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Everything posted by Temeter
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I'm usually not going for that kind of comedy-driven lets play, but Robbaz KSP-videos are wonderful. I learned about KSP through his videos.
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I don't think that's the exhaust, i launched bigger stuff without a scratch (e.g. 8 of the 5m things+16 thor booster without any clamps). Do you maybe release clamps simultaneously with starting engines? Because these kw-engines need some seconds to reach their full thrust. If you use clamps and don't let the thrust build up, a rocket will fall down before lifting of, often destroying the pad.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Temeter replied to bac9's topic in KSP1 Mod Releases
Look what i found Some kind of bug/incompability. Installed Bahamuto Critter-Crawler+stuff and it popped up. Seems like some files (i've seen the concepts) found their way into the installation. Btw, I wonder how it is possible to actually build this kind of concorde-style design.- 4,460 replies
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Btw, a minor thing: I think the nose-cones need a bit of a cost-rebalance. Afaik the current prices are based on the early ksp-prices, aren't they? These prices have been corrected in the meantime, since they originally were far to high. Kinda weird how such a simple structural piece costs half as much as a 12 ton heavy booster.
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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
Neat, it's coming together. Tested the recent version with an older spaceplane and, although it had still issues in the last version, seems to work perfectly fine now. Suddenly it's again less 'loose' and very stable, has a slightly hard time keeping the nose up, but very stall-reluctant due to it's generous wingsize. Thx for the great work/fixing! Also, the first start ripped of my wingtips. As they should have been, considering they are basically fiberglass wingtips on a spaceplane. xD Really interesting to experiment what lengths you can go with different combinations of wing strengths.- 14,073 replies
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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
Jep, i'm also trying the devbuild (the 250t plane was the normal 14.2). The modifiable wing mass is great! Can't wait to see to what extremes i can drive my spaceplanes. Also thx to ferram for making the general wing weight a bit less extreme. Just adding a few wings was a bit to simple before, but i feel the now adjusted way is better than throwing winged stones at the sky.^^ edit: Huh, I just brought a stone into stable orbit. Interesting point: EDIT: Nope, nvm. There seems to go on more than i understand... Oo Also, very light wings might be a bit to stable. Might have been a procedural wings thing, but even big B9-stabilisators did withstand some crazy stuff. Hard stall including incontrollable spiral (at ~15k), and nothing happened to 0.2 to 0.4 mass stuff.- 14,073 replies
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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
It's not weight. I had a spaceplane from the earlier versions, which was 260t with cargo, and it flew wonderfully at almost all speeds and heights. New FAR update without cargo is 250t, and the instability doesn't make sense (at least considering the old FAR's working), even with a shifted CoM. You can just test old craft with almost empty fuel tanks. Taking a close look with a new plane, the issue seems to be excessive stalling at ~20k and mach 4+, sometimes even lower at 15k/mach 2. Even going up 5 degrees from apoapsis can cause wings to stall. I'm not saying it has to be the mods/games fault, but there has to be a huge change inside of FAR. Maybe someone can help with more information. This plane is something i threw together and modified it a bit. All stability derivates are green above Mach 2/3, at all heights. Also a mach 5 AoA sweep, i'm not sure i could read critical failures out of it.- 14,073 replies
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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
The SAS is an old issue. Depends on craft, though.- 14,073 replies
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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
Sounds like the same thing i've been experiencing. Btw, how did you get those shiny textures? Looks pretty cool.- 14,073 replies
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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
IIRC there is an option in the FAR menu of the spaceport view.- 14,073 replies
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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
I thought more about actually hiding it, not making it a easily accessible choice. But it's probably better this way, you guys actually have to deal with the result. No point in agonizing over a mod which should be fun.- 14,073 replies
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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
Thx for the answer. Fixable or not, it's good to know where the issue is coming from. Regarding the x64, can't you just make it something like a switch in a config? So people will only be able to actually play 64 as long as they read the description closely, along with a warning that bugs in x64-versions won't be supported. Otherwise it's imo understandable. I think you should calm down a bit. No point in throwing accusations or insults, even if the frustration is understandable. Well put. Sometimes it's also good to take a break for some time. There are surely other competent people who could keep the mod up to date.- 14,073 replies
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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
Thanks, i've never took the time to take a closer look at spoiler/flaps in KSP, interesting stuff. The default action group assignment seems to be missing for me, though. edit: Hm, also made another mistake. The heavy wings lowered the CoM, although they were just 5/10 degree lower on the plane body.- 14,073 replies
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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
No change with the storage. For the wings, I never actually used flaps. Tried a new, much better craft, and it also much less issues. Still, there is the nose being a tiny bit left of the apoapsis. Seems like an issue which is really getting emphasized by a bad craft.- 14,073 replies
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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
Hi, i've got some strange issues. 1. The plane not flying straight. I had that issue a bit before, but it didn't completely ruin a flight before. Might be more emphasized by the new wing weight, though. Mods are only Kerbal Engineer and Ferram. Noticed it during flight. First, when accelerating on the runway, the plane usually tries to go right. Then, when accelerating, the apoapsis is slightly right to where the nose is pointing, and the craft seems to be trying to break out to the right. This completely shifted when reaching higher (afair ~mach1) speeds and heights, now the prograde went far to the left, and i had to go right, until the flight got unstable and i entered a death spin. There is some really small and unexplained shift between center of mass and center of flight, although all parts are centered. This bug also happens in stock, but i don't think FAR should have issues with such a small difference. Stock plane works just fine. 2. Parts inside of a stock bay are shown as not aerodynamically shielded. At least that's what it claims, in flight none of the equipment gets destroyed or seems to influence the flight. The above mentioned issues happen with and without cargo.- 14,073 replies
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Awesome to have KAS again! Btw, does the mod support FAR? One of my planes has it's freight supported with (afterwards added) KAS-struts in a B9-HL storage, but on reentry the struts are destroyed by aerodynamic stress.
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Will we be able to disable the upper menu bar on the Navball style display? Or is that thing just a placeholder? Because atm it's impossible to see speed and height under it.
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What version? x64 crashes for no apparent reason with everything from time to time, as long as it does not crash all the time anyway. Might be the ram limit if you're using x32. If that's the case, try the active texture management: http://forum.kerbalspaceprogram.com/threads/59005-0-24-Release-3-3-1-Active-Texture-Management-Save-RAM-without-reduction-packs!
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All storages and afaik also crew tanks can carry a small amount of fuel.
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I'm sure you are feverishly working on finishing the new release, but may i make a suggestion/request? It would be great if we had be a new window for the RPM-screens showing either the ship-description, or (even better) the content written into the blue info-parts. The 5.0 update will make IVA missions much easier, but every ship relies on remembering a lot of stuff. I missed something like a note-block to look up certain craft-specific things like action-groups or maneuvers when flying my spaceplane (which btw completely survived the update).
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Thanks. That should get rid of the usual compatiblity issues. Quite nice after trying to keep the old B9 running until now.
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So the hotrocket effects will be the new stock fx for B9 and we need to delete the B9 plugin?
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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
I also delayed the wing-modification a bit on purpose, since I just wanted to build around a single design for a better learning effect. Still surprised by the big improvement, but it makes sense. It was originally build to bring up a 40-ton craft, that's why i always flew it with a 42 ton cargo-dummy. The half full fuel tanks are pretty much result of my inexperience with bigger FAR-cargoplanes. Bigger tanks allowed much more variation with fuel, and it probably doesn't even need as much as i use now. A fraction of the amount and nukes might even do the job with 40 tons of cargo. I'm a bit curious myself how much that thing can carry into space. Might need to again increase the wingspan. How does FAR fare with bi-plane wings on big spaceplanes? Stock was just fine, but i don't now the actual aerodynamic implications. edit: Manages to bring 64 tons into low orbit with 2/3 fuel tanks, long acceleration time and bad piloting. Can't fit more weight into 16m of HL storage. I'll be careful with the SAS modules, too strong SAS even causes problems in stock. I think the current 2 (S2+HL) will be more than enough, though. As said, that plane could fly into space with the smaller module and no RCS at all. The big middle part of the wings isn't actually that much swept. It was a bit to roll-happy at high altitude, though. I'll try playing a bit with the outer wingtips.- 14,073 replies
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