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localSol
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Everything posted by localSol
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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'm interested, I found myself putting parts like these on some of the probe missions nobody44 made even though they weren't required. I would be interested in Kethane missions too! This plugin would be good for challenges too, I would love if some other statistics were available : dry/wet mass, vertical velocity, horizontal velocity, temperature (per part? - for reentry goals, nuclear meltdown, etc), Atmospheric density, G-force (by the regular KSP meter that inlcudes any direction or combination of all), acceleration (I guess mechjeb and engineer redux's methods are different than using the G meter?), statistics provided by FAR (Mach, Q, Coefficient of Drag, Lift, AoA etc) .... Ability to send missions to others through Kerbal LiveFeed would be great! Maybe the kerbal livefeed people will want to get involved. At some point in the future, sending back and forth mission data states might let people do co-operative missions to some extent even though the game state isn't synched, for many missions it wouldn't need to be. They would be sharing the mission window from their perspective, missiongoals could be assigned to specific player slots (#1,#2,#3..) or to any. Maybe the excitement has gone to my head but only a little. Edit : Something that might be helpful, could the plugin be able to detect if a certain dll is loaded, maybe even version? This would help for more specific challenge validation too. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
localSol replied to nobody44's topic in KSP1 Mod Releases
For 0.3 and earlier, when Missioncontroller is run the first time it creates a file called spaceProgram.sp in the same place as the mission files. (Gamedata\missioncontroller\plugindata\missioncontroller\). This is the file that acts like a saved game for missioncontroller. You can backup this file somewhere and copy and overwrite the one that exists after you have played a while to replace it with a previous backup, or delete it to have the plugin make a new one (edit : just read nobody44's post) The way missioncontroller handles this in future versions could change. I don't know exactly why your missions disappeared but might have something to do with changes between new versions. You could try to manually merge your old save file with a blank one by text editing it but it may not work unless you can know what changes between versions and possibly manually repair a new save to match what you're done already. I wouldn't sweat it though, there are plenty of good missions to choose from and it's a work in progress so this kind of thing happens. Nobody44 already has good ideas for the next version, things are looking very good! Cool missions, white owl. I'll try them. -
Pink sounds cool to me, I like these unique engines.
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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
Ferram, I remember reading a long time ago in the FAR patch notes - how it changed biplanes to be less effective / fix them etc. I built a ring wing / annular wing in FAR with PWings today and noticed it seemed to have much more lift than I expected. It seemed unusual that it could also take off at about 40 m/s weighing 5.76 tons, go up to mach 3.6, and do 15+ G maneuvers but stay relatively stable. Very twitchy though I reduced control surface travel to around half of default. You'll need to add landing gear if you (or anyone) want(s) to try it and use my craft file, I merged stock gear with TV's and it wouldn't be compatible. I used TV's lightest smallest gear of weight 0.05. I didn't change anything balance wise. All regular FAR , TV and PWings parts. Stats : http://www./view/6pe89uyzc8boqhn/ringwing_stats.jpg Takeoff1: http://www./view/drz6x2mub89udjv/ringwing_slow_takeoff.jpg Takeoff2: http://www./view/pz6a4fcpk0xsm52/ringwing_slow_takeoff2.jpg Craft File: http://www./view/cghhh4cdd4e1rq9/RingWing_pwing_highlift_nogear.craft Thanks!- 14,073 replies
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- ferram aerospace research
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The MachingBird Challenge!
localSol replied to TheHengeProphet's topic in KSP1 Challenges & Mission ideas
Can you upload the craft file? I'd like to try it too. Are they only turbojets? I didn't think FAR engines were capable of that speed..I got near it with TV's ramjets though, which are fun but they don't do much below mach speeds really and aren't allowed for this challenge. I didn't think of embedding the wing like that, maybe it makes wings more effective since the would be fuselage is treated as more of a wing. I guess you'd need part clipping or a smaller part behind to do that though? -
You're welcome, I just noticed that KSP also lets you adjust sensitivity and deadzone for each axis and for each control assigned to that axis. I really think having a joystick is a big help in KSP. For any VTOL pilots not familiar, deadzone is an area you can define that makes the joystick do nothing until it passes that "do nothing" range. Useful for doing sensitive maneuvers where you don't want to accidentally put force on one particular direction or not, and even a tiny bit could cause a catastrophe. That's the idea , with the twist on this a deadzone helps but it also reduces the total range of motion so it can be a trade-off, but it does help. You can't make deadzones or adjust sensitivity for keyboard controls (besides the capslock sensitivity control) which is a good feature but can still be a strain on long flights.
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Good experience overall. Comfortable grip for the right hand, (all of this understanding that I'm not a particularly experienced joystick user) the pitch/roll axes seem a little on the tense side but the benefit of that might be more precision and maybe a hand workout. The twist seems to not have much range of motion, I really don't remember how that compares to other joysticks but the Logitech Profiler software that came with it let me adjust the sensitivity, though how you can adjust sensitivity for a limited range device I don't know, maybe some kind of adaptive correction or non linear range thing, but it helped to lower it. I'm kinda left wanting some way of toggling on/off the twist axis during flight, I don't know how to do that just yet, since with some aircraft designs an accidental yaw can cause it to go out of control - It's not easy to know whether I'm accidentally twisting slightly while rolling without looking at the yaw indicator and sometimes even a tiny bit is too much. For other aircraft though the twist/rudder is very useful and fun to keep the craft in control while turning hard. Maybe rudder pedals are better. As for rockets and spacecraft, sometimes they can have very strong roll ability and that can make the 'am i twisting?' problem more of a problem especially with no air resistance, but ASAS is still available to help that and mappable to joystick buttons. It's still worth having even if you use it for certain vehicles since you can use keyboard flight controls while using joystick ones. A third option is michael kim's mouse drive plugin here on the forums. Being able to switch the function or toggle on/off of yaw/roll during flight would be great too and I haven't found a way to do that yet. Anybody know? Maybe I could have benefited from researching other joysticks first but whatever, I'll have two or ten or a museum. For little green frog-eyed baby-men! (and spaceflight)
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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
I think its just a matter of time before the guys making this put in some sort of GUI for fine control. I like the thickness idea. I wonder if that has something to do with weird trans and supersonic instability in FAR I was having since my wings were different thicknesses. But, weirder looking planes I made with stock parts seemed to fly okay. I only say so as conversation, what a good job the FAR and PWings guys are doing because Programming can be like trying to learn to write culturally fluent Swahili to a french android by consulting gigantic references written by robots who were really rushed. -
Well made challenge and vtol vehicle. I didn't manage to finish it, but thanks to this thread I did go buy a Logitech Extreme 3d Pro, pretty good joystick, especially for cheap. It's the first joystick I have had in about 10+ years. Little did I know that KSP has good joystick support too and the joystick comes with a utility for mapping axes and assigning commands to its many (12, plus 8 direction hat stick) buttons.
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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
I'm using FAR, really loving Procedural Wings! I spend all day yesterday building with it. I noticed something I couldn't explain though compared with regular wings, like people are saying about Col/CoM strangeness, I don't really know what's happening other than I noticed this : I spent all day tweaking this plane, and the CoL and CoM display in a reasonable looking way , but the one with mass further toward the CoL gets crazy unstable at mach 1.2-1.3, flipping over backwards, even though I set elevators/pitch to 5 degrees. With this plane with small engines, the CoM is much further forward, but it is still almost as though the CoL is 'off', because it is stable but acts like a plane with a CoL very close to CoM (relatively easy stall, maneuver). I can get it up to 1000+ m/s without trouble - and also with pitch control surfaces at normal 20 degrees instead of 5. The bottom picture here is the stable one, I later renamed, same as the craft file. Fullsize images : http://imageshack.us/a/img854/2128/2013060200002.jpg http://imageshack.us/a/img94/6505/2013060200001f.jpg Craft files (let me know if they don't load..may be the landing gear, though maybe you can chop them off in the craft file?) : unstable : http://www./?k5mirgnvzrxp74i stable : http://www./?2f6je8ww9j9b4c6 Requires FAR 0.9.4, Taverio's 1.4.1 (or possibly 1.3.5?), Procedural Wings 0.3 I'm using a hybrid of FAR and Taverio's, with FAR wing/stock parts and keeping regular stock gear bays for compatibility, renamed taverio's smallest gear bay to 'name = SmallGearBaySM' in Smallgearbay part.cfg while using other taverio gear bays also. In other words merged. Here, in case it helps : http://pastebin.com/Ns8FA1PG Edit : I also tried locking gimbal on engines, that did nothing to change stability. Edit 2 : Also it has nothing to do with the airbrakes, I added those much later after testing with different cockpits and weight distributions. Edit 3 : I'm still not sure, but maybe PWings is working fine, I tried a different plane lately with both normal wings and PWings and had problems with stability in the same area of mach 1.1 to mach 1.4, but in different ways involving yaw. Maybe I misunderstood wing sweep / aspect ratio in FAR. This plane (entirely PWings) worked really well. It had much different wing sweep angle and lower mass - around 4.5 tons : -
Maximum Distance Jet Aircraft [FAR][stock]
localSol replied to keptin's topic in KSP1 Challenges & Mission ideas
Thanks, and I see now about the mk2, that's a good trick. -
Wow, what a mission that was. What happened with Bill? Multi-SABRE rocket 'for the win'. Are the deflectors needed to keep the fuel tanks from exploding or only as a precaution? How'd you get Tim to hang on at mach 1.264? I had Tim hang on to my normal plane ladder once while flying to the command pod, but he got ripped off somewhere between 70-200 m/s. It just occurred to me now that maybe it was also (or instead) the G-forces from my pitching up?
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Maximum Distance Jet Aircraft [FAR][stock]
localSol replied to keptin's topic in KSP1 Challenges & Mission ideas
All right, A FAR challenge! I've been looking for one of these. (available in 720p): http://www.youtube.com/watch?v=nxiJ-NTlv-8 The first craft test was with basic jet engines and fewer control surfaces. I thought the basic jets were much more fuel efficient, and I honestly haven't used them very much but it seemed like they might have given me 1/3 of the range at most, compared to the craft I used next. "The Rangererer version 2" - Same plane with nacelles, turboramjets and control surfaces I forgot before. But what bad luck! I circumnavigated, turned off time compression as I got close to KSC (in distance on the right side) and I got some kind of '1 FPS bug'..I waited it out for 8 minutes or so but it didn't go away. Fun learning experience though and I managed to fly farther than I had ever before, or wanted to! Boldly going Kirk-style with 3,845,150 meters. The griffon type 6, that's a cool and unusual plane. Are those inverted mk2 fuselage? Why upside down, different aerodynamics? -
Oh man, I have been trying this for the last 4 days straight. My first two non plane/rocket craft that took the first 3(.3333) days were fun but heroically 'sploded. Finally I decided to try a plane to recover the pod with a KAS electromagnet but when I got within 200 meters of it, it had some kind of bug that caused it to shoot kilometers in the air (and later impact). People say it's a stock KSP engine bug, I think. The same thing happened when I got to the timer vehicle, but at least I was practically there and got the timer MET on video. I had enough electricity to magnetize the command pod indefinitely but couldn't get to it because of the bug. At least Tim's back! Video (available in 720p): http://www.youtube.com/watch?v=CJCYeFnwTL4 I think I've got : Up There, Getting Higher, Supersonic, Landing Like a Pro, Hardcore Pilot, Made it Back in One Piece, Speed Run = 680 Might try again to see if I can get the pod. I was thinking of some badges. I love the ones so far! Good variety. 100 - Slipstream - Travel the whole way using the FAR mod, no matter what type of craft you use. FAR makes moving in the atmosphere trickier. How about some separate badges that might encourage more people to try, they are failures of the mission : Kerboic Disasters (all applicable rules still apply, score is separate from the normal score table and you can get unofficial recognition of the badges from the normal table but not the scores with them - name only - in other words these are the only scores you can get if you fail to rescue Tim): 50 - The Red Button - Explode within 5 seconds of launch. 70 - Abort - Disintegrate within one minute of launch. 100 - I Smell Smoke - Crash or fail to get to Tim halfway or less distance to him. 150 - Determined - Travel toward Tim for 30 minutes but run out of fuel/crash/disable your vehicle. Not cumulative. 200 - Could Pilot In My Sleep - Travel toward Tim for 1 hour or more but run out of fuel/crash/disable your vehicle. Not cumulative. 250 - Oh The Humanity - Crash or run out of fuel after you pick up Tim. Not cumulative. Another reason I suggest that is I spent many hours boating most of the way there (the coasts are really, really long), and then I spun out and broke my seaplane float! Fun trip though. I have a video of that. Another badge suggestion - ?? - Personal Pan Pizza - Use Taverio's Pizza and Aerospace Mod
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Cool intake. I don't know the answer to that but maybe ask the experts,(the firespitter maker, and others) the firespitter props might do this too, maybe there is some way of scripting fewer levels of animation states that compromise for performance.
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The test download for the EDF has the Fission Fragment rocket parts instead. Awesome model and idea on that one, I will go download that on Kerbal Space Port too.
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[0.20] HydroTech Mouse Drive v0.2 (2013.06.03)
localSol replied to Michael Kim's topic in KSP1 Mod Releases
A new version from Michael! (the author, not me!) HydroTech Mouse Drive v0.1.1 : [Edit : Link now in original post (first post)] Instructions and changelog are included in the archive, check my post a page back for additional instructions for new users. Changelog is also now in the original post. Edit : Good improvement in 0.1.1. The floating indicators are helpful and a first from any mod I would think! I doubted it would be possible. At times it might be possible for them to obstruct the view of small objects - I suggest alpha of 120 of 255 or adjustable alpha. Though that is only a small convenience. -
I am pretty sure FAR mod can do this, it does with landing gear retracting. It also has a more fun drag and aerodynamic model than standard KSP - I hope you decide to contact ferram4 here on the forums about your engine, it's really good and helps with variety. For all I know, FAR might take some account of the part animation already for drag calculation, since I thought I noticed B9 cargo bay doors and other animating parts increasing max Q. : http://forum.kerbalspaceprogram.com/showthread.php/20451-0-19-Ferram-Aerospace-Research-v0-9-1-Aerodynamics-Fixes-For-Planes-Rockets?p=266117&viewfull=1
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[Stock 0.19.1] Lossless three-ton fun to Laythe
localSol replied to KwirkyJ's topic in KSP1 Challenges & Mission ideas
Funny badges! I'll see if I can manage something. -
[0.20] HydroTech Mouse Drive v0.2 (2013.06.03)
localSol replied to Michael Kim's topic in KSP1 Mod Releases
You're very welcome monababii and michael. One thing that helps for twitchy light vehicles just for the moment in version 0.1 is to alt tab out of KSP and set your mouse sensitivity much lower. -
[0.20] HydroTech Mouse Drive v0.2 (2013.06.03)
localSol replied to Michael Kim's topic in KSP1 Mod Releases
I'm not sure if you were asking me, but it's possible to use the notepad included with windows and probably standard similar tools for other operating systems. I use Notepad++, it has lots of good stuff for convenience, scripting, programming, formatting for many formats, et cetera.. It's not much more complicated than editing an INI file, CFG, etc. A lot like an xml file, but easier. You can do this: Load KSP, create new save, call it whatever you want, go back to main menu (where the start new game option is), alt-tab out of KSP, go to your KSP folder (in steam - go to library, right click on Kerbal Space Program , choose properties, click 'local files' tab, click 'browse local files' button - it will open the folder [and you can see the full path if you need it later by clicking the top bar where it begins something like 'computer > local disk K: > etc > etc , it will change to the path display instead of linear icon tree or whatever that is] ) ... then go to the saves folder, then find the folder with the same name that you named your new save inside KSP. There persistent.sfs is the saved game to edit. It's an ascii/UTF file, no complicated stuff. (assuming windows now pretty much) double click and choose notepad to open it, or whatever you prefer. After "GAME", there is an open curly bracket "{" . It's the start of a huge parenthesis. Nearly at the end of the file is the close of it, "}" . Edit : (I checked again that) I started a new line after scene = 5, remove the 'whitespace' and put : SCENARIO { name = HydroMouseControlModule scene = 7 } after it. Then save the file, and you can go back in KSP, load the new game, load a craft, fly it and look for the mousedrive window minimized, click that. Later the game reordered the edit I made in the save to come right after the PARAMETERS{blahblahblah} section. Experiment but probably anywhere inside GAME is fine as long as it doesn't go inside one of the subsections under GAME, probably not inside PARAMETERS, or FLIGHTSTATE or the subsections inside those. If you want to use it in your existing saved games, you can do the same for the persistent.sfs in your other folder, but it helps to make a backup first by just copy pasting the folder somewhere else. -
[0.20] HydroTech Mouse Drive v0.2 (2013.06.03)
localSol replied to Michael Kim's topic in KSP1 Mod Releases
I uploaded it to mediafire here : [Edit : Old version, removed.. , check newer pages or the original post] I made some videos of it because I was liking it so much. And you can tell Jeb loves it. Just look at him. I tested a plane included with FAR and one I built this week, and they fly great. I landed on my first try with it. FAR SlowSoarer was the plane, it was easy to fly with this. I'm curious if you're planning changes too! I was thinking of : Overlay grid with navball...if it can be alpha blended or even sort of blended, that seems nice. Hide mouse cursor and use custom indicator instead when mousedrive is active. Clip (constrain) mouse to the mousedrive window when it is active. Adjustable deadzone, toggle visibility graphically of deadzone and input gradient on the grid. Maybe an arrow indicator that points in direction of steering at corners of the screen (HUD), or on the grid instead, to help determine where the steering is directed, but I would also keep numerical indicators too. Because the pitch, roll and yaw indicators can be distracting from what you're usually looking at, in the center of the screen. use a key to toggle activating mousedrive interface.. option to have mousedrive hold whatever position it has when it is disabled instead of revert to center, so that you can toggle out, and then back in with better stability. use a key to switch between roll and yaw or otherwise. I was making a mockup to explain but thought that maybe you know about this stuff already. I guess a deadzone of a circular area between two axes would be comfortable, and then interpolating from the edge of the circle starting at minimum input value to the same bounds of the axis as without a deadzone. I guess! Thanks, I'm looking forward to however it goes. -
I'm not completely sure, but I think this may be because of the debris limit (in options menu before loading a save) working to clear out stuff when the limit is reached? I noticed it happening when I lowered the setting and drove by some debris on the ground, it exploded into many pieces, which then most or all exploded. Maybe it would help to set your limit higher.