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Torham234

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Everything posted by Torham234

  1. Lemme just join the cult and say I really, really love the FAR mod. It makes designing planes much better experience. And thanks for the update, now I can go back to the Space plane hangar...
  2. If I had to put my money down, I would say that the avionics package will receive some sort of overhaul when the upgraded aerodynamics are being implemented...
  3. I am using only the propellers from this mod, but they seem to be working fine in the new 0.21.1, even with FAR installed.
  4. Nice one Xeldark. It looks more like a flying car than a plane. and I like you sig too I downloaded your Iguana, if you don't mind.
  5. Even more of a reason to cut down the wings. At 3 km the air is so thick that you need only minimal wing surface. By looking only at your wings, I would have guessed it was designed to fly at 20 - 25 km height (apart from insufficient air intakes for that height).
  6. Sadly, for some of us it may be a bit late. I would have to quit my current job and get about 20 years younger .
  7. In that case your wing surface is totally over the top. If you want something that pulls a lot of G's than you need something very nimble with lots of power. Here, I made this one as an example in the past 15 min. It dances like the Bride from Hell, and is amazingly unstable, but it can turn on a dime, and the twin jet engines give it a nice punch.
  8. FAR seems to manage very well. Balancing is what Beta is for though, and we are not there yet. Any core game changing modifications are to be expected right now. Anyway, better aerodynamics are already in the planned features list, so that area is likely to change in the future...
  9. The new sas is MUCH, MUCH improved, but if the craft is just too unstable, it will still start shaking. Try removing the flaps at the ends of your main wing. Also strutting down the wings greatly reduces the wobble and improves stability. Further more, most craft are unstable out of their designed cruise altitude/speed. If those two radial intakes are the only intakes onboard, you will flame out long before your wing surface will loose most of its effectiveness. You can safely reduce the wing area without loosing ceiling altitude.
  10. +1 this. I just could not slow down my planes for landing. I began to think about installing few air breaks to assist with landings. Otherwise the planes handle pretty well, but I am having the same problem with the L/D graph. Edit: I am using the new 0.21.1 KSP and procedural wings + firespitter. Good news is that both of these mods seem to work with the FAR in the new KSP (procedural wing was updated )
  11. Why? I am quite happy to fly manually. I take it as a part of the KSP experience.
  12. Nope. Not because I hate its guts, but because it wasn't reliable enough for me. I have tried it out and didn't quite like it. I usually try to design my rockets with fairings, and MJ just didn't know when to eject them. After he screwed some of my landings, I do not trust it with that either. All the info I need I can get from the kerbal engineer redux (hopefully patched soon to 0.21). Plus, I spend majority of my time in the spaceplane hangar designing planes rather than rockets, and MJ has limited use when piloting a plane.
  13. I have recently saw the movie Aviator, and I really liked Howards XF-11 Spyplane. Of course I have reproduced it in KSP. It flies like a charm and has got a very high speed for a propeller plane. KSP : 0.21.1 Mods used : -Firespitter -Procedural Wing Hughes XF-11:
  14. - The way it used to work - input dampening. I think that could still be useful, even with the new ASAS. - Or some handy avionics feature, like set pitch angle relative to navball, so that you could easily set cruising altitude fro your craft that would keep say 10 degrees inclination. Or even something super advanced like "keep prograde vector on the horizon", witch would automatically adjust for speed and air thickness. - make it a probe core, giving you the option to use it as a command pod.
  15. Indeed, after some testing, the new 0.21.1 ASAS is much better at holding altitude. Only tested on planes and a SSTO I quickly threw together, performed wonderfully ...
  16. For me the COL only shows the correct position when the wing is "on the mouse", as you are moving it about before "snap" onto the fuselage. Once it is snapped and released, only the stock wing surfaces are calculated for the position of the COL. Just about to try the new 0.5 version, might be fixed by now... Edit: Indeed the 0.5 version have fixed the COL position for me, all is well...
  17. FAR works with the new 0.21? ... * runs off to install FAR*
  18. Are you positive on this? There seems to be some inconsistency about the actual lift force generated by the wings in the new 0.21 for me. It almost look like only the control surfaces are generating lift. Although I have played for so long with FAR that stock aerodynamics may look broken to me....
  19. The exact same thing I captured on my video, about 4 posts up.
  20. Might as well post this here as well: The issue is entirely replicable with the stock Aeris 3A. You just need to take it to higher altitude. Here is my attempt to capture the problem. Basically it seems that every time pleyer does any input on the steering, the trim set by ASAS is reset. Watch closely at 1:35. The craft is holding the set heading, but the moment I touch the roll key the nose dives down to the prograde marker.
  21. @Harvester: This test is very limited. In the thick air just above ground and with plenty of control, only a very badly designed plane would have problems holding heading. Here is what I just tried: take the stock A3 and fly it to 15 - 16 Km altitude (may have to throttle down). It really doesn't take long, 1-2 minutes. set ASAS heading that is at least 10 degrees from the prograde marker. hit Q or E to roll. Result: the plane resets the heading down to the prograde marker. The problem seems to be most observable when the prograde marker is some distance away from the ASAS held heading. Conclusion: I think the problem stems from the fact that whenever there is input from the user, the trim set by ASAS is reset. PS: Of course, fresh install, new folder, pure stock.
  22. Err... some might be. The only thing I can say for certain is that the new ASAS is nothing like the old ASAS .
  23. Planes, and even SSTO's are entirely possible with the new SAS. I think that some problems here are from porting old crafts, some from misunderstanding on how the new sas works (torque forces...) and some might be attributed to bugs . I can definitely say that from my experience, the planes do not hold the axis stable, every time you try to steer the ASAS releases ALL of the axis. And yes, I have tried without the joystick, and I HAVE set my dead zones. On the plus side, the new ASAS is FAR from useless as you can see here: Brand new install, no mods, new, freshly designed craft - successful SSTO in the orbit (and landed without problems as well).
  24. Yeah I do not think it will hold 100% heading. I might be wrong, but the way it works now is that it slowly increases the control surface angles until the movement in a given axis stops. This means that if you pitch up to say 20 degrees, your nose will start to pitch down, the asas will compensate, and you will stop pitching down at somewhere around 10 degrees. If you have lots of control surfaces, it reacts quicker, closer to the initial position. I haven't tried anything in space yet, but I would guess that since the wing surfaces are useless in space, for a craft that is not prefectly symmetrical (say a space plane) you will need some extra torque from the pods. Try putting some more SAS (yes the ordinary SAS) on the space plane. I think that they will once again become relevant for unbalanced rockets.
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