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Everything posted by tetryds
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
tetryds replied to ferram4's topic in KSP1 Mod Releases
At around 30 seconds on the video the rocket starts to tilt sideways, that is adding angle of attack to it, this will certainly cause problems. The second you leave the launchpad, angle it three to five degrees, since it's slow the thrust will quickly kill your AoA and you will have a sideways trajectory, then just leave it going at zero AoA and gravity will slowly turn you while you ascend, just like real rockets do. Not sure if MechJeb can do that, but it should. If you pick up speed going straight up it will be much harder to incline later, your ascent looks more like something that would work on stock pre 1.0 KSP, it's not going to work here.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
tetryds replied to ferram4's topic in KSP1 Mod Releases
@Ilya It's simply the AoA, try starting with angle right out of the launchpad and that will not happen.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
tetryds replied to ferram4's topic in KSP1 Mod Releases
@Ilya 1 - Yes, they are enormous relative to your craft, even ignoring length, that is a huge bump. 2 - 3 gimballed engines mean nearly nothing at those speeds, but that is not the point, notice that they are forcing you to try to get you off course, you have almost 5 degrees of AoA during that ascent, whereas real life rockets go up at a very minimal AoA, performing an actual gravity turn. 3 - It fails if you pilot manually because manual piloting is not as smooth. So, in resume, you have a lot of drag on the tip and push the rocket away from it's course, that is a good way to blow it up on purpose. If you want to make an ascent like that you have no choice, you really need the winglets, or change your design, that is not how real life rockets do it and you cannot compare yours to them. Disregarding the fact that real life rockets have complex control systems to keep that kind of stuff from happening, of course. Edit: ah, they also have their fairings very close to the edge of what would be considered safe for a fairing with a higher radius than the rocket itself. Edit2: No, there is absolutely nothing wrong with FAR there, don't try to insist on it, it's doing its job much better than you imagine.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
tetryds replied to ferram4's topic in KSP1 Mod Releases
@Flobilbo That is Kethane.- 14,073 replies
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Cópia descarada do tópico "ban the user above you"
tetryds replied to EuSouONumero345's topic in Portuguese (Português)
Banido pois a briga por rep nunca pode acabar. -
[1.9.x] Mouse Aim Flight (1.1.3) - Pilot airplanes with your mouse!
tetryds replied to tetryds's topic in KSP1 Mod Releases
@Bev7787 And me here, trying to punish the lazy, damn @inigma I like to have a more centralized distribution, so I will stick with Curse only for now, it's more convenient for me to update and keep track of how many people are using it, etc. This may change on the future, if, and only if, putting it on spacedock does not automatically send it to CKAN, no promises though. @jedensuscg Hmm, I will consider it, may be implemented if that does not mean digging a hole on how it handles the cursor. The new mode I'm implementing should make landings much easier than what they are now, but yes MAF does not care if you are stalling yourself to death, the only thing it does is tend to keep the airplane level more if you are close to the ground, because technically if it rolled the wing on the ground it would be its own fault, not the pilot's. @Kowgan Uh, can you explain that issue with more detail? -
WW2 BAD-T 2 - BDA AI Dogfight Tournament [SEMIFINALS]
tetryds replied to tetryds's topic in KSP1 Challenges & Mission ideas
Flying wings will be allowed, what will change are mostly some parts specs, I find the aircraft building rules to be very suitable, I would only rather airplanes to have actual fuselages, because some of them were simply the thinnest possible structural piece that would fit. Another rules that will change will be about submissions and qualification of crafts, tiering and judging. No battles today was implementing some stuff on MAF. -
WW2 BAD-T 2 - BDA AI Dogfight Tournament [SEMIFINALS]
tetryds replied to tetryds's topic in KSP1 Challenges & Mission ideas
@DoctorDavinci Nah, it was FAR, some mass stuff changed and FAR didn't update accordingly. Blame on @ferram4. Shouldn't be too worried about BAD-T 3 already though, remember a few rules will change which may mean some crafts will have to adapt by then. But yeah you can continue playing around and experimenting with new designs, that will help for sure. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
tetryds replied to ferram4's topic in KSP1 Mod Releases
@funkcanna did you install it via CKAN? If not, remove and reinstall it, you may have installed it wrong, or maybe there is some other mod interfering. If yes, don't expect support here, head over to the FAR CKAN support thread.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
tetryds replied to ferram4's topic in KSP1 Mod Releases
@funkcanna Mod problem, probably that Mk2 engine.- 14,073 replies
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WW2 BAD-T 2 - BDA AI Dogfight Tournament [SEMIFINALS]
tetryds replied to tetryds's topic in KSP1 Challenges & Mission ideas
@SasquatchM Not yet, they will be updated for BAD-T 3, but you can pick the latest SXT propellers pack and throw the cfgs on it, should work fine, as I don't think anything changed on the cfgs. You can always check them out to see if there is a new parameter or something like that. -
[1.9.x] Mouse Aim Flight (1.1.3) - Pilot airplanes with your mouse!
tetryds replied to tetryds's topic in KSP1 Mod Releases
I'm working on that pitch down thing right now. -
WW2 BAD-T 2 - BDA AI Dogfight Tournament [SEMIFINALS]
tetryds replied to tetryds's topic in KSP1 Challenges & Mission ideas
Another three tests gone, now I can put some more time on running battles again ... and my yt channel, and MAF, and moderating, and game dev, and podcasting, and I don't even know what else. Ah, yes, studying. -
[1.9.x] Mouse Aim Flight (1.1.3) - Pilot airplanes with your mouse!
tetryds replied to tetryds's topic in KSP1 Mod Releases
@Tricky14 Because I am not going to put time on maintaining it on CKAN, it's imcompatible with Atmosphe Autopilot and I want to have full control on where people are getting it from. I don't really care much about how many people have download it, all I want is to make MAF work the best way I possibly can. Users that get the mod through the forums are much more likely to give more useful feedback and report issues if they find any, and I don't get any problem that could possibly come from its interactions with CKAN. @jedensuscg That is awesome, your video was much more helpful than you imagine, with it I have realized a few things that I can improve on the normal flight behavior Wish more people could do the same and make videos or send crafts they use MAF with. -
Ugh, why me? @Frybert stop this already.
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[1.9.x] Mouse Aim Flight (1.1.3) - Pilot airplanes with your mouse!
tetryds replied to tetryds's topic in KSP1 Mod Releases
A custom camera that follows the cursor is a planned feature, but for now we can get away with ImprovedChaseCam. Protip: go on the ImprovedChaseCam config and turn on the option to reset the camera when you stop moving it, this makes the right click to behave like freecam on warthunder. You may have to adjust the pitch angle on the cfg to suit your needs. @Tricky14 I am not going to support CKAN, and am still thinking if I will allow anyone to maintain it there, but that is very unlikely. @Combatsmithen lol. -
WW2 BAD-T 2 - BDA AI Dogfight Tournament [SEMIFINALS]
tetryds replied to tetryds's topic in KSP1 Challenges & Mission ideas
I have high ropes for the Hurles on this second tier, it performed much better than what I expected, it's a good bot. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
tetryds replied to ferram4's topic in KSP1 Mod Releases
@cptcaptain great, I would guess it's the Mk2 expansion mod, when you nail down the cause of the issue please report the problem to them as this is bad configuration rather than a FAR issue.- 14,073 replies
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[1.9.x] Mouse Aim Flight (1.1.3) - Pilot airplanes with your mouse!
tetryds replied to tetryds's topic in KSP1 Mod Releases
I see that a lot of people are wanting it to pull more negative gs or use the rudder more, some mode may end up piloting it as you want, but the deal is that you may be used to piloting on stock ksp, where slamming the rudder is not a problem and kerbals don't really care about g-forces, but that is not how it should be piloted. SSTO mode will limit rolling a lot, and will make nosing down easier, so it may help in some cases for people wanting that but it won't have as much maneuvering performance. I am not sure if I will implement a high performance mode that is pitch down happy, maybe for supermaneuverable fighters, we will see. @Lonogan1 you can use Q and E to force the airplane to roll without changing the reference, and do a nice barrel roll on those gates. About your crashes, I cannot do anything if you don't provide at least a craft, a video would also help a lot. @Boris-Barboris yes that is what baha suggested, I applied it with an MM patch for testing and it works wolderfully already, I will only have to implement it via code now. Now about how to make both our mods compatible, I am not really sure, didn't look into that, and wonder why would someone want both but we may have to figure out a way on the future. -
[1.9.x] Mouse Aim Flight (1.1.3) - Pilot airplanes with your mouse!
tetryds replied to tetryds's topic in KSP1 Mod Releases
To everybody, if you can make a video of MAF or share the crafts you are using it with that would be super great to help me improve it, I use it in a certain way but I cannot expect everyone to do that too, so I need your help to make it the best for everyone. Also, @BahamutoD suggested that I change control surfaces actuation on the fly, that will delay the next release a bit unless some serious issue show up, but it should be the most convenient way to improve stock behavior. So, confirmed for the next update are: key saving fix from ferram, better target icons, improved stock behavior and at least one new flight mode, even if experimental. No ETA. @funkcanna I see you have both Advanced fly by wire and mechjeb installed, remove them and see if the problem persists. This is probably an incompatibility with AFBW as it uses the same hotkey, I have had reports that MAF works well with MechJeb. Also, release not equal pre release, make sure the mod is meant for 1.1 release. -
[1.9.x] Mouse Aim Flight (1.1.3) - Pilot airplanes with your mouse!
tetryds replied to tetryds's topic in KSP1 Mod Releases
@funkcanna "it works for everyone else but not you, so there is a stupidly high chance it's something on your side, especially mods. You are on KSP 1.1 and made sure every mod has updated to 1.1, right??? -
[1.9.x] Mouse Aim Flight (1.1.3) - Pilot airplanes with your mouse!
tetryds replied to tetryds's topic in KSP1 Mod Releases
@Kowgan That problem appears when you select "next weapon" via action groups, doesn't need such repro steps. It's a BDArmory bug, part of it was already fixed, before the mosue wouldn't even hide, it's due to a bug on BDA code that hides the mouse when it should not. There is also a small problem where the cursor does not show up again when you turn MAF off, this bug appeared on 1.1 and may be some whacky thing they did to KSP stock (probably the cause of BDA bugs too). @BahamutoD Nice footage! I am not sure if you are using FAR but it will work much better on it if you are not, due to the stock problem I mentioned so many times already, which is being fixed soon. -
@Gustavo6496 Aumenta o coeficiente de atrito das rodas que ajuda.
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[1.9.x] Mouse Aim Flight (1.1.3) - Pilot airplanes with your mouse!
tetryds replied to tetryds's topic in KSP1 Mod Releases
About the cursor moving out of the screen, this way you are allowed to leave the airplane to point itself at a direction then look around and check your surroundings, it will be better when MAF camera is implemented. We plan to add something to display where the cursor is when out of the screen, which will help a lot. I actually want to overhaul the cursors, make them prettier and add a few, you can already change them on the Assets folder, if you make a custom one and it looks nice I would be glad to see it Important notice: the next update will add module manager patches to re enable exponential behavior, right now it's linear and that blows the complexity of the system through the roof, that is why it behaves much better on FAR than on stock aero, and also explains stock aero wobbliness right before the error is low (also why in rare cases the airplane will refuse to go straight, especialy the ones with high gimbal or elevons). This change will possibly make SAS useless for airplanes, since it's not tuned to handle a simpler system (true story). If anyone tends to use SAS when also using MAF please let me know. I don't know how hard it would be to override the stock SAS with something that works better, that is out of scope but if too many people use it I may consider it if the stock SAS breaks way too bad. But it was never suited for airplanes anyway so I don't think it would be a problem @KerbOrbiter the behavior may be a bit weird but I would love to see you try. It could be useful for keeping the craft straight even though the systems are very different. Rocket piloting mode will come on the future, especially for landing. @m4ti140 yes it will adapt itself on the future, for now I am mostly focusing on behaviors, then I get a solid base to work with. Boris implementation is much more complex, but our mods have different purposes, and I agree, it's pretty awesome. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
tetryds replied to ferram4's topic in KSP1 Mod Releases
@cptcaptain your CoL has an arrow, FAR was installed wrong. Edit: or some other mod broke it. I have had no issues with shielded parts, FAR does not do anything special with cargo bays.- 14,073 replies
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