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Everything posted by Trollkowski
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Trollkowski replied to girka2k's topic in KSP1 Mod Releases
Thank you very much Lisias! I have an installation set up for welding my creations, so if you need any help testing it out please let me know. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Trollkowski replied to girka2k's topic in KSP1 Mod Releases
You can find me under the same name on kerbalX: https://kerbalx.com/trollkowski -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Trollkowski replied to girka2k's topic in KSP1 Mod Releases
Pretty much all of them -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Trollkowski replied to girka2k's topic in KSP1 Mod Releases
Gotcha, thank you for the reply! The reason is because my procedural wing/parts creations routinely go near or above 1000 parts, and welding them would greatly help with performance. But it's manageable so it's not the end of the world ⌃⌃ -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Trollkowski replied to girka2k's topic in KSP1 Mod Releases
I've tried to get this mod to work with 1.12.5 and finally managed it. So I tried welding a craft I made that primarily uses pwing as structural pieces, and I ended up with this: Is there any way to weld pwing and have it remember the dimensions of all individual pieces? -
Hi! Not sure if you're active anymore but I've used your guide to great success, and I'm incredibly thankful that you put this together. I've run into a bunch of issues along the way, and I was hoping you could perhaps shed some light on what might be causing two of them: 1: Two bladed vs four bladed performance I've built several four-bladed helis and one two-bladed. For whatever reason, the two-bladed heli outperforms my four-bladed ones by a mile in terms of speed. I can reliably get up to around 62 - 64 m/s with my Bell 206 but everything else that is four-bladed (UH-60, AH-64 etc) struggle to hold 52 - 55 m/s. The four-bladed helis also fly very different and are very weird in their controls (forward collective has a habit of pulling the entire heli straight down for example) and in general behave more like the prebuilt helicopter engines/rotors mods provide and they all constantly want to pitch up in forward flight. All the rotors of my helis have flapping and lead/lag hinges/ant engine torsion bars and the inputs have been mixed by rotating the hinges that control the swashplate accordingly. The two bladed heli genuinely feels and flies like a helicopter should, but has a separate issue which brings me to my next problem: 2. Sudden loss of lift/control at moderate AoA in a two bladed heli Every helicopter that I've built that has more than 2 blades can do some pretty hefty aerobatics and pull high AoA's without losing control or lift, but my two-bladed heli is very unforgiving when at speed and too much bank angle or too sharp of a turn can result in the whole thing dropping out of the sky like a brick. I have to be super careful when approaching a landing as one wrong step means I kiss concrete. I've played around with rpms, blade angle (increasing/decreasing the limiter of the feather bearing) and a bunch of stuff but can't seem to figure out why this happens. Any ideas? I've been iterating upon my designs for a months on end but can't get past these issues. I'm thinking it might just be a kerbal thing and the kraken is causing all of it at this point Below you can find some images of the swashplates/rotor assemblies for comparison:
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- feathering
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Looking very good! I'm sure you've already experimented with it but if you add some flapping to your blades it should help extract some more high speed performance out of them, but it's a tricky pursuit. I would suggest trying different configurations using struts to dampen the flapping (or the game will throw the blades every which way it pleases). There is a really good guide made by Rpatto92 that could be of help in this regard I saw your craft on kerbalx and sadly I experienced the same yawing/"gliding" with my tandem rotor but didn't manage to fix it. I'm sure it's fixable but it would probably take a ton of testing and tweaking. I hope you make impactful gains with this design!
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Hi! Would there be a reason why FAR breaks the toggle pwing introduced where you can switch a pwing from a lifting surface to structural? Ive tested it myself and with a clean install of ksp and pwing it works, but if i install FAR after the toggle option doesnt work anymore. I assume this is because FAR handles lifting surfaces differently, but is there any way to make FAR react to this change and properly represent the part as structural? EDIT: I've found a workaround. Simply create a copy of your installation and remove FAR and then remove the lift config from each respective wing part, and then transfer the craft back to your original game. This keeps the lift for those parts at 0.
- 945 replies
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- aerodynamics
- far
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[1.12] B9 Procedural Wings Fork, Modified
Trollkowski replied to linuxgurugamer's topic in KSP1 Mod Releases
Update to this; I've tested it myself and it seems FAR is breaking this option. Made a clean install and installed only pwing and it worked. Tried installing FAR next and after that the feature does nothing Update2: I've found a workaround. What you would need to do is create a copy of your installation and remove FAR. Then load your craft and remove the lift from the pwing parts you want. After that, simply transfer your craft over to your main installation (where you have FAR) and the 0 lift on those parts will transfer. -
[1.12] B9 Procedural Wings Fork, Modified
Trollkowski replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer Hi! Any chance you have had the time to take a look at the issue regarding not being able to select a pwing as a structural part and not a lifting surface? I posted logs in an earlier reply I don't mean to be a bother, just checking in! -
I appreciate you taking a look! Heres my latest log (i played for a bit so it might be long, let me know if you just want me to launch ksp > go to sph > pick engine and launch) https://drive.google.com/file/d/1csCuZ_k3HIjUZ5lpjB5AdX_sPmDbYTFB/view
- 4,377 replies
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- helicopter
- parts
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Thanks for the suggestion! I double checked and it was set to sea level kerbin. Sadly seems to be an overall problem with the craft I'm building as I just tried adding a stock engine to it and it still displays it as 0.00, so not at all related to ap+
- 4,377 replies
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- helicopter
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Hi! Any idea why the f22-style engines report 0.00 twr in the sph? I should provide logs but not home at the moment, could update this post later The engines work fine when flying so its not like they dont produce thrust Very likely this could be another mod interfering but the game reports correct twr for engines from other mods/stock
- 4,377 replies
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- helicopter
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totm june 2018 Work-in-Progress [WIP] Design Thread
Trollkowski replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Thank you! It handles decently well I would say. At high speeds (Around 400m/s) it sometimes has a habit of ripping the cockpit apart when performing high G maneuvers due to it being made with procedural wing parts, but it wouldn't be realistic to pull those kinds of G's anyways. I slightly increased the power of the engines it uses (went from ~0.93 TWR to about 1.12) through configs to more evenly match real world performance and I sadly have to use some gimbal to get it to turn well when fully loaded, but if I jettison all bombs and the fuel pods it flies great even without the use of gimbal. I'm planning on uploading it to kerbalX soon enough, including three different 'liveries' (144th FW F-15, California ANG 75th Anniversary, 75th Anniversary of Oregon ANG) -
Hi! I'm having an issue placing IR parts in symmetry on pwing and some other parts. The mirrored part ends up in front of the one I placed. See this for example: It seems this issue was fixed a while back but it appears I'm experiencing it on the latest build. Could you please take a look? It for some reason works on some parts, see below for example. Here I placed them on the landing skids from airplane plus and it seems to work fine. I've uploaded my logs here: https://files.catbox.moe/zdrk6n.rar Let me know if you would prefer a different host
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Thank you!
- 5 replies
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- modded craft
- helicopter
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totm june 2018 Work-in-Progress [WIP] Design Thread
Trollkowski replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
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[1.12] B9 Procedural Wings Fork, Modified
Trollkowski replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer Hello! If you have the time, could you please have a look at this? I have uploaded logs here: https://www.dropbox.com/scl/fi/yhmte34rizkj7ivseekui/logs.rar?rlkey=og17y04lrpmm1mif3u08gfkn1&st=t7zdxyqg&dl=0 As you can see in the screenshot below, I am mid press but nothing happens at all, and the COL doesnt change: -
totm june 2018 Work-in-Progress [WIP] Design Thread
Trollkowski replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
She flies! -
Hi! Is there a way to add the propeller sounds (going from low > high rpm) directly to the rotors? My issue is that Ive built a couple of helicopters but they dont actually produce the blade/propeller noise as the blades and props arent directly connected to the rotor. If I attach blades directly to the nodes on the rotors they do play the sound though. I had a look in the configs and I figured I would simply replace this part: @PART[rotor_01,rotor_01s]:FOR[RocketSoundEnhancementDefault] // EM-16 Light Duty Rotor { MODULE { name = RSE_RotorEngines volume = 0.35 Motor { SOUNDLAYER { name = ElectricMotor_Small-300hz audioClip = RocketSoundEnhancementDefault/Sounds/ElectricMotors/ElectricMotor_Small-300hz loop = true spread = 0.3 spool = true spoolSpeed = 0.16 volume = 0.0 0.0 volume = 0.25 1.0 pitchFC { key = 0 0 0 6.14 key = 1 3.07 0 0 } } } } } With this (but changing the name of the part to the rotor): @PART[mediumHeliBlade]:FOR[RocketSoundEnhancementDefault] { RSE_Propellers { baseRPM = 450 maxBlades = 8 volume = 0.0 0.0 volume = 0.75 1.0 SOUNDLAYER { name = Heli_Blade_Small_450-2b audioClip = RocketSoundEnhancementDefault/Sounds/Propellers/Heli_Blade_Small_450-2b loop = true spread = 0.5 volumeFC { key = 0 0 0 0 key = 0.1 1 0 0 key = 0.25 1 0 0 key = 0.5 0 0 0 } pitchFC { key = 0 0 key = 0.5 2 } } SOUNDLAYER { name = Heli_Blade_Small_450-4b audioClip = RocketSoundEnhancementDefault/Sounds/Propellers/Heli_Blade_Small_450-4b loop = true spread = 0.5 volumeFC { key = 0.25 0.0 0 0 key = 0.5 1.0 0 0 key = 1.0 0.0 0 0 } pitchFC { key = 0.25 0.5 key = 1 2 } } SOUNDLAYER { name = Heli_Blade_Small_450-8b audioClip = RocketSoundEnhancementDefault/Sounds/Propellers/Heli_Blade_Small_450-8b loop = true spread = 0.5 volumeFC { key = 0.5 0.0 0 0 key = 1.0 1.0 0 0 } pitchFC { key = 0.5 0.5 key = 2.0 2.0 } } } } Would this work or am I gonna break some things? EDIT: Doing the above worked beautifully! Instead of replacing the entire module I instead simply added the parts labeled "SOUNDLAYER" from the propeller config to the rotor config. This stacks the blade sound on top of the rotor sound which makes it sound a lot better in my opinion.
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- sound replacement
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totm june 2018 Work-in-Progress [WIP] Design Thread
Trollkowski replied to GusTurbo's topic in KSP1 The Spacecraft Exchange