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Zidane

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Posts posted by Zidane

  1. The next version will have the parameters set using a dropdown for planet, along with altitude as inputs. Setting the flight configuration and deciding the flight conditions is still up to you. After all, I can't actually expect what circumstances your plane will be in; you're the designer, you'll have to make those calls. So it'll be easier to select conditions that make sense, but it's still going to leave you to decide whether it's sane to reach 15 km at 300 m/s.

    I already done that, with a propeller plane. I learned two things, first propeller planes don't go over mach 1 (they actually don't reach mach 1) and second, while they might climb to 15-18 km, they tend to nosedive down to 10 km as soon as they go over 15km. I bet you know why that happens. I have no clue, but I know what I can and can't do now xD

  2. I have a suggestion.

    When building a plane one has to calculate the stability variables for the various circumstances the place is expected to be in. One manually varies the air density, temperature and mach parameters to get an idea of how stable the plane is, plus the spoilers and the flaps. My suggestion is making a tab with the various circumstances the place is expected to be in so you can select the ones you want and it will auto set the parameters.

    For instance you select planet Kerbin and you get a list of options:

    - Takeoff - Mach .35, flaps level 2, 20º and ASL air density.

    - Low altitude flight - (...)

    - High altitude flight - (...)

    - Reentry - (...)

    - On final approach - (...)

    - Takeoff in the poles (?)

    Idk you get the gist. Hope you find this useful.

  3. Zidane: Most of the exceptions are all texture related (something not installed properly? some mod zipped with lower-case names but mixed-case references?) or in Clouds (why I currently do not have EVE installed: I haven't had time to poke at it myself). Then there are a few from TAC-LS and KAC. There are no EL related exceptions: EL appears to be working correctly.

    oh I found the culprit with the good old method, delete one mod at a time till it works. You're right, it wasn't EPL, sorry about that. Apparently it was lack luster labs SXT. Either that or I was getting errors due to using too much memory, which is the only explanation I can come up with for texture error. Thanks for the help. :)

  4. KSP: 0.25 Linux, Distro Ubuntu 64bit

    Problem: The game used to start fine, now it's throwing tantrums. It happened when I ran it today, yesterday it ran fine.

    Tried stuff:

    Replaced all game files.

    Reinstalled mono_runtime

    Installed mono_complete

    Reinstalled ATM

    Did a clean install without mods -> ran fine

    Mods installed:

    oh so many...

    Reproduction steps:

    I start the game and at some point it crashes. Throws a segmentation fault error.

    UPDATE: Seems to be solved. After executing the clean install the other install started to run fine. Just ubuntu being ubuntu I guess...

    Log:

    Player.log

  5. Has anyone else encountered a displaced center of lift issue? I sometimes have aircraft that, despite being symmetrical, have a center of lift towards one side or the other. Sometimes, by only detaching and reattaching the wings, a previously stable craft gets this problem. It isn't just the marker in the SPH - it manifests itself in flight as well.

    I'm not on my main machine, so I will post screenshots later if necessary.

    I've been getting an odd displaced CoL marker with p-wings: if I load a craft & mouseover a p-wing and then hit one of the p-wing adjust keys, even if I don't actually move anything the marker pops into a new position. Not sure if that's FAR or p-wings though.

    I had that problem too, it got fixed when I updated both pwings and FAR. I think pwing had an incompatibility with the newer version of far.

    From the pwings changelog:

    0.9.1:

    -NathanKell update! Added compatibility with latest FAR

    Since Pwings doesn't have support for AVC, you don't get a warning about it.

    Sorry about reposting my question but it kinda got buried. The air intakes aren't showing any drag on the right click in-flight menu or on the SPH, either open or closed. Is this working as intended?

    EDIT: Thanks for the answer tetryds. Wrote it here because I didn't think it didn't warrant enough purpose for a new thread.

  6. *snip*

    Ok I did it, managed to land it following your advice, kept it 20 degrees the whole time. However, I made 3 full orbits around the upper atmosphere to shed enough speed and then entered the lower atmosphere. You were right, I underestimated by a lot :o

    Is this normal or my approach wasn't optimal?

    Thanks all for the advice

    <strike>I can post pictures of the craft if required.</strike>

    https://dl.dropboxusercontent.com/u/14732070/screenshot37.png

    https://dl.dropboxusercontent.com/u/14732070/screenshot38.png

  7. I just recently made an SSTO and i'm using both FAR and DR. I'm feeling pretty frustrated right now. I took one day to build the plane and set all those variables to green, both at low altitude flight and mach 7 1500º reentry. I've been trying to land it and somehow i can't. Here's what i'm doing:

    I'm 100km up in space and i set my pe at 30km. My pe is on the far side of the KSC so I get more than 180º of Kerbin to slow down. Even the Kardashian's affairs are less shallow.

    Here's what i've tried:

    - Set AoA to 90º, once i get to 40km-ish it sideslips and I lose control until it falls appart.

    - Set AoA to 0º, it doesn't lose enough speed (i'm getting like .2-.3m/s deceleration even at 30k)

    - Set AoA to a variable rate to keep EAS close to 100 by tilting above the apoapsis until i get an ascent rate to lower it and tilting below to raise it. Again, i'm decelerating at roughly .1-.3m/s, so i can keep this up for a long time but eventually i'm still above 2km/s and either burn up or disassemble when transitioning from the upper atmosphere to the lower atmosphere. Most of my plane can take over 1500º but I have some side winglets that can't take over 1300º.

    - Anything else just skips me over the atmosphere to an AP of 80k then a steep descent of death or a steep descent of death and insta destruction.

    I just don't get it, everyone seems to be doing this blindfolded. What am I doing wrong?

  8. Your mistake was to attach a docking port to a robotic part. It's a shame sirkut removed that issue from the OP, but yeah, it screws up all kinds of parent/child attachments.. basically, don't do it.
    Time to add it back in! When I'm not busy of course.

    Please do. I had a station orbiting the moon and i decided to slap a rotating washer on a docking port. Saved, exited back out and when I come back in one of three things happen, either the part is gone and if i try to attach it with kas it krakens up or it blows up. That station is a mess xD

  9. I played with this a little today after having two landers smash into Minmus. It appears they work on some vehicles and not others. My mun lander that uses the IL-40 engine works no problem, both on the mun and on the launchpad. My minmus landers - which are of a very similar design - receive zero thrust from their IL-40s. They'll make fire and noise while burning fuel, but there is zero acceleration happening either in space or on the launchpad.

    Just came here to confirm this. Had a lander crash on the moon because of this problem.

  10. Pretty bummed it doesn't seem to work on x64 Linux (ubuntu 14.04)...

    I've just tried with a clean install with KerbinSide only, the textures seem to load at the start but nothing shows up in game. I'd show you a screenshot, but that'd just be a screenshot of your old KSC.

    Anything i might be missing?

    EDIT:

    I found what i was missing, KerbalKonstructs new update (duh). I'll leave this here just in case anyone does the same mistake.

  11. Couple of things i'd like to point out. I really enjoy this mod. First time it came out i found it too hard to use though and stock parts didn't play too nice with it. When i installed this one i found the opposite. I was testing 300km almost vertical falls in my sandbox and kerbals were only killed by G-forces. The craft would survive in great part. It kinda sucked when i wanted to destroy probes or stations on the atmosphere and i couldn't.

    I found a bit confusing the directions to up the difficulty. It points to RO but it doesn't say what to get there. Later on on page 126 the OP said the heatshields cfgs. However, on page 125 Starwaster releases a code which he calls a "blanket solution". I do believe this solution to be better. I may be wrong here, i've never coded anything for games or anything on unity for that matter so take this with the proverbial grain of salt. From what i've seen the code Starwasher published seems to address all parts with ModuleHeatShield, which includes both shields and B9 parts (and stock obviously). Were one to get only the shields cfg files, one would not have the B9 and stock parts configured for a higher challenge, only the heatshields, which would make it only effective for rocket missions.

    I'd also recommend to highlight page 50, where FlowerChild proposes a solution that makes the game harder, but not so hard that the stock parts become unbalanced for it, if i understood correctly. I spent a lot of hours digging through this post to understand how to up the difficulty correctly without posting dumb questions and honestly i'd find it easier if the above information was accessible. I suggest posting it on the OP: FlowerChild's post, Starwaster's post and the explanation of what to get from RO. I understand that somewhere in pages 1-50 you said you were gonna patch it up sometime soon, meanwhile posting those on the OP could do just fine.

    I'd like to suggest tweakable heat shielding at the expense of higher mass using the new tweaks menu on all parts (or most of them). This because we all know how we use small fuel tanks as a support for air intakes or side engines on space planes sometimes and these do not have shielding. Now a real world application would include shielding in those parts. Again i have no idea how feasible this actually is.

    Hope my feedback is useful and thanks for your work OP, much appreciated.

  12. Just in case, i'm not really a new player. I've been at KSP since .15 or so, even before space planes. I just really, really hate this forum engine, which is a shame, because a lot of companies use it. Just a personal pet peeve. I do read it almost daily, people here have a lot of intelligent conversations and i learn a lot of new things about the space industry every now and again. Plus it's so active that i barely ever have to post because someone else has already posted the question. Even though i hate the search function more than the engine itself, because it hardly ever returns what i want to see, i use google, which works light years ahead in terms of bringing up relevant topics. Sometimes the cache is outdated and that kinda sucks.

    In this case, however, several people posted issues about weird shapes over city lights. I browsed about 50 pages on this thread and a lot of people complain. Unfortunately their issues never get resolved and once they disable the city lights dll, it kinda gets tuned out. I also seen a lot of posts of the mod author trying to solve them, but to no avail i guess.

    I should get my post count up sometime though, regular users of this forum seem fixated with post counts. Whenever i post a new doubt or say something, someone always points me to the sticky threads (which i already read) or the tutorials section (which i already seen) or just state the stuff that's usually the problem and everyone checks first (i.e. bad installation, too much RAM consumption, etc) which is quite understandable. I am the exception of the low post count after all.

  13. Hello fellow kerbals

    I've run into an issue and i apologize if it has been addressed already, however in a thread 233 pages long and a sucky search function, not even google helped this time. So here's the thing, when on the dark side of the planet the city lights seem to have weird shapes over them. It throws off a weird flickering vibe. The clouds are fine though.

    I'm going at half res, with aggressive module of the texture compression mod. Could it be that textures are overcompressed and not being processed correctly?

    Thanks so much for any input.

    Update:

    Did some troubleshooting. Disabled half res textures, still the same. Maybe not enough memory then. Then i removed B9 from the gamedata, no good. I also changed the rendering quality few levels down and still the same weird shapes.

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