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Everything posted by KerbMav
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Took off almost everything wingy - nothing. But: When I took off and reattached the small wings with the jet engines the COL was as centered as never before ... Butbut: The plane still rolls to the right. Navball looks OK. There is the cockpit, a small "autopilot" probe core somewhere attached in the original orientation the VAB offered me and one big "SAS" wheel - all three being there since I started building this monster. But since the other fiasco ... I will rip them off and built in new ones. What is getting to me is the wild way these problems turn up - first the thing wouldnt take off at all. Then it was unstable until a certain speed/height and flew straight up to 10k to then get out of control again. While trying to fix this the CoL drama started bringing with it the rolling after take off - which seemingly had nothing to do with the shifted CoL at all as it persists even after the CoL is straight! And if that wasnt enough, before the last trial yesterday it split in two between the bay and the batterie! Which brings me to the conclusion, that there is a big problem with the SpaceJunk Cargo Bay and I should replace it with something else for testing. Will post new pictures and try to find an easily accessible upload site.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
KerbMav replied to ferram4's topic in KSP1 Mod Releases
Took off almost everything wingy - nothing. But: When I took off and reattached the small wings with the jet engines the COL was as centered as never before ... Butbut: The plane still rolls to the right. Navball looks OK. There is the cockpit, a small "autopilot" probe core somewhere attached in the original orientation the VAB offered me and one big "SAS" wheel - all three being there since I started building this monster. But since the other fiasco ... I will rip them off and built in new ones. And: Since when does the location of reaction wheels matter? :shock: What is getting to me is the wild way these problems turn up - first the thing wouldnt take off at all. Then it was unstable until a certain speed/height and flew straight up to 10k to then get out of control again. While trying to fix this the CoL drama started bringing with it the rolling after take off - which seemingly had nothing to do with the shifted CoL at all as it persists even after the CoL is straight! And if that wasnt enough, before the last trial yesterday it split in two between the bay and the batterie! Which brings me to the conclusion, that there is a big problem with the SpaceJunk Cargo Bay and I should replace it with something else for testing. But while I am here: Does FAR only affect Kerbin or does it change Eve (and Laythe) too?- 14,073 replies
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- aerodynamics
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It seems to not only pose a problem to clip into the doors, but with every part clipping into the bay anywhere. My plane split in two while trying to close the doors before takeoff - the doors are completely free (visually at least).
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I agree, if someone wants to land on a planet with an atmosphere and be able to return easily there is Duna - or Laythe. Asking to make Eve less tedious is like asking to make the Mun have lesser gravity for easier landings. Random question: Does FAR do anything to Eve and its "difficulty level"?
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Wasnt .21 a breaker for the updated surfaces? They did not remove any part (*) just changing their properties, so the crafts shouldnt have been affected by this? (*) Maybe Squad should remove some redundant (legacy) parts, i.e. put them in another folder. So if someone wants to start over he can delete these parts easily, but they would still be there for those who want to continue a savegame. There are quite a few SAS/ASAS parts of the same size for example.
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If you do testing on the launch pad, you can simply go to the VAB an continue building. As you press Launch you are asked if you want to clear up the pad first.
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How does the mod decide that the GPS part is not for scanning - the module call in the part.cfg is the same?
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If I wanted to put it in to its own folder in gamedata, would I have to copy the whole part folder from the squad part? Edit: Ah, no, just saw the pathing!
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The B9's M27 Cockpit - really fits on the front of a big transport ship/stage. And yes, I too would like bigger lander pods - just lander pods really, for transfer to planetary/moonary.. bases and such, without the need for fancy sleep and cooking equipment taking up room better used for more seats. Is there a pod that takes quite a bunch of Kerbals but has no control/torque functionality? Id use it as a hibernation chamber without ignoring the fact that just stuffing x people into a tin can could pose a problem.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
KerbMav replied to ferram4's topic in KSP1 Mod Releases
This is after taking measures to remove the buggy display of the CoL - which still works (save/reload) - the craft behaves as the CoL predicts in the VAB, it rolls to the right instantly after take off. I fear I will discover either something really strange - or something completely stupid on my end ...- 14,073 replies
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The plane by now stands stable on the runway and rolls without much veiring, it even takes off well before the end of the runway. My problem now is that the CoL suddenly and for no visible reason is not centered anymore without me changing anything drastic. I used PartLister to check for this and anything I missed out on not being symmetrical. The intakes are symmetrically placed too. This has seized to be a project to get freight to my space station - it has become personal now ...
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Can't Undock Bug, How To Fix
KerbMav replied to roscoe_jones's topic in KSP1 Gameplay Questions and Tutorials
They always overlook Sandman just because he cannot talk ... poor fellow ... And funny how it is always just half an hour ... -
Gravity would mean you had DeadlyReentry installed - but my ship disintegrated due to structural failure and following collisions even without FAR installed during such a maneuver. I had a Minmus / Eve (cant remember which) landed probe on landing struts - jumping to it from the space center or via Targetron made the lowest parts pop ... every time, until I avoided doing it to at least keep the probe core there ... The Space Station Wobble Kraken struck only once, he could be persuaded to go cook himself by attaching the solar panels differently/using other parts.
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Did anyone know about this feature?
KerbMav replied to TheCanadianVendingMachine's topic in KSP1 Discussion
You can, center on the planet/moon of the encounter (with patched conics set to 0). -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
KerbMav replied to ferram4's topic in KSP1 Mod Releases
Ran every simulation, reloaded x times ... phantom lift in a queer direction and no visible cause ... http://imgur.com/a/1HFcr#3- 14,073 replies
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Now what ... there is absolutely no reason for the CoL to be where it is ... updated CoL in FAR GUI, ran every simulation, saved, loaded ... http://imgur.com/a/1HFcr#0 And it is not only a display bug, as soon as the plane takes off, it starts to roll uncontrollably to the right.
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[1.0]Vanguard Technologies | EVA parachutes | still works
KerbMav replied to Kreuzung's topic in KSP1 Mod Releases
Yes, I have been trying to make my own parachutes combining a drogue and a normal one - but just by editing the cfg file. http://forum.kerbalspaceprogram.com/showthread.php/48905-2in1-drogue-parachute-Module-problem I got the functionality I wanted, but making it look like it works as it works behind the scenes ... seems to take more than that. -
Place stack decoupler, place fairing base, put fairings on, jettison whole thing with decoupler while ignoring the fairing decouplers?
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I just thought it had to be a pretty stable plane if you could safely land it at 3x phys.acc.?
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So, the rocket as a whole accelerates at the same rate, but the parts have different values at which they break? Meaning it is only the (positive or negative) acceleration that causes damage in DR, no matter at which angle the rocket "hits" the air or what maneuvers it flies? Does the stock game cause any damage during atmospheric reentry at all? I think to remember a hard Eve aerobraking maneuver that ripped my ship apart and I am quite sure I only had FAR installed and not yet DR. Is there a way to keep the heat damage and the cool structural sounds in DR - but take out the g-force damage (by editing a cfg-file)?
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As I observed during my first real test flight - the first time it didnt salto mortale into the bay. Nah ... about 30-50t ... depending on the iteration of the design ... Position of the reaction wheels matters now?? I can try that, but I started out with much more fuel at the aft of the craft and only now managed for the plane not to sit down on its bottom. RCS - I thought, if I am going up there, I could as well resupply my space stations reserves for other crafts to refuel.
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Seems like Id have to start over again mostly. It flew once, with all engines full on the runway to gain enough speed and youre right, it only took off as the runway ended. It veered in all directions, up mostly and to the sides - and suddenly it flew straight like high class passenger liner ... until up to 6-7000m where it dropped its nose and started dancing again - chuted my Kerbals out. Problem with the landing gear is, that if I move it closer to the CoM, the plane will tilt back and plant its bottom on the runway. To do: move the CoM, add more wings, increase AoA, raise front gear, maybe add two more jet engines.