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RunaDacino

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Everything posted by RunaDacino

  1. Anyone know what kind of flight model FAR uses? Is it like blade element theory or... What is the concept behind its aerodynamics calculations?
  2. After launching complex craft and returning to KSC, and launching more crafts - using Kerbal Construction Time - eventually something in FAR breaks and it begins to spam mesh render and null exception errors. This happens only in atmosphere, leading to a physicsDelta of 40% on the launchpad even on a 50-60 part craft that normally moves around 90-100. On pressing launch, it then drops down to 10-20% with frame dropping and stutters. Logfile: https://drive.google.com/file/d/1l3qDhVrvgT_SIKioU10GTXEVxxLri34X/view?usp=sharing Modlist:https://pastebin.com/bu5tTL3M Noting: I've experienced this issue with and without scatterer, with and without kerbinside/GAP+extras so I believe it is likely ferram at the root. Noting: I have made a few custom patches to MKS and tech tree to suit my playstyle, but none interact with aero. The craft in question: I've made it twice using Kerbal Construction Time, duplicating the first copy. First launch went smoothly at like 80% physicsDelta (using katz' utility that displays it). Second launch broke and forced me to quit and restart. On restart, the issues disappeared. PC properties: Win10 64bit "N" Home edition, Ryzen 5 5500, 16Gb 3200 MHz DDR4 RAM, GTX1050Ti, KSP is running on my 512 GB with 250 Gb free SATA system SSD. Reproduction steps: Make multiple launches to orbit using Kerbal Construction Time's launch method. Sometimes, something breaks and your next launch starts to stutter. Reproduction reliability: Very low, I cannot rightfully predict it. Sometimes I can fly planes for hours, landing them and whatnot and no issues occur. Sometimes, I quickload in-atmosphere or revert a bunch and it occurs much earlier. Other times I can do 8 launches back to back without issues. Potential cause maybe: Could Decoupler Shroud mod cause issues with voxelization? I've seen it cause issues before in VAB forcing me to mess around. Furthermore, I alt tab a lot as I use low-TWR engines a lot and my burns are atrociously long. However, this is usually done in orbit.
  3. This looks like to be the "main" file for the atmospherics model. https://github.com/dkavolis/Ferram-Aerospace-Research/blob/master/FerramAerospaceResearch/FARAtmosphere.cs I recommend cloning the codebase locally and using some kind of IDE that has a linter/langserver able to handle unity/C#. I think VSCode might be suitable. Afterwards, you should be able to track down all the functions and procedures that get called by this file.
  4. For interplanetary ejection burns in real life, 1. is this table applicable - obviously with different values? 2. If it is... Can someone please explain the physics of it? It goes against what I know of the Oberth Effect.
  5. Having started doing interplanetary missions, I have to say... This mod has managed to surpass the "CommNet Relays" contract pack for me in preference significantly. The reason? It allows you to use already launched vessels to fulfill contracts - which, for interplanetary missions - is a very useful thing if you prefer to use probe conveyors for an entire constellation rather than individual launches. Coincidentally, it's also much easier to space things out. Many thanks for that, and the fast turnaround for the balance feedback & update!
  6. Today's KSP has been.... not playing KSP. It was a million ion rocket launches at 40% time for 15-20 minutes each done by Mechjeb. But that's not the point of this post. No. It's my frustration of getting an encounter with the "Minor Planets." (I restarted my career due to swapping from Global Construction to Extraplanetary launchpads, and decided I will only do science 3 times with probes and 3 times manned/body rather than farm biome science, except for KSC/Kerbin since planes. After all, OPM and MPM gave me so many bodies to land on... Well, a ridiculous amount of early-mid probes-before-crew techtree ion burns later...) These missions are funded by Strategia/PBC milestones and... my concorde that I posted about in the FAR craft repository in Kerbinside GAP.: Edit: Vant a success, but.. we forgot legs.
  7. I've tried searching, but I found no explicit answer. In the ascent profile editor, what does "Automatic altitude turn" do exactly? I finally opted to de-select it and I see it allows me to edit my final turn altitude (something I wished for a long time). Is that all there is to it? It automatically sets altitude for horizontalizing?
  8. It reaches out, it reaches out. Result of me matryoshka dolling fairings in my restarted career save to land probes on Eve and not wanting to decouple the booster for the last probe. FAR probably got super confused, things started spinning and... It reaches out.
  9. Heya, I wonder for the cargo plane missions. From what I've understood in my one short flight, the plane's mass does not really change even after cargo loading. This makes the whole short runway take off/landings much easier/removes need for the big jet engines. Also, balancing the plane is a biiit harder if you do want to recreate sth like the C17. Having played MKS/WOLF, I cannot help but wonder: could we get a difficulty setting that uses a similar system as WOLF cargo rather than the current payload system? What I mean is, if you havn't played WOLF: In WOLF, you get multiple kontainers - shipping containers, nothing special - in various sizes corresponding to different rocket diameters and set masses. You put these kontainers onto your rocket, plane etc and activate the transport computer which tracks fuel used between origin and destination to produce a cost/payload. Now, obviously the complex transport computer thingy is not needed. What I am specifically thinking is maybe a kontainer part (could even be sth cloned from stock with modified mass) that are checked instead for your payload capacity. You stack these parts inside your cargo bay before a flight according to contract requirements and do your flight. One thing I'm not sure how to solve is the fact that the payload mass would be there even before you load it up.
  10. Looking at https://github.com/MOARdV/AvionicsSystems/wiki/Radio-Navigation and https://github.com/caerfinon/KerbinSideRemasteredGAP/blob/main/GameData/ContractPacks/KerbinSideRemasteredGAP/Patches/NavUtilRunway.txt All I need to set-up radio navigation ILS and VOR for the kerbinside runways is to just copy paste the navutil values as appropriate, and then re-use the KSC limits on localizer sector and glide path sector. Is there anything else that would need doing, or require special attention/modification?
  11. Hello! I can edit it locally no big deal, but I feel that "High Tech Electrical systems" is way too high of a requirement for the keostationary satellite contracts. I havn't played stock or standard CTT in a while, so it may be different there. However, in Probes Before Crew, that tech tree node costs 1450 science and is 7 layers deep. It is pretty much a "you unlock this when going to jool" vibe to it. It calls for a strong relay, though so obviously we want something decent. The RA-15 relay is quite capable for inner planets and I believe inner-planet capability is sufficient for keostationary. As such, I propose one of the following: 1. Make Keostationary satellite require RA-15/RA-100 directly rather than a tech tree node so that it is tech tree agnostic and universally applicable. 2. Make it require a given antenna power you feel is appropriate, making it mod agnostic entirely (ergo: you can now use whatever relay solutions you can to achieve that, such as near-future exploration's big reflectors to reach the neccessary values). 3. Make it target "Specialized electrics" instead, as that is suitable for "we finished Mun/Minmus and are now exploring Eve/Duna." 4. Excessive work but: Patches for various tech trees to keep things reasonably accessible. I only recommend this for sake of completeness, as it seems absurd to expect this. edit: I checked the cfg, it actually does what my proposal 1 suggests, and after meeting the req it does 2. As such, I instead propose maybe making it a tiered contract. First, low-tech relays. Second, RA-15 keostationary. Once you unlock RA-100, it asks you to deorbit the RA-15 ones and launch RA-100 ones.
  12. With GAP, I visited all the airfields. This mod is bloody amazing. Some arifields do stuff I never imagined possible in KSP. This is now my mod of the year.
  13. Heya, I dunno if you still need help but I think you could maybe minimize issues around landing/take-off by setting the "max age" to a lower number in the depicted screens: Open AA on the mod panel, open flight panel, then pick one of the trainer windows. According to git (if my read is right), this determines how long we keep data for building a linear model for the various controllers. We want it to be high for actual flight, since more data points = smoother curve and all that. However, could try setting these to very low preceeding take-off to force essentially a reset of the linear model then return these to 3000. Personally, I don't experience takeoff/landing issues, but I also turn off AA on touchdown, taxi and before take off. I also refuel to max weight.
  14. I love the OPT J "HT" cockpit. It feels awesome to use but it has a very specific design niche that's near-future spyplanes and spaceplanes. It's not exactly a design you'd imagine would fly civillians or common cargo around. Still, it has very immersive flight instrumentation thanks to MoarDV's ASET upgrade/patches and edits. Are there any other cockpits and IVA mods that are not on CKAN (I searched) and might not be obviously indicated on the forums? This is the flight instrument panel I'm looking for, including the radio dials for picking a nav beacon to give you VOR, ILS and DME. I'm fine if it has no MFDs at all:
  15. Is there a way to swap focus on the kerbal without swapping to tracking station? (edit: not even tracking station works) I had ladders and tried to hover and swap but game prevented me. So I went to splash down and still cannot. "Cannot focus vessel we do not own." I'm using easy vessel switch.
  16. In Kerbinside Remastered GAP, I managed to land on Harvester after way too many tries. On approach I was flying IFR as I couldn't see jackexcrements due to the thick clouds. I finally saw the ground, and it was waaaaaay too close so full throttle and pull up. Then I realized we're 6 DME from touchdown so cut throttle and try to kill 200 m/s speed while the thin air makes gliding impossible. I tried over. And over. And over. And over. And over again. I made a quicksave like 10 DME out. My final successful landing was to cut thrust, disable brakes, set leading flaps to 30 and nose up to 20 degrees until my descent is 0, then enable brakes and maintain descent at ~5 m/s to slow down just enough for the runway. And on touchdown, proceed to balance on my main gears to try and use my deltawing as an airbrake. This took tries as I tailstruck. A lot. But finally we landed. https://imgur.com/a/Ot5umPh
  17. Basically, if you've ever navigated the Joolian system - it will be more or less the same deal. I would personally advise launching into minmunar inclination and going there first as you can get away with a lower TWR AND Mun's SOI is much bigger than Minmus's so easier to get a capture from there even while in minmus' plane. More often than not, I have to deal with the mun getting in the way as is when I'm returning from Minmus. Sometimes it helps, sometimes it doesn't.
  18. Hello! MoarDV's avionics system has a really cool NavAID system using radio frequencies for VOR, DME and ILS. NavUtils is cool, but sometimes flying with analogue instruments in a cockpit feels super satisfying. As so, I'm curious if anyone has ever made an expansion or edit to the MAS_NavAids.cfg for MAS. My search turned up nothing alas.
  19. I'm here to show-off my (at last, successful) concorde recreation. Uses Airplane Plus parts, kerbal foundry and whiplash engines. Oh, and procedural wings. Can fly for ~4500 km at a cruising altitude of ~16km and 777 m/s. Carries 3 crew, 3*16 = 96 passengers. Built for Kerbinside Remastered long-distance passenger flights. Take-off speed is ~85 m/s with a very heavy rotation to almost 30 degrees - absolutely needs leading edge flaps/droops to be at all be fliable near takeoff/landing. Must hold in place and spool up engines to 110 kN before disengaging brakes. Almost its entire trailing edge is elevons with 1 small flap to still provide some help. I tried more flap area but turned out I lacked pitch authority like that. Like, I gotta set them to delfection 1 to be able to control under 220 m/s Needs power almost until touchdown, she's a horrible glider under 200 m/s. Thankfully, touchdown speed is just under 100 m/s. Could probably go for higher if you optimized glide slope but under 110 m/s, control authority is too low for me to feel comfortable and given spool up time, you can't even abort at that speed. Fortunately, she stops pretty fast once engines are cutoff and airbrakes are deployed. Wing strength is 0.5. Uses 2 rudders like the real deal.
  20. Is desert airfield a Breaking ground or kerbinside airfield? I am asking as I had a contract to estabilish landing rights there and I found only sand. I do not have any DLC, but I have kerbinside. Every base worked in progression, incl kojave sands.
  21. Is the desert airfield missing in 1.12.5 (using nav utils to try and fly to it) expected if you dont have breaking ground? I flew over there and the navigation marker from GAP and also nav utils pointed at a bunch of sand. Everywhere else works. This might be more of a GAP thing though
  22. I did a forum search and seen no mention of this. This is with FAR and procedural wings. I was flying the following plane to Kerbinside remastered "Cape Kerman" airport. I was on final approach, slowing my descent with spoilers and 30 degree flaps - lined up, good glide slope and deccel when suddenly I started to roll uncontrollably. I had to turn off the AA master switch and fly manually to avoid crashing. I found that I could resolve the uncontrollably rolling issue by disabling "Snap Wings to Level." Presumably, a high latitude airport might confuse the FBW close to the ground maybe? I don't know. The plane (looks a bit ugly, but her FAR readouts look fine and she flies nicely even without FBW!): Airport location:
  23. How much fuel is "wasted" while a rocket is held by launch clamps in real life?
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