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Everything posted by theonegalen
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Oh wow,amazing! Are you at all familiar with the beacons included in the ASET Avionics package? If your beacons differ from those on the chart, I can add them to ASET to allow for simulated radio navigation, if you have the latitude, longitude, altitude, name, code, etc. I found some of these in the Flightplans.cfg, but I think there are a few that aren't in there.
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Small update: I've been pretty busy with real life this week. My niece, who was born premature and with esophageal atresia last October, has finally been released from the specialty hospital in Boston, and my brother, sister-in-law, and she are moving back home to Houston next week. So I've been busy getting their house ready for them, and haven't done a whole lot on the IVAs. However, I did take about three hours from my sleep the past couple of nights, as inspiration struck. So I made this: It's an analog radio stack more in keeping with the style of the Vintage Kerbonov. I'm planning to add an on/off switch, gain knobs, and transmission / reception indicators gauges before I release it with the next version of the mod.
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MAD - Aerospace Parts (v0.6.1) KSP 1.8+
theonegalen replied to Citizen247's topic in KSP1 Mod Releases
Oh yeah! Back in 1.0.5, I cfgbashed some of the 2.5m FantomWorks parts (airliner cockpit and passenger fuselage + ) into 1.875 DC-3 style parts. It looked pretty good, and was a lot of fun to fly. But they never had a proper IVA, and I would love love love to have a proper DC-3 / WW2 bomber style cockpit / fuselage. It's also nice to know that you've been enjoying playing KSP, though! Oftentimes once I get a cockpit or particularly annoying prop finished, I'll just load it up in KSP and fly around for a few hours. -
Kerbal Construction Time/StageRecovery Dev Thread
theonegalen replied to magico13's topic in KSP1 Mod Development
awesome! that is indeed exciting. -
SETI-UbM Career Challenge (setup takes 5-10min)
theonegalen replied to Yemo's topic in KSP1 Challenges & Mission ideas
I don't know why I didn't see this before. -
[Airships in 1.12.3] HooliganLabs Mods
theonegalen replied to JewelShisen's topic in KSP1 Mod Releases
I think you want SM_Marine. -
Apparently it shouldn't be too difficult to integrate it into something like raster prop monitor, but I am super c# dumb and have no idea how to do it. What I'd really like to know is if it's possible to mod in some kind of alternate throttle axis though. Didn't there used to be a mod that provided an alternate way of assigning joystick/peripheral axes and buttons?
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The version i have right now depends on the special props included with my Warbird Cockpits mod, but I can probably put together a version dependent only on the original ASET avionics and props without too much trouble.
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Thank you so much for picking this up! It's definitely essential to my career mode games.
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I am the one working on them. The Bonny is ready, but the Clyde is not. Because of real life, I haven't been able to work on them for the past few weeks.
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@Gordon Dry I worked on some of that a couple weeks ago. Let me see if I can dig it up. EDIT: Here you go. It's actually just about everything except the slats and slotted flaps, which I had no idea how to do, since they don't just hinge, but have their own animation. A lot of this is guesswork/approximation, but it seemed to work. //FAR Compatibility by theoneGalen //FAT-T3R Aeroplane Main Wing @PART[bigwing]:NEEDS[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 !MODULE[ModuleLiftingSurface] {} MODULE { name = FARWingAerodynamicModel MAC = 2.48 MidChordSweep = -4.16 b_2 = 11.060831 TaperRatio = 0.5871914171 } } //FATwings @PART[fatwing0]:NEEDS[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 !MODULE[ModuleLiftingSurface] {} MODULE { name = FARWingAerodynamicModel MAC = 1 MidChordSweep = 0 b_2 = 3.5 TaperRatio = 1 } } @PART[fatwing1]:NEEDS[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 !MODULE[ModuleLiftingSurface] {} MODULE { name = FARWingAerodynamicModel MAC = 3.5 MidChordSweep = 0 b_2 = 1 TaperRatio = 1 } } @PART[fatwing2]:NEEDS[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 !MODULE[ModuleLiftingSurface] {} MODULE { name = FARWingAerodynamicModel MAC = 0.5 MidChordSweep = 8 b_2 = 3.5 TaperRatio = 1 } } @PART[fatwing3]:NEEDS[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 !MODULE[ModuleLiftingSurface] {} MODULE { name = FARWingAerodynamicModel MAC = 1.75 MidChordSweep = 36.75 b_2 = 1 TaperRatio = 0 } } @PART[fatwing4]:NEEDS[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 !MODULE[ModuleLiftingSurface] {} MODULE { name = FARWingAerodynamicModel MAC = 3.5 MidChordSweep = 0 b_2 = 0.5 TaperRatio = 1 } } @PART[fatwing5]:NEEDS[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 !MODULE[ModuleLiftingSurface] {} MODULE { name = FARWingAerodynamicModel MAC = 1.75 MidChordSweep = 40 b_2 = 0.5 TaperRatio = 0 } } @PART[fatwing6]:NEEDS[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 !MODULE[ModuleLiftingSurface] {} MODULE { name = FARWingAerodynamicModel MAC = 0.25 MidChordSweep = -4.1 b_2 = 3.5 TaperRatio = 0 } } //Small APP Wings @PART[smallwingConnector1]:NEEDS[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 !MODULE[ModuleLiftingSurface] {} MODULE { name = FARWingAerodynamicModel MAC = 1.14 MidChordSweep = 0 b_2 = 0.96 TaperRatio = 1 } } @PART[smallwingConnector2]:NEEDS[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 !MODULE[ModuleLiftingSurface] {} MODULE { name = FARWingAerodynamicModel MAC = 1.87 MidChordSweep = 0 b_2 = 0.67 TaperRatio = 1 } } @PART[smallwingConnector3]:NEEDS[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 !MODULE[ModuleLiftingSurface] {} MODULE { name = FARWingAerodynamicModel MAC = 0.67 MidChordSweep = 0 b_2 = 1.87 TaperRatio = 1 } } @PART[smallwingConnector4]:NEEDS[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 !MODULE[ModuleLiftingSurface] {} MODULE { name = FARWingAerodynamicModel MAC = 0.71 MidChordSweep = -7 b_2 = 1.87 TaperRatio = .48 } } @PART[smallwingConnector5]:NEEDS[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 !MODULE[ModuleLiftingSurface] {} MODULE { name = FARWingAerodynamicModel MAC = 0.34 MidChordSweep = 7 b_2 = 1.87 TaperRatio = 0 } } @PART[smallwingConnector6]:NEEDS[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 !MODULE[ModuleLiftingSurface] {} MODULE { name = FARWingAerodynamicModel MAC = 0.935 MidChordSweep = 38 b_2 = 0.68 TaperRatio = 0 } } @PART[smallwingConnectortip]:NEEDS[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 !MODULE[ModuleLiftingSurface] {} MODULE { name = FARWingAerodynamicModel MAC = 0.935 MidChordSweep = 36.91 b_2 = 0.58 TaperRatio = 0.3568965517 } } //CONTROL SURFACES //Round-Deluxe Winglet @PART[roundwinglet]:NEEDS[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 @ctrlSurfaceRange = 0 @ctrlSurfaceArea = 0 !MODULE[ModuleControlSurface] {} MODULE { name = FARControllableSurface MAC = 0.98 MidChordSweep = 11.14 maxdeflect = 20 b_2 = 1.36 TaperRatio = 0.661 ctrlSurfFrac = 0.45 transformName = obj_ctrlSrf } } @PART[elevon2b]:NEEDS[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 @ctrlSurfaceRange = 0 @ctrlSurfaceArea = 0 !MODULE[ModuleControlSurface] {} MODULE { name = FARControllableSurface MAC = 0.75 MidChordSweep = 0 maxdeflect = 20 b_2 = 1.825 nonSideAttach = 1 TaperRatio = 0 ctrlSurfFrac = 1 transformName = ctrlSrf } } @PART[hlfSrf]:NEEDS[FerramAerospaceResearch] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 @ctrlSurfaceRange = 0 @ctrlSurfaceArea = 0 !MODULE[ModuleControlSurface] {} MODULE { name = FARControllableSurface MAC = 0.525 MidChordSweep = 0 maxdeflect = 20 b_2 = 0.9125 nonSideAttach = 1 TaperRatio = 0 ctrlSurfFrac = 1 transformName = elevon } }
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Kerbal Construction Time/StageRecovery Dev Thread
theonegalen replied to magico13's topic in KSP1 Mod Development
@Errol Yeah, I don't like either of the ideas. -
Kerbal Construction Time/StageRecovery Dev Thread
theonegalen replied to magico13's topic in KSP1 Mod Development
@ErrolWell, the part unlock cost isn't balanced either. @magico13 I definitely prefer unlocking the whole node at once. I guess I'd have to play with the alternate implementation to see if it would work with my playstyle, but right now I don't think so. -
Kerbal Construction Time/StageRecovery Dev Thread
theonegalen replied to magico13's topic in KSP1 Mod Development
I definitely like the current implementation best, especially when you get into mods that add a lot of parts to certain nodes - they simply aren't balanced against making unlock times dependant on the number of parts in the node. -
[1.3] RCS Sound Effects (2017-06-12)
theonegalen replied to pizzaoverhead's topic in KSP1 Mod Releases
That and gear sounds. I remember when I first hit "g", heard the gear come up, and wondered how I had a mod with a totally fresh KSP install! -
Kerbal Construction Time/StageRecovery Dev Thread
theonegalen replied to magico13's topic in KSP1 Mod Development
Forget the 1.2.2 people. They're on the wrong side of history. -
That does sound interesting. I'd be more interested in being able to assign a ship a navpoint that it would proceed to while I did other things (that old navigation plugin). I am a huge fan of the Age of Sail. Would tacking and different points of sail be modeled?
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[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
theonegalen replied to nightingale's topic in KSP1 Mod Releases
Sounds excellent!- 502 replies
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Ah, I see. Well, do what you enjoy, for sure. I was thinking maybe it could have a hinged tail section instead of the nose section, or that placing the hinge behind the cockpit part as a separate part would probably work.
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MooHello @blackheart612. Not to add too much to your to-do list, but I drove by NASA's Super Guppy at Ellington Field today, and was inspired to ask: how about a huge goofy plane to carry 3.75m parts in a bulbous upper fuselage? http://www.tested.com/science/space/533738-nasas-super-guppyawkward-old-and-irreplaceable/
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@dundun92 that is the intended behavior, if you are moving during that time. The piston engines have a thrust curve as such: velCurve { key = 0.70 0 key = 0.60 0.1 key = 0.50 0.5 key = 0.40 0.6 key = 0.30 0.7 key = 0.20 0.8 key = 0.10 0.9 key = 0.05 1 key = 0 0.2 } The first number is the mach number, and the second is the percentage of thrust. At 0.05M (~17m/s), the engine will thrust at it's rated maximum (34 kN). After that, it falls off gradually until you hit Mach 0.5 (171 m/s), where it rapidly goes to near-zero. This is to simulate how propellers work in real life. It's not entirely accurate. @Citizen247 made a set of cfgs that I use, available here: If you take that code and copy it into a new .cfg file in your gamedata folder, it will change the thrust curves for the propeller engines to be more realistic. Actual propellers lose efficiency quickly as the propeller tips approach Mach 1, which, depending on prop RPM, will happen around Mach 0.6-0.7 of forward travel, IIRC.
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Neat!