

Read have Read
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Everything posted by Read have Read
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Read have Read replied to ferram4's topic in KSP1 Mod Releases
@Ferram, I guess I conflated the concept of 'the sound barrier' with Max Q, removed it from my earlier post. About the Eclipse III: It seems you have a pair of the Aerodynamic Junctions near the middle of the craft just ahead of the COM, what do they do, are they for Area Ruling? The Wedge tail I found on the X-15, but I can't seem a word for the cut in near the intakes. The wing seems like a Cranked delta like the F-16LX but elongated in the rear, but otherwise I can't find anything similar except for This. Are there terms for these aspects that are escaping me? Also, I notice a lack of lighting on the plane and that it always wants to roll to the right, at all speeds for some reason- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Read have Read replied to ferram4's topic in KSP1 Mod Releases
From what I learned is that most failures happen at at Q values in the neighbourhood of 34,000 and up depending on the plane. Usually 44,000 but some of Scott Manley's failures happened at 29,000 as well. The thing to keep in mind is low altitude is dense, and so is the air during the Trans-Sonic regime, combining the two is bad. If you must go fast to takeoff, rotate back gradually, don't pull many G's. If you are approching the sound barrier at 0.7 mach and up, don't try and maneuver. If you notice in Scott's video he was both at low altitude, and approching Mach 1. This is what the new EAS description calls overspeeding.- 14,073 replies
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[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Read have Read replied to PolecatEZ's topic in KSP1 Mod Development
Woah, actual variable sweep wings! Do you realize you might be the very first to put in automatically sweeping wings without the use of robotics of any sort? I am looking forwards to the F-14/F-111/Tornado style wings (which were fairly large planes). It would be we had even bigger B-1b/Tu-160 style wings as well; takeoff/landing speeds on big concorde style delta wing SSTOs can be quite high. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Read have Read replied to ferram4's topic in KSP1 Mod Releases
You might want to change Mach/AoA to 0.9 or 1 or 1.1 instead of 0.2 for that second screenshot btw- 14,073 replies
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Read have Read replied to Thesonicgalaxy's topic in KSP1 Mod Releases
I am getting the daycity lights int he middle of the ocean. I have reinstalled twice now. -
in my MM file, I made the Logistics module hold 1920 of each Life support resource, but starts with just 30, where I can use tweakables to change the amounts as I want. Food is the only non-recycle-able resource in TAC and it may require larger quantities than water or oxygen. 1920 is the capacity of one 2.5m food/water/oxygen storage tank, and all three in a stack is roughly the same size as the resupply module so volume is not an issue and the max capacity could even been increased while keeping the starting value the same to allow the user to adjust as needed. Now apart from the non-standard form factor of the resupply module, it is better than the Logistics module. In order to add some value to the logistics module, it could not only have a very large capacity of supplies, but perhaps some ancillary function like bunks for two kerbals, and maybe the function of a materials bay, and some KAS parts. It might also be a moduel to store batteries, mono, and propellant to top up visiting space craft (like a Tug) or for the station's engines for station keeping.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Read have Read replied to ferram4's topic in KSP1 Mod Releases
I am trying 13.2 and I really like the new Airspeed displays, the Km/h especially helps to visualize the difference between .2 and .3 mach and making it match realistic designs. Now, I got a little confused installing the .dll from Github, so I might have induced errors, like the Data + stability analysis window calculating to 16 digits. I tried a large 200t SSTO and my flaps and/or elevons were quickly introduced to Aerodynamic Stresses shortly after lift off. A little bit of adaptation - reducing G's and Q's and things seem to be flying fine. I like it, thanks Ferram.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Read have Read replied to ferram4's topic in KSP1 Mod Releases
The Long Telus Mobility bay ladder is generating 90kN of drag at mach 1.5, while the much larger surface mount ladder above it only generates 20kN of drag. In my opinion the ladder stowed away in the body of the air craft shouldn't generate drag at all, while the surface mounted ladder could generate some. the surface ladder as much drag as the leading edge flaps, or canards, or nose, and I can live with that if that is expected behaviour, but the undeployed ladder is generating as much drag as the main wings.....- 14,073 replies
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Better Atmospheres Development Thread
Read have Read replied to Thesonicgalaxy's topic in KSP1 Mod Development
Wow, that is looking really good now. Nice work! -
Better Atmospheres Development Thread
Read have Read replied to Thesonicgalaxy's topic in KSP1 Mod Development
Okay, let me exaggerate the harshness of the contrast to show the midtones. These two have had their curves changed to the same amount. The real moon - and earth and all round things - has a twilight or sunset/sunrise area immediately preceding the line of the terminator. The V4 moon has a sharp line that does not fade as a spherical body would. Reference: to A flat surface will have a very sharp line like Jool in this picture, but a sphere will gradually and partially obscure the light as it approaches the terminator as the same amount of light is spread over a larger surface, and with an atmosphere, diffused. This scattering is what cases sunsets to be red. As sunlight passes through more of the Earth's atmosphere, more of the blue is removed by the air. The recent Blood Moon was caused by this 'blue blocking' as the atmosphere only scattered red sunlight to the completely obscured moon during the Eclipse. -
Better Atmospheres Development Thread
Read have Read replied to Thesonicgalaxy's topic in KSP1 Mod Development
I am loving V3, and while the dark sides being dark is nice, I think the Terminators on V4 are too harsh for my tastes, it looks like very solid cartoon style line and it throws off my sense of roundness and depth. compared to Will you keep the download link for V-3 available? -
[0.24.x] Stock ReBalance v1.4 | 11/09/14
Read have Read replied to stupid_chris's topic in KSP1 Mod Releases
Any thoughts about the Oscar-B .625 fuel tank? it holds a pitiful 6 units of Liquid Fuel. The Toridal donut tank holds more, and the .625 Mono tank from KSPX holds 50 units. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Read have Read replied to stupid_chris's topic in KSP1 Mod Releases
The part descriptions are Excellent, chris -
Better Atmospheres Development Thread
Read have Read replied to Thesonicgalaxy's topic in KSP1 Mod Development
Damm, you sure can do a lot with just one cloud layers setting file! -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Read have Read replied to ferram4's topic in KSP1 Mod Releases
I was calculating stability derivatives and I put in 00 for Mach number. When I pressed the calculate button, the entire FAR Editor Window turned grey, presumably crashed. Otherwise it has been smooth sailing with 0.13- 14,073 replies
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[0.23.5] Kerbal Space Industries [26APR14] [MFD 1.2]
Read have Read replied to Hyomoto's topic in KSP1 Mod Releases
Doh! I didn't realize he updated it already. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Read have Read replied to helldiver's topic in KSP1 Mod Releases
You'll need something like this, but pointed at KSO's Version of the MFDs; @PROP[KSORPMSCREEN] or @PROP[KSORPMSCREEN2] instead of @PROP[HyomotoMFD] @PROP[HyomotoMFD]:Final{ @MODULE[RasterPropMonitor]{ // ---VesselView---------- @PAGE[menuPlugin]{ @CONTEXTREDIRECT{ redirect = btn3, pluginVesselView } } @PAGE[pluginScanSAT]{ @CONTEXTREDIRECT{ redirect = btn3, pluginVesselView } } @PAGE[pluginSmartASS]{ @CONTEXTREDIRECT{ redirect = btn3, pluginVesselView } } PAGE { name = pluginVesselView PAGEHANDLER { name = InternalVesselView method = ShowMenu buttonClickMethod = ButtonProcessor buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 7 pageTitle = ---------- Vessel Viewer ---------- multiHandler = true } BACKGROUNDHANDLER { name = InternalVesselView method = RenderViewer pageActiveMethod = PageActive multiHandler = true } disableSwitchingTo = btn1, btn2, btn3, btn4, btn5, btn6, btn7, btn8, btn9, btn10, up, down, enter, escape, home CONTEXTREDIRECT { redirect = btn1, pluginScanSAT redirect = btn2, pluginSmartASS redirect = home, menuDefault } } } } -
Something was up with the RadishTest and Spud, seems an error is keeping the IVA from being displayed. The G meter goes right to the top when sent to the launch pad, the IVA doesn't show up, and even the revert to VAB button has ()seconds ago. Reinstalling it fixed it however, so I dunno, I thought to post here as interesting to note Part Spud_4293706444 cannot load module #10. It only has 10 modules defined Cannot find InternalPart 'spud' RasterPropMonitorComputer: Running on a part with no IVA, how did that happen? 04/06/2014 23:03:52,KerbalAlarmClock,Active Vessel unreadable - resetting inqueue flag ArgumentException: The thing you want to instantiate is null. at UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message) [0x00000] in <filename unknown>:0 at UnityEngine.Object.Instantiate (UnityEngine.Object original) [0x00000] in <filename unknown>:0 at Part.AddInternalPart (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.CreateInternalModel () [0x00000] in <filename unknown>:0 at Part.SpawnCrew () [0x00000] in <filename unknown>:0 at Vessel.SpawnCrew () [0x00000] in <filename unknown>:0 at Vessel.MakeActive () [0x00000] in <filename unknown>:0 at FlightGlobals.setActiveVessel (.Vessel v, Boolean force) [0x00000] in <filename unknown>:0 at FlightGlobals.SetActiveVessel (.Vessel v) [0x00000] in <filename unknown>:0 at ShipConstruction.AssembleForLaunch (.ShipConstruct ship, System.String landedAt, System.String flagURL, .Game sceneState, .VesselCrewManifest crewManifest) [0x00000] in <filename unknown>:0 at FlightDriver.Start () [0x00000] in <filename unknown>:0 Also, I noticed in the release version HGR with a Mods MM config Folder, the have @part[Radish] : Final instead of @part[Radish]:Final the spaces do make a difference for a silly KSP reason. just FYI, it is good to see it is added in the test version. Now for actual content! Will a RealChute version of the Soyjuice chute-decoupler be available on full release?
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I didn't like the windows being on the side, as I didn't like blocking them with wings, being on top would be an improvement. Will the lower deck be a laboratory and habitation area?
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[0.23.5] Kerbal Space Industries [26APR14] [MFD 1.2]
Read have Read replied to Hyomoto's topic in KSP1 Mod Releases
Wari, you forgot to add Vessel Viewer to the MFD40x20.cfg in the Complete MFD on google drive -
[0.25] PartCatalog 3.0 RC8 (2014-10-08)
Read have Read replied to BlackNecro's topic in KSP1 Mod Releases
I like the new version, very glad it is being advanced in so many ways. Maybe I am old fashioned, but I liked using the mousewheel unmodified to scroll the part pages, even if it meant the camera would pan down - it was intuitive, and I could put my elbow on the desk. I like how the buttons give you an abbreviation, but the High Contrast Green is quite striking. -
[0.25] PartCatalog 3.0 RC8 (2014-10-08)
Read have Read replied to BlackNecro's topic in KSP1 Mod Releases
I only recently figured out why I only got one of the subcategories when clicking on a mod icon, I was clicking on the top half, while The bottom half of the button gives you all the parts in that mod. I didnt see this documented anywhere and was very problematic for me with the tool bar on the bottom of the screen. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Read have Read replied to Porkjet's topic in KSP1 Mod Development
That makes me wish we had extending docking ports, like this: