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MAKC

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Everything posted by MAKC

  1. In your quick guide to the AJE Test you mention adjusting "efficiency coefficients" to match dry thrust/SFC. Which ones are they? I've been fiddling with it trying to make an engine match but whenever I get the dry thrust, dry SFC and wet thrust right, the wet SFC is too low. It's really frustrating.
  2. Is it possible to get a little more glass on the solo Mk. 1 inline cockpit? Right now there's just a tiny bit of glass at the top and it looks kinda weird.
  3. You can't blame anyone but yourself for not backing up your saves while installing experimental mods, man. If you are using Win 7, right click your save files and see if there are older versions available.
  4. There is no option to tweak the SSRBs in the first place. I can only change utilization & tech level. The only thing I can think of that might be causing this is some MM patch but I haven't made any patches to remove tweakable fuel. Gonna investigate.
  5. How would I go about making SolidFuel amounts in SSRBs tweakable? I'm making a sub-orbital spaceplane and I need large, but not full SRBs centered on the CoM, lest it will move too much when they're depleted.
  6. ferram Does FAR emulate the effects airfoils can impinge on other adjacent airfoils such as tip vortexes, re-energized flow or turbulence? Keyword here being emulation.
  7. Try detaching the fairings and flipping them upside down then reattach them. Also double-check to make sure no fuel tanks are accidentally being shielded as that would mess up the CoP a lot.
  8. Use trim to control attitude at supersonic speeds. Alt + WASD. Alt + X resets the trim.
  9. Now I get it. Did a quick test to confirm and they do indeed work. Thanks, man.
  10. Regarding leading edge slats. My understanding of them is that they're supposed to decrease the stall speed of the wings at high alpha but it seems they do not work properly or atleast the editor simulation does not recognize their effect. I tested their effect in the editor at take-off speeds by pitching the entire craft up to high alpha with slats at maximum deployment and observed two things: Cl remained constant regardless of flap (slat) setting. The AoA for level flight even increased slightly when they were deployed which to me would seem to defeat their purpose. Besides these observations I also noticed that any control surfaces placed on the leading edge drastically moves the CoP backwards for some reason, whether they are flaps are not and regardless of their deployment. Is that how they are supposed to work or am I just doing it wrong?
  11. How do you actually go back in the Vessel View config page? I've tried enter, back, top, scrolling up & down, pressing numbers.
  12. http://kerbalspaceprogram.com/quantum-strut/ The strut gun in this mod will let you toggle struts on and off, very handy for swing-wings & securing cargo inside a cargo bay. The laser guides they emit in the editor are also useful for aligning things. Edit: NVM, misunderstood your post.
  13. Just hire ferram to do the aerodynamics already.
  14. Just thought I'd let you know that Bolt On Screenshot System uses Alt P as well. Edit: I did a brief test and it seems like it only works decently for parts placed centerline. Above or below that you'll still get the wonky KSP rotation axis coupling behavior where a previous rotation in one axis will affect the way it rotates when you adjust another axis, but this is not your fault obviously. This is why axis alignment is needed.
  15. Holy cripes. This is just what I was looking for! Thanks a lot, man. Perhaps you could also let us snap a part to a specific axis and let us control, for example, the distance from the surface attachment point? This would make aligning things a lot easier. For example attaching wings onto a curved fuselage, or sliding them into a fuselage to prevent unsightly gaps where there should be none. It's a shame the part placement system is so weak in a game so heavily dependent on their placement.
  16. Is it possible to simulate SCRamjets in EngineSim?
  17. This happens with StretchySRB's as well and my guess is that it has something to do with PF loading earlier than Stretchies before the nodes have been moved to their proper place.
  18. I tried searching for a bit but didn't find anything related to my question. Is it possible, using MM patches, to create multiple parts out of one base part? The reason I'm asking is because Advanced Jet Engine has replaced a lot of the engines from older versions with different engines. J79, for example, was changed to J93 and they both use the same B9 Turbo Jet engine part, so only one could work at a time. I've been keeping all the old engines because I personally don't see a reason for removing perfectly fine content. My workaround has been to create duplicates of the B9 engine part inside its part.cfg and then applying MM patches to these duplicate parts. Is there a way to avoid this, preferably without loading the part's models/textures multiple times into the game thus reducing available RAM?
  19. Agreed. And the smallest tweakable step size is still too big for smaller scale work like tiny probes, missiles & sounding rockets. This wasn't really a problem when we had keyboard/mouse controls.
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