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steakbbq

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Everything posted by steakbbq

  1. For anyone having issues with contracts disappearing after restarting the game, make sure you installed the mod correctly, after checking the alt-f12 logs I noticed this error [Exception]: IsolatedStorageException: Could not find a part of the path "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\FinePrint\FinePrint.cfg". Turns out when I installed the mod I installed it to \GameData\ instead of \GameData\FinePrint Whoops! I saw someone with this issue post on the curse comments for this mod so maybe someone should tell that guy I dont have a curse account.
  2. It seems with rockets, if you have the water vapor going around your craft you have a LOT less margin for angle of attack before losing control. Is that correct? Less drag at the tip of the rocket?
  3. Omg I don't know how I missed this before. Spent 10 minutes trying to figure this out. EDIT: Oh nice you can actually change the turn profile during the flight. If you are a bit too low on the velocity vector you can increase the turn profile a bit and vice versa. I think part of my problem is I had to turn my joystick sensitivity down so much for flying planes, and the rocket just isnt reactive now, however mechjeb seems to make the rocket turn...
  4. Omg I don't know how I missed this before. Spent 10 minutes trying to figure this out.
  5. Hmm, interesting. I can not edit the turn start altitude though. It is just a number that is not in an editable box.
  6. Okay! That is a good bit of knowledge right there. I was pretty sure that Z was relative vertically pointing down, so when you mentioned pitch it sent me for a loop. Awesome thank you. Some hints on correcting certain out of bound derivatives would go a long way to making this a little bit of an easier learning experience You could put them in the tool-tips that hover. Yea, I was kind of afraid it might be more complicated then I originally thought. I guess for the time being I should be happy that I can fly better then the computer in an actual atmosphere Just gets kind of repetitive. Thanks a lot ferram you are the best mate.
  7. Oh thank you for the clarification. So z direction velocity is angular? Also to make mechjeb ascent guidance work with FAR is there just some variables we would need to change for the ascent guidance/landing guidance variable, or would an api need to be developed to actually pull those variables into mechjeb ascent/landing guidance modules? I am a programmer and I am just wondering what the level of effort might be to make mechjeb work with far.
  8. I just looked through the Ferram Aerospace Research folder and did not see anything that stood out. Probably coded into the .dll
  9. If you get that bug, just save the craft, hit the new craft button, and reload the craft that you just saved. Its a workaround but pretty annoying.
  10. I will go look for that comment, I figured it wasn't too important because my plane flew so well, however I would just like some understanding. Yea, I haven't been able to find it. http://forum.kerbalspaceprogram.com/threads/20451-0-23-Ferram-Aerospace-Research-v0-12-4-Aero-Fixes-For-Planes-Rockets-12-29?p=858104&viewfull=1#post858104 is that it? If so I couldn't find where anyone actually replies to him. Ah, it is in scientific notation, I am embarrassed. Also I am encountering a quite annoying bug. After a flight if I try to calculate the stability derivatives It fails and this exception comes up in the debug console. Also happens if I reload the same craft I am currently working on. The only way I have found to fix it is to save the craft hit new then reload the craft... I am not sure if its because of mods I am using or what. I am using deadly re-entry, and yes perhaps they did overheat while I was on fire, just a coincidence.
  11. Hi! Just wanted to say, Lovely MOD! I finally made a plane that is stable mostly utilizing the Data + Stability Derivatives. It took me quite some time to realize Yr derivitive was negative instead of positive because my vertical stabalizer was too far forwar/not big enough. Now My plane flys incredibly stable, I had it up to mach 3.7 before coming off the throttle because I was a fireball. I am pretty confused about a couple of the derivatives they don't seem to be making my craft unstable but they are out of bounds. The two that go out of bounds sometimes are Xw (Change in X direction acceleration with respect to Z-direction velocity; should be positive) going negative just beyond mach one and also Zu (Change in Z-direction acceleration with respect to X-direction velocity; shoudl be negative) Going positive at the same time. If I am to understand Xw correctly, it means that gravity is actually slowing down my x acceleration when it is - and for Zu, my forward speed is making my vertical speed decrease... I'm not sure exactly what the implications are with this, and the plane seems to fly very stable and has a good static equilibrium as well as dynamic equilibrim ( so much as to actually correct itself after stallling) So what is wrong with my plane? What does this mean is happening? Also my lxy product of inertia is 4 away from 0 and I don't think this is good either. Hmm, I just got past mach 4 with the turbojet engine, i was just under 20,000 meters started burning up real bad, both engines blew up lol.. Is this the limit of atmospheric mach?
  12. Okay thanks. The only reason its a real issue right now is I am getting a communications network going for remote tech 2 and I am doing lots of re-entries, Shouldnt be a problem now that I have my 3 up at kerbal though, now I dont need to man the flights Also is there a way to register my steam purchase of KSP on the forums? It wont let me set a signature at the current moment.
  13. I love bringing back kerbals and all, but it takes forever for a re entry. I guess i could test this out but I dont know if it will work. Can I do my de-orbit burn, let the chutes out and forget about it? Or will the ship not renter safely if im not sitting here watching it for 5 minutes?
  14. Note: Lazor System requires KSP version 0.22. It will NOT work properly on earlier versions. That is the first line of the overview for the download link on the first page. I do have the correct version but this confused the hell out of me. My question is can I use this in the campaign? I dont see any unlockable parts, however I did see all the parts in the sandbox mode. If you cant use it in the campaign can you put that in the overview? Thanks.
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