cameroon
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Now-defunct-thread-that-should-not-appear-in-google-search.
cameroon replied to Cilph's topic in KSP1 Mod Releases
I've really been enjoying the return of RemoteTech and I've been happily setting up satellite networks and planning interplanetary missions, but I seem to have hit a bug with undocking and I don't know if it's a bug with RemoteTech or if it's a different bug and RT is just highlighting it. When I try to undock using the selected port, the command is queued and never executed. Additional commands just queue up behind it. Only reloading a save (F9 or from the start screen) returns normal control (though undocking from that port still doesn't work). Other docking ports do seem to work, though, which is what makes me wonder if it's just a bug with undocking. Interestingly, the rotational keys (WASD) and throttle still work. I didn't try all the other commands (toggling RCS, translation, etc.). (I have somewhere around 0.005s signal delay, as I realize it's cut off in the pictures.) -
[0.21.x] KerbCom Avionics 0.3.0.6 Alpha (29 August) - now with video!
cameroon replied to ZRM's topic in KSP1 Mod Releases
My experience with VTOL craft (that have wings) in stock KSP is that they behave BADLY due to the way aerodynamic forces work. For instance, going "backwards" is a huge problem with stock KSP aerodynamics. I've had much, much better luck with VTOLs using the FAR mod. I'm about to try out a design, inspired by one of yours, with FAR and this mod. I haven't used this mod too much, but I really like the idea and I have a feeling that some combination of the B9 atmospheric RCS and some limited engine control will probably make for a very flyable VTOL. -
I noticed the WarpPlugin.cfg in the game save directory. It is updating, and the packets are apparently being written as being 0 science even though the science lab shows 0.06. DATA_PACKET { science = 0.000000E+000 UT_sent = 3.0857999988323217E+005 } Edit: I went to my rover that has 4.27 science and clicked Transmit Science and it also wrote a 0 science packet: DATA_PACKET { science = 0.000000E+000 UT_sent = 3.0870873988335265E+005 }
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Sorry if this was already asked/answered, I've been reading the thread and haven't seen it so... Is there a reason that I can't transmit/receive science? I've got powered science labs (1 on Kerbin, 8 on a ship waiting for a transfer window and 1 around the Mun) that have been in play since 0.6. I updated to 0.6.1 and now clicking on Transmit Science does nothing. There are no computer cores involved. All 8 of the labs in Kerbin orbit show 0.06 science available. I'm quite enjoying the mod otherwise!
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Infernal Robotics supports action groups: I only briefly toyed with DR, but I've used Infernal Robotics for awhile and while group names are global, group assignment (and action groups) are all craft specific.
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Infernal Robotics (and Damned Robotics before it) has input areas in the VAB for setting the names of groups and parts. I'm not sure if those are saved with the craft file or not, but maybe it could give some ideas.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
cameroon replied to sirkut's topic in KSP1 Mod Releases
I attach mine with rotatrons and control by setting keys for rotation. Set the speed low (.2 or so, wish this was set-able during build) and its easy to make gradual changes. Sudden changes are a way to escape controlled flight pretty easily I don't think I've put this image in this thread, so apologies if this is a re-post: The hardest part of VTOLs in KSP (to me anyway) is actually the stock flight mechanics. Pretty sure lateral movement ends up creating funky lift and "backwards" movement really messes badly with stock KSP flight physics, so I ended up installing FAR in order to reduce silly things from happening when my VTOls drifted sideways. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
cameroon replied to sirkut's topic in KSP1 Mod Releases
sirkut and devo (I'm probably missing someone else) , thank you for all your hard work on this plugin. I'm addicted building high mobility rovers using IR parts, though getting this to other locations is probably not the easiest thing in the world I did have independent track articulation as well, but it turns out that the tracks plugin for mirrored tracks requires the orientations of the tracks to be the same or it simply doesn't operate. Still, there's enough articulation here to get unstuck from pretty much anywhere (or drive upside down, if you flip it). -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
cameroon replied to ferram4's topic in KSP1 Mod Releases
@AncientGammoner - I seriously don't get why you're commenting in such a (seemingly) hostile manner. If it isn't your cup of tea, fine but why bother commenting at all if you don't like the premise.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
cameroon replied to ferram4's topic in KSP1 Mod Releases
Sorry for all the pictures/posts, but learning what the analysis is telling me has really made for a fun evening - thanks to all who have helped me figure it out I was wrong - this has a lot of lift from the tail to pull the CoL behind the CoM, but giving the horizontal stabilizers a bit of negative AoA seems to have fixed the stall characteristics. It's been recovering from very off-axis stalls, which it certainly couldn't do prior to the rear AoA change.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
cameroon replied to ferram4's topic in KSP1 Mod Releases
Absolutely, I build with shifting CoM in mind constantly. I usually give myself a decent margin between CoM and CoL, pushing it forward only to the point where control starts to get "twitchy" rather instead of smooth. It's the only way something like this works Building VTOLs (with Infernal Robotics) is one of the reasons I decided to dive into FAR completely. Stock KSP can't really handle a VTOL if it has lifting surfaces anywhere - all sorts of bad things happen. As ungainly as that ship looks, it flies reasonably well.- 14,073 replies
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