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KSP2 Release Notes
Everything posted by Temeter
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Temeter replied to ferram4's topic in KSP1 Mod Releases
Yep, used Infernal Robotics hinge. Bit problematic with how loose it is, but it works fine for smaller aircraft.- 14,073 replies
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Question, I'm currently building a variable sweep aircraft for FAR, and it works pretty well for most of the part. However, I got problems with the wing bending; the old trouble with IR nodes not being tough enough to hold wings stable. Causes oscillations during maneuvers, which makes the aircraft sometimes a bit unpredictable and confuses SAS. I'm using OPs linked version of KJR. Any other ideat what I could do here to fix the stability issue? I want to be able to change the wing angle directly during flight, so struts don't seem to work. To put it into pictures; here some examples of how the wing flexes, even with extra struts to the pivot. Interstingly enough, the pivot seems perfectly firm and not move at all, it's just the wing mounted to it that displays the instability. I worry that this will be worse for bigger planes; eg something like a B1 derivative.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Temeter replied to ferram4's topic in KSP1 Mod Releases
Question, does FAR realistically reflect how variable sweep wings work? Tried them in stock aero and it didn't do anything but shift my center of gravity. edit: OMFG, it really damn does. It's amazing, my otherwise clunky standard fighter suddenly lands in <200m, starts with even less, yet with swept back wings it becomes so much faster than before! I think I'm getting an idea as to why pilots loved stuffe like the F-14.- 14,073 replies
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Been experimenting a bit with variable wings (using infernal robotics disc washer) and I fail to find a scenario where the variable wing swept would change anything. Going from almost straight wing to 45 degrees at mach 2, both on low and high altitude, didn't seem to have any effect on either the debug info showing the wings lift/drag, nor my top speed. Comparing high speed, 6g turns I couldn't find a difference either. All of this seems a bit confusing to me. I thought Stock Aero was supposed to reflect the reality of mach shockwaves depending on wing shape? Considering how brutally high drag is in stock aero, shouldn't the effect be rather stronger than in reality?
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I was more curious if 3 pieces of the same radar stack; but already assumed they didn't. Still meeting the old problem that radar aimed at ground targets doesn't work that great on distance. Can easily track ships on the sea, but not vehicles further than maybe 1km. Radar tracking is kinda necessary to efficiently lock on IR dots to moving vehicles.
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Gotta say, the ground AI is pretty impressive; the AI can use basically all kinds of weaponry, even static or Hydra turrets. I currently got two armored boxes, armed with some front mounted, static brownings, and they deliver a pretty hilarious (and somewhat pathetic) dogfight right now. Those 50 cals don't seem to get through the armor, but Box number two might be able to get into the others, unarmored backside... Oh, now they actually started a dogfight. Move away from each other like in a duel, then turn around and close in while shooting themselves, then turn around, and rinse and repeat. Like two incompetent boxes trying to play aircraft. 50 cals are really extremly weak. I think you might be right. All testing I did pointed into a similar direction, Also yeah, Cockpits in KSP are insanely tough^^
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My planes are generally fighter jets flying 200 to 340m/s during the bombing run. Got a bias for low altitudes <3km. I'm pretty bad at building slow planes and bombing^^' Also usually put the AGMs under Delta-style wings (from F-15 to Eurofighter designs); where going up can be pretty dangerous under those giant wings. But I couldn't really reproduce the issues when I tried earlier today. Actually tried super fast launches from both high and low altitude, while gaining and losing height, and couldn't really get the result. (what I'm experiencing is something I've already seen in KSP1.2 BDA, maybe earlier, so it's not a recent thing) Thinking about it, I might also have had that issue with sidewinders/amraams? Not necessarily connected to AGMs alone, maybe it's something with decoupling and aerodynamics... edit: Shot a hundred plus AGMs at KSP, but no failure except one that was very far in the back of my plane (and only because set to forward). Otherwise the tripple AGM pylons (set forward) under my wings worked.
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[1.2.2 & 1.3 & 1.4 & 1.5] Kerbin-Side continued 1.4.5 [05.11.2018]
Temeter replied to Ger_space's topic in KSP1 Mod Releases
Btw, does Kerbinside got expansions with destructable buildings? You know, as targets for BDA stuff. -
Not really connected to my craft (just threw it together earlier this day for the BDA update), just something that happened a few times to me. But now I can't reproduce it again. Idk, when it happens again to me I'll look at the issue and try to reproduce it. Maybe it's just a very weird situation. Also thanks for making the Hellfire, it's fun to use!
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One weird behaviour I've observed with the Hellfire is that they always seem to pull up directly after launch; meaning they often tend to crash into my plane. Maybe it's normal that they go for a high, ballistic trajectory, but IMO they should clear the plane before doing so.^^
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Temeter replied to cybutek's topic in KSP1 Mod Releases
Thanks a lot for the update, @jrbudda <3 -
You'll never get a break answering that question, don't you xD People just cannot read.
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Kerbal Space Program update 1.4 Grand Discussion thread.
Temeter replied to UomoCapra's topic in KSP1 Discussion
Well, I guess someone tried to beam you through an ion storm. -
Kerbal Space Program update 1.4 Grand Discussion thread.
Temeter replied to UomoCapra's topic in KSP1 Discussion
Ponys and Cthulu... is that the mirror universe of KSP? Oo -
Stock GEnx Turbofan Replica
Temeter replied to Kronus_Aerospace's topic in KSP1 The Spacecraft Exchange
What about spinning Kerbals? -
Yeah, I tried the radar and it didn't really do the job. IIRC it worked for ships, but had trouble with ground targets like small anti-air batteries.
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That's a good trick, but I never really considered it because of the problem of acquiring ground targets with aircraft radar. Gave it a try on one of my crafts, which uses the BDmk22s radar. Added the stubby radar to help as well (just read for the first time that it's optimized for ground targets^^). It still had problems acquire (locating was easy) a small anti aircraft battery or remains of a jet that failed a landing. Needed to close in to <5km or so to get the lock. In particular for fast moving multi role jets (using FAR atm), that seems like too much to use for bombing missons. Having flown another test with just one stubby radar (slightly rotated downwards), I needed <6km for acquisition and <2km to target this wreckage:
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That would be great. Always blocks something for me^^ Noice, so we finally got a comfortable option to locate and acquire ground targets! Will it also work with spy planes? (apparently the F35 also got high tech radar to do stuff like that) This mod is absolutely awesome, but the only problem is how janky it is to acquire targets, a bit in air, and particuarly on ground.
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At least on windows, both xinput controllers and generic joysticks work perfectly fine. Recently got myself one of TM's 16000s and works. Only a bit annoying that hats (or controllers' digital pads) don't work. But I basically configure everything but the axis through joy to key now. Easier to keep controls between KSP installations/updates.
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If it goes left, then it's maybe not perfectly vertical? KSP sometimes had a bug where even slightly diagonal lifting surfaces would be calculated as massive sources of lift the editor.
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Do you use 1.4.1? Because BDAc is not updated for the version, as the number in the title shows.