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localSol
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TT's Mod Releases - Development suspended till further notice
localSol replied to TouhouTorpedo's topic in KSP1 Mod Releases
I read today in the license section of modular multiwheels readme file of 0.6 - "do not upload any modification of this mod pack". I think that's too bad but I'll remove my update because that's what he asked for. I'll leave my notes in case anyone wants to tinker with the cfgs, which is okay with the license. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
localSol replied to ferram4's topic in KSP1 Mod Releases
High alpha sounds fun. But it's not a problem that enough gyro torque can solve? Looks like your spaceplane has relatively few parts and that can be more fun because the game runs well. Something that would be extra fancy for people testing their FAR spaceplane designs is some kind of auto reetry scenario : pick your craft, pick a planet and ap/pe, or.. start at the equator and pick altitude, direction, and speed. I guess if you're familiar enough with the savegame format, it can be ok to setup something similar but it would be nice for FAR especially since reentries are extra special for each plane. I have done way more (failed with 'splosions) SSTO spaceplane orbit attempts than reentries.- 14,073 replies
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TT's Mod Releases - Development suspended till further notice
localSol replied to TouhouTorpedo's topic in KSP1 Mod Releases
Nope. From my post : "(TT made the mod and still maintains it)". Hmm..Hope the wording was as clear as I thought it was. "The mod" meaning TT's modular multiwheels. I just put together a quick update. Happy wheel spinning. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
localSol replied to ferram4's topic in KSP1 Mod Releases
Wow, I never once thought of analyzing them separately like that. I think I'll try it next time, it may help me get a better intuition for this stuff. But at the same time, Kerbal Joint Reinforcement 1.2 is out! Time to put some crazy wings on tall rockets?!- 14,073 replies
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TT's Mod Releases - Development suspended till further notice
localSol replied to TouhouTorpedo's topic in KSP1 Mod Releases
Notes on cfg tinkering for modular multiwheels 0.6 for more compatibility with KSP 0.22 : assume that user is using Infernal robotics to replace damned robotics surround all cfgs with PART { } updated other 0.22 related cfg data : comment out rotpower, linpower, kp, kd from ttcab cfg. I guess it's deprecated? some parts didnt have 'stagingIcon = [for example : COMMAND POD] ' ...don't know if there is a default. changed module = 'Strut' to module = Part in some cfgs...don't know the reason for that, maybe it's better as Part. changed category = [string] from category = [integer] in some configs, ..just easier to read. TTcrewcab didn't have vesselType set. possibly not needed. changed a few floppy hinge settings to be more like IR's settings. hopefully it helps : jointSpring = 0.0000001 to match IR settings and using IR dll, i guess. rotateLimits = False to match IR settings for similar parts servoName = Floppy Hinge ..for convenience, lots of 'New Hinge' can be confusing. not tested. -
B9 4.0c Texture Reduction Pack (Extreme)
localSol replied to attosecond's topic in KSP1 Mod Releases
This really works - saved about a gigabyte of RAM. Thanks! -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
localSol replied to ferram4's topic in KSP1 Mod Releases
I tend to forget this! Good information. @Hodo , I think something has maybe gone wrong with your install. My stock type control surfaces are all ok. KSPModAdmin can really help to prevent problems with 'what files did I install and overwrite for mod #87?...' , and installing mods with it is easier and faster. Good stuff! Can you add it or something like it to the Readme too for reminders? I was thinking it would be cool to have the latest readme in the ingame GUIs too, maybe even while in flight, just for fancy convenience. For those long flights where you can't time-accelerate. Some light(heavy) reading! A fun flight with FAR, B9, Interstellar's nuclear thermal rockets/turbojets. I spent something like 15 hours building, testing and flying it. Camera booms using HullCamVDS mod, what a treat to land with the 'gear cam' though also with FAR : Front gear cam : http://cloud-2.steampowered.com/ugc/597018368812443752/305DAA78E92E96191102EEB389EDB732FBDBE86D/ Rear gear cam (could use a little lowering next time, maybe with infernal robotics telescoping booms) : http://cloud.steampowered.com/ugc/597018368823143607/03ECD126F1786680E13562148479E8F81C34D5E3/ Plenty of GUI : http://cloud-3.steampowered.com/ugc/597018368812445361/85E89969367DD62D4028C2478966F7877B0EB33B/ Not enough to escape laythe though (TWR ~0.85(??), 1065 m/s) : http://cloud-2.steampowered.com/ugc/597018368812448687/976185A4121438EAE57880C8CBC1B8B933EFC2ED/- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
localSol replied to ferram4's topic in KSP1 Mod Releases
You're welcome, it took me a while to find fusebox for 0.22, usually the popular mods get pushed to the front of the forums after a new ksp release. I had thought that there was some benefit to having multiple science bays. Come to think of it I don't think there is, unless I'm confused, though you can get the sense there is by activating two simultaneously that are in different temperatures to get different data. I don't know if ksp takes that into account vs just taking one and turning it around and transmitting twice. If it does that's great, if not seems like a good thing to do, though I haven't paid super high attention to what the science-makers are doing, I'm really happy with the diminishing returns system they have going. Maybe even it would be nice to somehow to get 2-8%(?) more science points when getting atmospheric science data while using FAR, since flying with FAR is that extra bit more challenging to build and fly. Maybe you could get the maximum bonus of 8% if your vehicle has air intake capability from any part, and/or no oxidizer storage.- 14,073 replies
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I uploaded a quick TreeEdit tech tree merge/balance of KSPInterstellar+KerbalAttachmentSystem(KAS)+Kethane+kOS+Firespitter+B9+graphotron+InfernalRobotics+ExtraplanetaryLaunchpads+MissionControllerExtended+KerbalEngineerRedux+ProceduralWings+ProceduralFairings (A mod to the interstellar tree uploaded to the TreeEdit online list) .The B9, interstellar and firespitter balances are the author originals as included IIRC. I guess Engineer redux and missiontrollerextended added their parts in some other way, so they may not appear in my TreeEdit Edit itself. Most techs are in the nodes#3-6 areas as relative to interstellar's tree. No idea if it will load if you don't have all the parts, but I hope it helps anyone wanting to jump into all these in career mode or at least is a starting point for your own modding. Looking again if I were to make another quick shuffle it would be to spread some more of the infernal robotics parts to Advanced Motors. Some are already in Field Science, the parent node. I set it to read only, hopefully it can be copied..I had no way of confirming anyone else can see it there. Anyway, exciting tech stuff lately. Looking forward to trying the interstellar parts. Haven't got enough science for them yet! On to the science I go! Edit : To anyone, to make installing and managing so many mods much more comfortable, use KSPModAdmin. It's greater than great, which is really great.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
localSol replied to ferram4's topic in KSP1 Mod Releases
I'd like to hear from ferram too, (Thanks for the awesome updates ferram!) I thought I'd comment since I was doing some kerbin reentry lately with parachutes. I wondered if open science bays add drag, and how. I haven't figured it out yet. Is that two science bays or one? I haven't had trouble getting my similar craft to face prograde , actually they seem to strongly prefer flipping toward prograde... But I needed much more gyro strength to struggle to keep retrograde especially at high velocity and Q. That seems to make some aerodynamic sense to me, though as for finer realistic accuracy I don't know. I had a similar looking craft as that one but maybe 3-5 tons heavier and with four more reaction wheels. It definitely helped up to a point. Edit : If anyone reading this hasn't tried fusebox plugin for KSP, you may be amazed how you lived without it! Short description : Electrical drain/generation GUI stats in the VAB and flight!- 14,073 replies
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
localSol replied to cybutek's topic in KSP1 Mod Releases
^^^^^ That. Thank you! I have got rare crashes sometimes, I love FAR, maybe this was one of them. For Creat asking about Biome display, I want to let people know also that the VOID plugin works great with Kerbal Engineer Redux's Flight Engineer and KSP 0.22 and has a compact transparent top HUD with convenient flight data also, including Biome display. Just check the menus to find it. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
localSol replied to DYJ's topic in KSP1 Mod Releases
Thanks! Made possible with Pwings, B9 pack, Firespitter parts pack, Tv's aerospace and flies best with FAR.(and ampyear, lazor system and KAS) Anyone who's not using these packs especially is really missing out..buy KSP today, etc, etc! (It's on sale this weekend on steam) -
I used the bussard ramjet this week as an interplanetary tug. I planned to just park it outside of kerbin and wait for ships to get near. It was fun because rendesvous was a little different orbiting kerbol, which I have never done, and it just happened to be pretty balanced for pushing a vehicle I 'parked' outside of kerbin to wait for it. But then I noticed KAS electromagnet only worked to a certain level of time compression, but I managed to get a useful transfer to Duna just in time as I rendesvous'd. Kerbally designed, the other vehicle had no sas or rcs (the bussard also had no rcs), so lining up was tough, and it wasnt built for tugging, but KAS' electromagnet was strong enough to attach to the tip of it's engine nozzle and turn it and push it all the way to Duna. Funny because it was hugemongously tall, carrying an extraplanetary launchpad.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
localSol replied to ferram4's topic in KSP1 Mod Releases
In case anybody missed it, I just wanted to suggest to any new guys or anyone curious about FAR, you can check out the new README.txt included in the FAR 0.95+ archive. Good tips/instructions on how to build and fly with rockets and spaceplanes.- 14,073 replies
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
localSol replied to DYJ's topic in KSP1 Mod Releases
Kerbavilland Dracula 3-seater : top : http://www./view/32t1u7a47g4mn80/2013-06-14_00011.jpg side : http://www./view/2jfe15174ql524l/2013-06-14_00012.jpg almost done..hooray for pwings.. fuel tank pods, lazor system and hookbay for rescue stuff. -
You're welcome, really the compatibility stuff was already done by tanihwa 12 days ago (and because of ialdabaoth's modulemanager and ferram's new MM version of FAR [which is the current one]).. not by me, but not available due to conflict with a few tiny engine settings. Only these small balance changes are made by me. If anybody has their own tweaks you're welcome to discuss here.
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[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
localSol replied to Taverius's topic in KSP1 Mod Releases
Tanihwa's MM version helps TV and FAR to work together almost completely (98-99% as far as the code). I made a tweak using modulemanager script that helps TV MM version (as of the version 12 days ago ) and FAR 0.951 to work together with what was left (mostly engines). It also changes some balance, you can remove any other stuff if you only want the engine changes, which I used TV's in this case : http://forum.kerbalspaceprogram.com/showthread.php/35872-Tweak-BlendedPasta-Stock-TV-and-FAR-Will-it-blend-Reqs-Modulemanager Tonsa' thanks to ferram, taverius, ialdabaoth, tanihwa and the blendtec total blender. Edit : To be clearerer, this is a mod/tweak more than a fix, since there was a conflict with which engine settings to use. For that, the authors would decide what to do about it. My mod is unofficial. Happy blending. -
These is meant to be a blend (tweak) of some stock settings like fuel capacity and weight, while using TV's engines, all the new TV parts and FAR for aerodynamics. Will it Blend? That is the question. Requires : Modulemanager mod/plugin by ialdabaoth : http://forum.kerbalspaceprogram.com/showthread.php/31342-0-20-ModuleManager-for-all-your-stock-modding-needs-current-version-1-01?highlight=modulemanager Made for use with FAR 0.951 (install separately) : http://kerbalspaceprogram.com/ferram-aerospace-research/ Taverio's Pizza and Aerospace 1.41 : http://forum.kerbalspaceprogram.com/showthread.php/15348-0-20-x-Taverio-s-Pizza-and-Aerospace-v1-4-1 Tanihwa's modulemanager compatibility mod for Tv's 1.41 : http://forum.kerbalspaceprogram.com/showthread.php/15348-0-20-x-Taverio-s-Pizza-and-Aerospace-v1-4-1?p=419713&viewfull=1#post419713 ********************** What's changed more specifically (or look at the modulemanager script, you may be surprised what you can read even if you have never scripted before) : (Unless noted, all other TV settings and parts are not changed) Uses jet and turbojet engine settings from TV mod instead of FAR or stock. Spaceplaneadapter parts hold fuel again, mass similar to stock, fuel capacity stock. mk1, 2 and 3 fuselages have nearly stock fuel capacity, and mass near stock, slightly leaning toward TV masses. mk2 fuselage /w rocketfuel changed to have a little more fuel than an FL-T400 rocket fuel tank. mass and crashtolerance slightly changed in similar theme. mk3 fuselage /w rocketfuel has more fuel than an FL-T400 but less than a T800. The custom TV spaceplaneadapter parts have higher temperature resistance to go with their changed mass which is close to stock but slightly heavier to pay for the extra protection. Generally crashTolerances blended between stock and TV's. Some intakes had unitscalar changes removed and intake amounts changed to similar to stock, sometimes halved for size, because the confusion about the intake formula made me think there may have been some unusual behavior with altering that setting. I may change them again if I learn more about how the formula works. |||||||||||||||||||||| Modulemanager script - If you are new to modulemanager or scripting you can change whatever you want in this to customize how this tweak works.. - This is the only file used in this tweak but you will learn more by looking at modulemanager instructions and at all stock and mod parts cfgs : //BlendedPasta modulemanager script for tanihwa's modulemanager version of Taverio's Pizza and Aerospace 1.41 //Made for use with Ferram Aerospace Research 0.951 (FAR) //section 1 - Tweaks to stock parts that TV also changes independently of this CFG, and some of Tv's cloned parts: @PART[nacelleBody]:Final { !unitScalar = DELETE @area = 0.002 @RESOURCE[IntakeAir] { @amount = 0.15 @maxAmount = 0.15 } } @PART[mk2SpacePlaneAdapter]:Final { @category = Propulsion @mass = 0.148 @RESOURCE[LiquidFuel] { @amount = 80 @maxAmount = 80 } } @PART[MK1Fuselage]:Final { @RESOURCE[LiquidFuel] { @amount = 150 @maxAmount = 150 } } @PART[mk3Fuselage]:Final { @mass = 0.4 @crashTolerance = 35 @RESOURCE[LiquidFuel] { @amount = 250 @maxAmount = 250 } } @PART[mk3FuselageStructural]:Final { @mass = 0.32 @crashTolerance = 47 } @PART[mk3FuselageRocket]:Final { @mass = 0.5 @crashTolerance = 33 @RESOURCE[LiquidFuel] { @amount = 230 @maxAmount = 230 } @RESOURCE[Oxidizer] { @amount = 281.111 @maxAmount = 281.111 } } @PART[mk3spacePlaneAdapter]:Final { @category = Propulsion @mass = 0.3 @crashTolerance = 33 @RESOURCE[LiquidFuel] { @amount = 160 @maxAmount = 160 } } @PART[mk2Fuselage]:Final { @mass = 0.33 @crashTolerance = 35 @RESOURCE[LiquidFuel] { @amount = 190 @maxAmount = 190 } } @PART[mk2FuselageStructural]:Final { @mass = 0.26 @crashTolerance = 40 } @PART[mk2FuselageRocket]:Final { @mass = 0.40 @crashTolerance = 31 @RESOURCE[LiquidFuel] { @amount = 200 @maxAmount = 200 } @RESOURCE[Oxidizer] { @amount = 244.444 @maxAmount = 244.444 } } //overriding FAR's engine changes to stock engine thrust and velocityCurve to use TV's engine settings @PART[turboFanEngine]:Final { @MODULE[ModuleEngines] { @maxThrust = 225 @velocityCurve { // Based on Fnet data from NASA EngineSim, curve fitted with MuMech CurveEd @key,0 = 0 0.56 0 -0.0005 @key,1 = 200 0.52 0 0 @key,2 = 600 0.7 0.0013 0.0013 @key,3 = 900 1 0 0 @key,4 = 1100 0.5 -0.005 -0.005 @key,5 = 1250 0 0 0 //Same data from TV 1.41's engine above } } } @PART[JetEngine]:Final { @MODULE[ModuleEngines] { @maxThrust = 156 @velocityCurve { // Based on Fnet data from NASA EngineSim, curve fitted with MuMech CurveEd @key,0 = 0 1 0 -0.002 @key,1 = 500 0.67 0 0 @key,2 = 550 0.44 -0.01 -0.01 @key,3 = 605 0 0 0 //Same data from TV 1.41's engine above too } } } //tweaks to TV's parts (some may change after 1.41) @PART[mk2SpacePlaneAdapterAlt]:Final { @mass = 0.2 @maxTemp = 3400 } @PART[mk2SpacePlaneAdapterBicoupler]:Final { @mass = 0.3 } @PART[mk3SpacePlaneAdapterAlt]:Final { @mass = 0.3 @maxTemp = 3400 } @PART[TV_Cone_Intake_Small]:Final { !unitScalar = DELETE @RESOURCE[IntakeAir] { @amount = 0.1375 @maxAmount = 0.1375 } } //Released under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License : http://creativecommons.org/licenses/by-nc-sa/3.0/ ------------------ Download : http://www./download/yd3v4ur3tkbaucu/BlendedPastav01.zip ################## Install : Requires Modulemanager, and made for use with FAR 0.951 (but technically doesn't require FAR) Install instructions if you don't already have tanihwa's version installed : Extract TV 1.41 to a folder other than your game folder. Install Tanihwa's mod onto it using his instructions. Install that modified TV into KSP. Install this mod's archive to your KSP folder, where it is supposed to make a BlendedPasta folder inside the Gamedata folder with a cfg in it. Done. Install instructions if you already have tanihwa's version (and modulemanager) installed : Install this mod's archive to your KSP folder, where it is supposed to make a BlendedPasta folder inside the Gamedata folder with a cfg in it. Done. %%%%%%%%%%%%%%%%%%%%%%% Compatible with : B9, firespitter, just about everything else since it doesn't do anything to those. Not compatible with: Modular Fuel Tanks, If using FAR (and maybe without it?) , possibly because of changes with certain plugins..Also modular fuel tank cfg settings. Compatibility may change in the future. Non-modulemanager version of TV. --------------------- Other stuff : All fuel capacities are done by guessing, this is the first try, let me know what you think. Modular fueltanks would make mk2 and 3 structural fuselage and rocket fuel versions obsolete unless structural versions were stronger and lighter. And the same with similar parts but it's not working just now with this. Great mod though that is, I'll stay aware of it. Stuff I didn't change because I just thought of it : Thinking of lowering turbojet thrust to average of TV's and FAR, around 180, and possibly reducing its mass by 10-20%, and then increasing the mass of the B9 similar turbojet cruiser by 10-20% to try to balance them together, sort of. Or maybe leaving the b9 one as it is after changing the regular turbojet. I tested some of the FAR included craft including 'Lexington', it flew fine. I don't know its performance regularly, with this it has over 3000 liquidfuel, and ceiling of about 8000m, max speed slightly below mach 1. Thoughts, suggestions, bugs? I don't know if 'Final' is necessarily needed on every tag, but with no Finals at all, this did nothing, probably due to conflict with FAR and TV_PP.cfg's (MM) changes. If anyone knows more about any more script efficiencies, please let me know. Released under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License : http://creativecommons.org/licenses/by-nc-sa/3.0/ Metric kerbaltonsa' thanks to tanihwa, taverius, ferram, ialdabaoth and that blendtec guy.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
localSol replied to ferram4's topic in KSP1 Mod Releases
The way I got comfortable with FAR was to take note of when FAR says a control surface will stall at an angle. It tells you what angle for each control surface. They are all individual, each potentially different. It is safer to set your deflection to the value is warns you of, but testing the plane yourself is the best way to know what will happen. For some planes it doesn't seem to matter too much. But FAR gives you the flexibility of choosing what to do with each surface. Flight assistance settings : you can get familiar with the value they start with by default, (They work well for most planes) and then if it doesn't seem to do much, try doubling the value and see how the plane responds at various speeds, all the way to the plane's theoretical maximum speed. If a very high setting causes the plane to go crazy immediately, then I find that increasing won't help - you can try halving it and seeing if that is more stable. While the assistance systems are pretty stable, they can sometimes kind of reveal a plane's natural instability if they start to freak out. You can try flying the plane without assistance to get an idea of how much correction it has to do, to get an idea of how reasonably controllable a plane is..I noticed that if I needed a very high wing leveler setting, I could imagine what part might be causing trouble especially if it is an unfamiliar (mod) one, or a strut was causing a constant rotating force on the whole plane (a ksp/unity uh..peculiarity, not FAR)- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
localSol replied to ferram4's topic in KSP1 Mod Releases
These are really good, especially for new people. Maybe add these to the readme and first post? But if people out there are still having trouble, I wouldn't sweat it too much, you can take your time, keep trying and get creative with FAR. You might be surprised what you can launch even with lots of forces acting against you, especially wobble-physics with massive loads. I launched a pretty big DEMV rover packed with all kinds of surface attached gear with no fairing (and plenty of people have, because there weren't as many options at the time) on a maybe needlessly big rocket , and was able to get it into out of the atmosphere by being very gentle. I try to generally keep the G-force meter below two G's and for extra questionable loads, do several test launches first to see where the stress will cause problems. For that rover payload I had to keep it near 1.3-1.5 G's for a lot of the pre-orbit. In FAR I learned to be careful of near mach 1 (and trans/supersonic speeds). The idea is that there are tremendously powerful shockwaves/vibrations going around and through your vehicle through those speeds. Avionics packages can be gentler than ASAS if you need help with unstable launches. They don't guarantee stability but If you notice what ASAS does with the controls, it is rarely gentle, so that's why you might notice quick direction change followed immediately by tearing apart or loss of control. There are lots avionics part types to choose from between stock, B9 and Firespitter. Depending on the vehicle sometimes it's best to use none of them or FAR flight assistance, and I think those options are fun if confusing at first. It's a good game balance in my opinion, until there's a better balance anyway.. Something new I have been tinkering with are the CMG gyros by a modder (esentially they give you the same forces of a command pod and use a little energy to operate), and somewhere I think there was a mod for finer RCS control.. Gyros can help sometimes with gravity turns, though sometimes just the engine gimbal is plenty. Edit : Oh but to answer weatherman : I can't really tell as much as I would like from the picture, but especially with large fuel tanks, as they empty the shifting center of mass can cause the (center of) thrust (as it changes also due to jettisoned engines) to react weirdly to the changed CoM. I guess you have different length and capacity of tanks and if they all burn at once, some will run out sooner than others, leaving some heavy fuel in some tanks and some still heavy but lighter empty fuel tanks and engines (until they are jettisoned - but that may not necessarily be better, because the center of mass shifts again, to where who knows!). The picture makes it look like there are only tanks on about half of the side of the whole rocket, kudos to you if you can launch it but i would think it would be very unstable even though the gimballing engines can help, they are also very heavy , and heavier stuff is also less effected by the torque in the command pod that you'd use to help manuever compared to lighter stuff. The thrust and gimbal from mainsails is very strong though so you'd have to turn them off to see only what the command pod is able to do, which at ground level can be hard to determine since you lose so much fuel so fast with mainsails.- 14,073 replies
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Fantastic tires and suspension! Seeing the picture next to the stock tires made me finally realize, that the stock ones have the appearance of various kinds of non pneumatic wheels. Then I thought, 'wouldnt pneumatic tires explode or something in no atmosphere?' , I don't know... but the ones you made could be some kind of (solid) urethane with a special more durable, 'grippier' outer layer or something. Good to have variety and good modelers out there.
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[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
localSol replied to nobody44's topic in KSP1 Mod Releases
Thanks, yes I understand just what you mean about that. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
localSol replied to ferram4's topic in KSP1 Mod Releases
Thanks very much for getting back to me on this! I heard people mention the strength of certain parts.. ..Maybe different aircraft materials with different mass, cost, heat resistance and strength... To anyone new to this like me, I found out there is a large increase in drag followed by a decrease, called wave drag, between trans-sonic and supersonic speeds depending on something called critical mach for a particular aircraft. FAR actually models this and accounts for some of the instability I notice when going through those speeds. You can get it graphed for you in the static analysis menu before flying also. other stuff : FAR includes a cruise-missile-like jet (craft file). Fun to try to fly it. I needed to use trim/joystick. I switched to Taverio's stock replacer engines, B9 mod has great looking ones for various speeds and purposes too.- 14,073 replies
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[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
localSol replied to nobody44's topic in KSP1 Mod Releases
I made an easy airship mission for 0.3. Made for HL Airships mod, and you can use AmpYear to get an optional reward. : Mission { name = Friends of Buoyancy - Contract Mission 1 description = Try out our new HL Airship envelope. Don't go too high or we'll void our warranty! Don't use engines or fuel (just the blimp) to explore for our agency! (We're too.. uh.. busy to try it ourselves) Our experts tell us there may be less air up there or maybe some squid(s). Install a barometer and maybe a few other instruments (at least one of those antenna thingies) we had lying around, ok? It would be great if we could analyze it in our labs on the other side of the planet in real-time with a more powerful transmitter too while you're up there. We need data on some funny numbers about some scientific constants we just made up. Don't send any kerbals just now because we aren't too sure about the squid hypothesis. Bring it right back down to the solid ground so we can know if the squid(s) got our stuff! We recommend some kind of reserve power with manager device (AmpYear mod) or a battery. repeatable = false reward = 0 SubMissionGoal { PartGoal { partName = sensorBarometer } PartGoal { partName = longAntenna } } PartGoal { optional = true partName = commDish reward = 900 } OrbitGoal { minAltitude = 12500 maxAltitude = 13000 maxApA = 14000 minSeconds = TIME(60s) maxSpeedOverGround = 10 throttleDown = true reward = 8000 } LandingGoal { crewCount = 0 body = Kerbin splashedValid = false reward = 8000 } ResourceGoal { optional = true name = ReservePower minAmount = 100 reward = 1000 } ResourceGoal { optional = true name = ElectricCharge minAmount = 55 reward = 1000 } ResourceGoal { optional = false name = LiquidFuel maxAmount = 0.001 } ResourceGoal { optional = false name = Oxidizer maxAmount = 0.001 } ResourceGoal { optional = false name = MonoPropellant maxAmount = 0.001 } ResourceGoal { optional = false name = SolidFuel maxAmount = 0.001 } ResourceGoal { optional = false name = XenonGas maxAmount = 0.001 } ResourceGoal { optional = false name = CompressedAir maxAmount = 0.001 } ResourceGoal { optional = false name = Thorium maxAmount = 0.001 } ResourceGoal { optional = false name = IntakeAir maxAmount = 0.001 } } It's made for the blimp part called "Airship envelope" . Smallish with flat sides, mass 0.2 t . I think the plugin can't detect mod added parts just at the moment (caused glitches when I tried) so I'll probably be able to spruce it up later.