SpaceToad
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Posts posted by SpaceToad
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So why does the carrier break instantly on spawn? The rudder, screws, and cabin literally just fall off :/
Wasnt an issue before 1.2...
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On 10/7/2016 at 7:00 PM, TMasterson5 said:
Well folks the mod has reached version 1, so with that being said it will 99% likely be complete with no more additions. I will ensure that it stays up to date and functional but nothing more will be adder more than likely. I thank you all for the support along the way and enjoy!
Also, @SpaceToad, your tailhook is tweakscalable now my friend, 10/10 for suggestion quality on that one!Thank you so much! Congratulations on 1.0! @TMasterson5
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Love this addon. Takes 30-40 seconds for it to load in for me though. I imagine that's to be expected though
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I'd appreciate a rescalable tailhook
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On 9/17/2016 at 5:31 AM, Z3R0_0NL1N3 said:
Perhaps having a model switch between different types would be a good way to do it. Usually I want to put it on things like a Mk1 capsule or something, but it looks out of place sticking out like a board. This would be a simple solution without part clutter.
As a minor suggestion, could you add a few tags to the config file. I initially tried to search "spraykan" and didn't find it. "spraycan," "spraykan," "patch," "decals," etc would be some good examples.
I'll raise you one. An adjustable slider for curvature would be great, just like how that part-scaling plugin works.
then, you just adjust the slider until you get it the way you want. 100% proceedural so that you only need one part.
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On 9/1/2016 at 10:03 AM, Boris-Barboris said:
No, not normal, it contradicts mod's purpose. Most of those advanced settings are not saved. And upload the log too, may help if that's what i think it is.
Actually, I just tried it again... its gone! works fine now.
Computers...
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Yeah, the FBW works great, but moderation oscillates between max aoa above and below the horizon. I'll upload pics and a gif later this afternoon.
Is it normal to have to change the controllers independently for each aircraft? Do the settings for each controller save with the aircraft?
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Anyone ever have the problem of FBW overcompensation? Flies ok with moderation off, but when its on, all it does is oscillate...
Maybe the gain? Control deflection? What do you think?
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Do precoolers help cool compressing free-stream air entering the engine? If they don't, they should, as that would help with SABREs at trans-hypersonic/hypersonic speeds.
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Hey all,
So I'm looking to make some standard approach procedures (STARs) for my aircraft and SSTO's, but there's no stock way to place map markers without placing a probe core and driving it to the point I need it. Is there an addon to make GPS/RNAV fixes or VOR/VORTACs at least?
Thanks.
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19 hours ago, dafidge9898 said:
Oh my goodness, no. Not yet, at least. I'm one of the students. Headed off to Embry Riddle in two weeks where I will hopefully get my CFI rating, as well as a degree in Aerospace Engineering!
Thats awesome! My dad graduated from Embry Riddle Daytona, and instructed there for a while. He's now a UAL captain. Hopefully I'm next in the chain for flight instruction
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4 hours ago, dafidge9898 said:
It's not my own 172, it's with a flying group. The group owns the 172 and uses it to train students with volunteer instructors.
Thats great! Are you a CFI?
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16 hours ago, dafidge9898 said:
The F-16 is unstable but maneuverable. The SAS always oscillates a little, and it can be annoying. If you wan't to build a stable craft, put the CoL behind the CoM, have the wings right on top of the CoM, and the stabs far behind it. If you want to build an unstable craft, don't do that. Instability means maneuverability most of the time. The Sukhoi fighters are incredibly maneuverable, but unstable. We've lost a few F-15s to unrecoverable spins. The Cessna 172 that I fly, cannot even get into a spin. A higher wing loading (weight/AreaOfWing) means lower maneuverability, a lower one means higher maneuverability, but at the cost of airspeed. So if you wan't a very maneuverable plane that doesn't kill its airspeed in one turn, put lot's of swept wing, big control surfaces, and big engines. But be careful, it might just flip over. Even if the CoM is infront of the CoL, it can still flip over.
And regarding SAS oscillations: if you're cruising, you can just decrease the control input of the control surfaces. However, this will make it less maneuverable. Real world fighters sort of do this; not to keep the plane from oscillating, but to keep overly aggressive high speed maneuvers from putting the pilot into G-LoC or tearing off the wings. You can fly without SAS, but you have to be very gentle and careful with your input.
Thanks for the input! Ill give it a try and report back.
(P.S. I wish I could afford aircraft maintenance costs, I wish I had my own 172 )
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Hey guys! I am trying to better design my fighters, but they wont fly well at all without SAS, and even then, the moment you center the stick, the SAS oscillates a little! What can I do to fix this? How can I better design my aircraft?
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4 hours ago, Murican_Jeb said:
Are you working on a dual prop engine and maybe a jet engine like the Me-262? If you are doing propellers first, it's ok, I can wait
Edit: And maybe can you make a Bf-109 cockpit?
According to @blackheart612, the engines and other parts will be released in stages.
- WW2-era props up to Bi-planes
- Helicopters / Turbines
- Turbojets / Turbofans
- Etc
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3 hours ago, kiwinanday said:Can we get a quick patch for reversing the engine thrust? I've got a pusher running a Whirlwind (because that's the only one that will convert), but I think the Kraken is better suited to its requirements.
(Still compiling fuel flow charts for Tanner; built a standardized chassis airframe, so that all elements except for engine are equal)We found a solution to the problem yesterday, hopefully a new patch will be out soon. Until then, try adding these to the config of that engine.
Add these under FSswitchenginetransform.
useNamedAlternate = 0
and
animateThrottleRange = 0,
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10 hours ago, blackheart612 said:
@SpaceToad I see I've been looking on the wrong direction. Thanks to you the efforts will be concentrated towards config editing and further development of parts. We'll use that information to fix the problem
I'm glad to help, and honestly it's no big deal. Very simple fix.
Your parts are so great that I really wanted to find a fix. I use them on at least 2% of my fleet, and my fleet is HUGE.
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1.1.3, X64. Even using the method you've described it doesnt work. How reversers should work (the standard way every other capable engine does) is that when the reverser toggle is active, the CoT inverses, and thrust will travel in that direction. It should not be toggled in the editor, show no sign of function, and then reverse thrust when normal thrust is applied (Because it doesnt go back to normal thrust when you launch. If you set it to reverse thrust, it remains in reverse thrust.) In the case of your engines, in either mode they both propel forward.
Now, I dont know much about Firespitter's modules, but this is a bit of a red flag for me...
This is the reverser module used in an KAX engine, same as the one you use.
MODULE { name = FSswitchEngineThrustTransform defaultTTName = thrustTransform alternateTTName = alternateThrustTransform useNamedAlternate = 0 animateThrottleRange = 0.5, 0 }
And here is the module used in the Merlin (Mustang) engine.
MODULE { name = FSswitchEngineThrustTransform defaultTTName = thrustTransform }
UH OH.
So, as you can see, no value is given for alternateTTName (Thrust transform), useNamedAlternate (Self explanitory), and animateThrottleRange (Secondary throttle for an alternate mode, like thrust reversion.)
Now lets take a look at the documentation...
QuoteFSswitchEngineThrustTransform
Allows for engines with reverse thrust, so you don’t have to create one pulling and one pushing propeller.
Module
{
name = FSswitchEngineThrustTransform
// The thust transform used for normal/forwards flight
defaultTTName = thrustTransform
// Optional: The alternate thrustTransform used for reversed or alternate thrust direction.
alternateTTName = alternateThrustTransform
// Should a named gameObject transform be used for the alternate thrust direction? If not, the reverse direction of the default will be used.
useNamedAlternate = 0
// Optional: If an FSanimateThrottle module is present, you specify a range of the animation to use in the reversed state. If it should have the the regular animation, set it to 0, 1
animateThrottleRange = 0.5, 0
// Should the engine start reversed? (Persistent value for saved craft)
isReversed = False
// Used to avoid popup conflict if duplicate modules are on a single part (unlikely)
moduleID = 0
}
name... Check! defaultTTName... Check! alternateTTName...NULL! So what does this mean? You did not provide the alternate transform to provide reverse thrust! But there is a solution... useNamedAlternate! As you can see, if you did not name an alternate, you can use the reverse of the default transform, however, you must declare that you wish to use this by adding it to the cfg's.
So what do I suggest you do? Append the configs with;
useNamedAlternate = 0
and
animateThrottleRange = 0, 0.6
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2 minutes ago, blackheart612 said:
@SpaceToad Does that mean you could not reverse the thrust despite changing it on the hangar? Or do you mean that you can't change it anytime after you did that. I tested it on mine and it worked (the switching on the hangar)
In the editor, after reversing thrust, the magenta thrust arrow stays facing the proper forward thrust direction. If I attempt to switch thrust modes to normal or reversed, the aircraft still goes backwards.
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11 minutes ago, blackheart612 said:
Yep, I tried that, however my plane is still going backwards
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Reverse thrust doesnt work for any of the engines (At least on my PC)
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34 minutes ago, blackheart612 said:
@Murican_Jeb It will keep on being worked on as long as I have parts to add. I still have a lot of them in mind so it will continue to live. Tanner and I will also keep it updated whenever ksp updates.
...And to be honest, no mod maker wants to stop working on their mods. Especially if the people enjoy what the mod makers enjoy doing. It's just that things happen, real life interferes or other problems, some mods I've seen had potential but many people turned for something already popular. No mods starts to stop being worked on. Every mod and its maker is always wanted by everybody supporting it, including the maker itself, to stay and live. But modding is worked on our free time, we don't ask for anything, some people do ask for donations, but modding - it's the enjoyment of making it and the support of the users is what keeps it going. But if something more important comes up, it can't be helped to stop the development.That's most likely why you see some dead mods out there. But as long as the authors are there and active, they are there to update the mods.
This could not have been said better.
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8 hours ago, blackheart612 said:
@SpaceToad Thank you very much for the offer. I really appreciate it. Sadly, there isn't much to do as we are not in any rush. It's a small mod after all. So we are actually a bit lax (especially because I'm thinking of the mod's road map in my mind most of the time). I hope you understand. If you have any problems though, don't hesitate to ask. Maybe I can help.
I'm glad to hear you guys are taking it easy and slow .
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@blackheart612 Sounds good! I'd be glad to help if you would like.
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These engine parts are INCREDIBLE. I hope you continue to add on to these Any chance you might add turbojets and turbofans? If so, I have a few suggestions...
A CFM-56 Turbofan would be SICK. Look at those reversers! https://i.ytimg.com/vi/0UlLnq2Wbn4/maxresdefault.jpg
A Pratt and Whitney F119 would be sick too. The iconic design would be great for supermaneuverable fighters and (potentially) spaceplanes!
Of course, those are just ideas, and I would love to see what you make next. If you need any help with ANYTHING don't hesitate to ask, Ill gladly help to the best of my abilities.
[1.3.X - 1.6.X] Speed Unit Changer - More units for your speed - Ap & Pe on your Navball
in KSP1 Mod Releases
Posted
Could you add Knots? That would be great