There are probably other things wrong with it aerodynamically, but bad landing gear placement never helps.
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sorry for the wait but here is the screen shot of the plane:
this is the simplest plane I did and each and every one I do seems to have the same problem...
I looked into the joystick entries but nothing is entered and even when I only activate the keyBoard it does the same... I realy don't understand.
I'm thinking it's your landing gear placement. Place the rear gear a little behind your center of mass. And make all the gear straight vertical.
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arg. this mods is great but i can't get why my plane is rolling when in takeof it's the most simple there is and I don't get it u_u.
http://speedy.sh/PWmrv/Auto-Saved-Ship.craft
someone can help me to get it ?
It isn't compatible with the latest version. Can you just post a screenshot?
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Would it be possible to calculate things beforehand and write it all to a file for that craft to reference in realtime? Ignoring that KSP craft tend to tear apart.
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For a change of pace, I decided to make something that doesn't break FAR completely. This proof of concept blended wing-body plane is only capable of 20 G turns. Wait, woops. http://i.imgur.com/rx08nDk.jpg
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@Doomydoom: Yes, but they also knew the exact specifications of what the vehicle would be; I don't. I'd love to do an aerodynamic analysis of the entire vehicle rather than part-by-part, but that can be a lot more complicated and can end up being less accurate. Also, how do I detect when a vehicle is a waverider and when it isn't?
@Taverius: All my attempts to implement it have resulted in things either not working properly or no noticeable difference.
@seagull42: It should be working properly, unless the drag of the probe wasn't much to begin with. I can take a quick look into it.
@Nobody_1707: Your problem is that you're starting your gravity turn too soon and at too low a throttle. More throttle, start the turn when you're going 60 m/s, start the turn gently, don't use SAS, since it looks stable enough. You should be going much faster than you are in all of these shots (except the last one, which is closer to the right speed, but still low, direction aside). The gravity turn that it appears you're taking would work if you were running at a TWR > 2 the whole way up, but it would be scary and hard to control.
Only other thing I'd do is to combine the first core and second core stages into one stage so you can get further up before staging makes the rocket shorter, and thus, less stable.
Could you cast a cone of tracers as the nose shock cone and see if there's a good wing surface to "attach" the shock wave to to provide lift?
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The wiki page on WaveRiders mentions that they were using a greatly simplified 2D model of airflow around the aircraft in the 1950s. They didn't have **** for computers in the 50s, maybe ours can solve this simplified problem and come up with something that halfass works in KSP?
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Aww, is it possible to simulate the physics that allow waveriders and compression lift in KSP?
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I'm trying to make a waverider, and this thing won't stop pitching up uncontrollably. What do? http://i.imgur.com/v4RWGZL.jpg
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I just got a 90km apoapsis with a sailplane. Also I think you forgot to include the nerfed "TurboRamJet" version of the engines in this latest .20 release. These are giving the stock 180 thrust.
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I'm using the Procedural wings + FAR and I have a problem. My aircraft that look like gliders or the Globalflyer or something are performing all around better than anything I make that's actually designed to go super or hypersonic. A design based on a hypersonic waverider glides for less than two minutes from maximum speed down to subsonic. My gigantic winged glider thing glides for 2-3x as long before getting down to subsonic speeds, in addition to achieving higher velocities. I know you say anything will go supersonic if you give it enough thrust, but my bricks are flying better than my Concordes, here.
[0.22] B9 Aerospace Pack / R4.0c / New pods, IVAs, engines, fuselages & structures
in KSP1 Mod Releases
Posted
The SmarterGimbal isn't working on the F119 engine for me. Help?