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Volt

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Everything posted by Volt

  1. Thanks for that, I'll try that out. I have unfortunately never written a line of code in my life, but yeah, it's behaving basically correctly. A rifled barrel would be pretty cool but as it stands the barrel of the bass cannon doesn't even have a collider, it's a rather barebones weapon mod!
  2. Ferram, I have a rather cheeky request which might be a big ask. Is there any chance at all that you could add a way to disable FAR aerodynamic effects for one part by adding a config string to said part's cfg file? I'm trying to use the Pirated weaponry pack's bass cannon but the rounds, as they should, tumble and slow down incredibly quickly in a FAR setup. I'd rather not remove FAR so I can design tanks!
  3. Yeah, this plugin is fantastic but it apparently doesn't like other GUIs. With FAR, LazorSystem and this plugin installed, the GUI completely crapped out. The Kerbal picture became a semi-psychedelic colour show and many letters disappeared from the FAR Flight System GUI, in the flight scene.
  4. I found that my Air-launched cruise missiles were still becoming ineffective at 5km range - I was using the medium ones rated for a longer range - at which point they seemed to do absolutely no harm to the target. My DD is set to 99000m.
  5. I have another pressing question. Is there any way that within the lazor system... system, you can prevent things in atmosphere from being deleted after 5km distance? It kind of makes your long range missiles useless, and I really want to experiment with them.
  6. Thank you.. I hadn't noticed that at all. Was it obvious? D:
  7. I'm gonna sound like an idiot here, I already know it, but where the heck is sunbeam? I can't find it despite downloading both the Lazor System pack and the Missile pack. Is there a missing download link here or something?
  8. Torham, I found that the CoL was correct when I was holding my wing in my mouse, yeah. Strangely, I'm running 0.5 and it's still not right.
  9. Edit - Just noticed that something like this was mentioned in the change logs. You may not have splatted the bug, sorry. I'm experiencing a rather nasty problem and I think it's being caused by the pWing. I was trying to build a fairly conventional taildragger aircraft that somewhat resembled a Bf109/P-51/Short Tucano but despite my CoL and CoM indicators being in the correct positions (CoL slightly behind CoM), on takeoff the aircraft would do backflips (uncontrollable upward pitch.) I've tried moving the wing further and further forward and it almost seemed to exacerbate the issue rather than fixing it. This is in the non-FAR version, with Firespitter and DYJ Gatling Gun installed alongside. Edit with examples: This is the former Tucano replica. Note the close CoL/CoM. It does backflips against all aerodynamic logic. This is something I quickly threw together to test whether it was pWings causing the problem and whether it was a display or a calculation in-flight that was causing the problem. This flies fine with a slight nose-down tendency as I'd expect the first to. This one should be excessively nose-heavy to fly.
  10. @ferram4I know all I ever post is bug reports, but here's another bug report for you! Day two of operation surveyor, day two of seats and kerbals being funky. When any kerbals are onboard a seat inside the cargo bay of my Atlas, my elevators behave as ailerons (when I press the pitch up/down keys), my ailerons behave as elevators (when I press the roll keys) and my rudder does nothing at all. The inputs are still being registered correctly in the bottom left, including yaw. Removing the kerbals from the seats restores proper control. I've repeated this test after going to the space centre and back, and switching ships, and the same thing happens as long as a seated kerbal is present. Thanks for your awesome work, though! It's almost impossible to fly this flared body cargo plane now
  11. @ferram4: Rapid fix for the win. Operation Surveyor will fly again! Also, that point about body flaring causing more drag probably explains why my Atlas needs so much thrust to get anywhere. The horrible lumps around the tail section of the smaller B9 cargo bay parts must be causing some problems. And there's not really an alternative to it... damn.
  12. Damn. I just spent 20 minutes setting up for a mission with my new A400 Atlas-type plane, and the kerbals in the seats inside are spamming NaN errors to hell. Any help, ferram? Edit: I can't post a log file but the error was something like 'FAR Aerodynamic error' and listed the kerbal's names, one per log entry. Also worth noting is that when I tried to pitch up and down the elevators alternated like ailerons... bad results for said kerbals during a lagstorm. I tested again with the same conditions but without the kerbals in seats and there were no errors, so I assume it's a bug with FAR and seats. Edit#2: Nope, I'm actually getting errors for any kerbals in the scene, at all times, moving or not. Same error as when in a seat.
  13. This mod + FAR = The most work vs. reward game I've played since I enjoyed Minecraft. I've had so much fun already and I only just finished installing my many mods. I'm so proud of my first big creation that I have to show it off here. This is the Galaxy Mk1. (american analog, british naming system.. shoot me.) I've basically used this as a starting point for building multi-engine craft... by KSP standards I'd consider this a small one. Procedural wings helped with the main wing, but mostly everything else is B9 and I absolutely love the option to have cargo space and seating for Kerbals onboard. This is going to take me places. Note the raked wingtips; I love the look of the 787 wing and decided to try it out. I have no idea what it does aerodynamically. I was fairly conservative on weight as this was my first design. It carries 1840 units of jet fuel and it has 4m of cargo space. Seats four kerbals and two crew. The brave Kerbals that test-flew the first Galaxy prototype airframe. And I mean brave. Doodton and Newtop Kerman. They found in a short-haul circuit flight to the nearby mountain range and back, that the aircraft cruises at around 7km altitude and over 200m/s surface speed. The hop burned only 17 units of fuel. I'm really, really pleased with this design, but it does have its issues. I can't really put it up to full thrust because the centre of thrust is below the centre of mass. At about 3/4 thrust it really wants to pitch up, and it's difficult to push it back down while maintaining aerodynamic stability. But I have to say a huge thank-you to bac9 for this pack. It blows everything before it out of the water. Edit: Just noticed the way the turbofan engines spool down too. Totally awesome.
  14. Okay, so I'm back on the KSP scene after exams and I've built a new modset using B9 aerospace and FAR as the centrepoint. And I want to build big - I love airliners and cargo planes. But I have a big engineering question to ask you experts: How do aeronautical engineers counter the pitch-up torque generated by engines slung below the centre of mass? I'm having real trouble getting a plane that's aerodynamically stable with an offset CoT but I know it's possible because the evidence is in every airliner for the last 40-some years.
  15. Wow, nice job, I guess I've been proved wrong. Also, thank you for putting my mind at ease... my writing is now a little more realistic than I thought. Now, how to address the problem of so-called 'star wars physics'... the complete lack of orbital mechanics. Hmm.
  16. I've been writing some Star Wars fan fiction for a while and I wrote in a faction which used railguns as their main weapons. Then the really geeky part of my brain began to question Newton's Third Law. How the hell do ships counter the opposite, equal reaction of accelerating a piece of metal to a fraction of c? The frigates in Halo look far too small and flimsy to have enough mass to defeat that change of momentum.
  17. It's good to know there's at least one of us out there other than me that doesn't pretend ATC doesn't exist when they're on the internet! Have fun there, haven't been but I'm based at St Athan so I have an idea what it's like. Won't Off-Topic too much here though.
  18. Well I just launched four missiles at a discarded stage from orbit and I can happily say that with proximity detonation on, I was able to get some hits that sent it spiralling off. Sadly no breaking up despite the rocket parts shaking themselves apart halfway through launch... I'm still doubtful it has anything to do with joint strength.
  19. I love this station, and I love a good use of docking. I have two questions about the mods you can probably clarify for me. 1. Is the Erkle docking clamp totally safe and not going to break my station into 3 while in a stable orbit at 100x? I haven't played KSP since my last big station non-explosively exploded into three separate ships using ORDA. 2. The ORDA fuel transfer modules... do they drain fuel from your entire station or just the tank they're attached to? And can one mounted on a fuel tank refuel RCS if it is available? Sorry, I know this was already discussed, but I didn't think it was quite what I was asking.
  20. Excellent. Can't see anything going outside that range from a standard radial decoupler. Thanks for the quick reply!
  21. Hey, just need to confirm - does having a LazorSystem on your vessel automatically keep all debris off-rails for longer? If so, how long? I'd like to make a lifeboat for my new space station that drops all escape pods after the deorbit burn, but I'm worried that all my kerbals will get railed in the atmosphere.
  22. Well, when I'm in orbit, the thrusters work fine. The back and forward for the cart are literally reversed.
  23. Yeah, I set them myself because I preferred that for RCS translation. I've checked my settings; translate up is set to NUM 8 and down to NUM 2. Seems right, right?
  24. Now that I've worked out how this works, I love it! Already made a fuel tender for airfield ops, although it's only necessary if any of my ships even make it home in one piece... I'll pose this question here because Carts was discontinued: Where can I find the control bindings for the carts? For some reason, my NUM 8 key is backwards (instead of NUM 2) and my NUM 2 key makes me go forward. Quite confusing. Is this a bug or something?
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