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TheReaper

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Posts posted by TheReaper

  1. Hello, so ive decided to make a plane .. (big surprise) more or less f117 inspired but note that i never said i would be making a replica. so i introduce you to this:

    More or less flies well,i decided to abondon rapiers compleatly, too heavy for engines and thrust/efficiency is really bad, getting back to clasic turbojets(more atmospheric speed) and a aerospike negine (has the same thrust as rapier rocket mode, but higher isp) , its still in devolopment, while in space using aerospike it pushes the nose down, there is a tiny difference between CoT and CoM (manageable with pushing nose up using tourque of cockpit), i guess its becouse of landing gear but it didnt cause problems before.. hmm also needs some fuel pump in space. or CoM falls behind CoL

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  2. I have a question. For whatever reason, Kerbol now kinda flickers, almost as if it is glitching. Not sure what is causing this. It wouldn't possibly be because of the change to white, would it? If so, how would I go about changing just Kerbol back to the yellow star?

    if you want to change kerbol back to vanilla use the asset back up you took before you modified the file. ahem you did back uped that file didnt you?

  3. I need help. The game crashes right before the main menu, I found it to be when I merge the BoulderCo with the existing one. And yes I deleting the cloudlayers.cfg and left the cloudlayers-BA one there as well as cloudlayers-planetfactory. I am using EVE and Texture Replacer. I am not using RSS, custom asteroid, or kittopia. I did not copy those since I dont have the mods for them.

    Any ideas whats up? Thanks

    crashing right before the main menu as in its the final loading screen with loading mark on right bottom side of the screen? that is often coused by memory issiues, i suggest you install ATM if not try to get to some lower resolution versions or delete modds you dont use if this is the case.

  4. man, i love this pack. the only things left would be (bigger) landing gear and some air brakes.

    i use b9 for that, if you dont have b9 or enough space for b9 dont worry, i only have b9 landing gear,intakes and airbreaks, you can delete a lot of the parts if you like and dont worry about graphic mismatches , i think b9 fits sp+ designs perfectly. although i would still love sp+ engine, i was told there was going to be something like a "scramjet" search if you dont know what it is.

    1.3 works also good with rpm 0.18 people, dont forget to update.

  5. Instead, it's usually an afterthought that doesn't get much attention until the shape of the cockpit model has already been settled, at which point it's too late. Visibility has to be designed in from the beginning, not worked out at the end.

    i find this really weird, you prefer having a nice iva while the outside view is blank white and is just a square?

  6. Well... B9's new rival, only in better !

    b9 never stood a chance!

    @DaMichel Beautifull creation, although who the hell ordered that kerbal to carry 2 engines into orbit

    anyone has any good use for new elevon 5, the 4th one is preety obvious where it matches but 5th really looks like a stand alone part.

  7. I've noticed this issue as well. With regular jet engines (stock engines or B9 engines), the planes run insanely fast at very low altitudes, enough to cause mach effects and rip the plane apart if you make any sudden control inputs. Above a certain altitude this behavior seems to go away however, but returns when you dip back down near the ground. This does not happen with rocket engines or RAPIER engines. I haven't tested this in the new SP+ in 0.24 however.

    One other thing I noticed is that craft made in the previous version of SP+ and KSP 0.23.5 will, when opening in the latest version and KSP 0.24, flip out as soon as physics loads on the runway and self-destruct. This can be fixed in the SPH by detaching and deleting the root cockpit, selecting a new one, and re-attaching the rest of the plane to it.

    i have a similar issue i posted here as physic load issues, the thing with huge speeds: with near or FAR your launch drag is severely lower then stock as its based on weight which makes no sense, but with that huge amount of drag reduced, jet engines get a bit ovepowered its not an issue with SP+ only, stock or other plane parts also have the same issue, you can -NOT launch with full throtle or you can download ISP difficulty or KIDS patches from ferram4

  8. Really neat mod, but I have a question, and two issues.

    It looks like the mod has items that are, by volume strictly superior. The mk3 fuselage contains 600 liquidFuel whereas its stock analogue (same price, size) contains a maximum of 160. Is this intended? If so, I'd be curious to know why that decision was made. I know I can obviously go in and edit the part - more of a curiosity.

    And then the two killers for me - sometimes when arranging a part (using symmetry, angle lock, and sometimes vertical lock from editor extensions) I can clearly see that despite the part not moving, the center of lift of the craft depends on where the mouse cursor is when I attach the part. Bizarrely, it doesn't move back-to-front, but rather at an angle, so that the final result is a center of lift that is offset from the centerline.

    The other is the attaching of parts. It seems others are having a fine time, but I found it extremely tedious to actually get parts attached. The first was turbojet engines, which simply would not attach with symmetry on the bicoupler part. Removing symmetry allowed to attach just fine. I had a decently sized mk3 fuselage chain attached to a wing attached to a main body (think 3-part catamaran) at one point, and getting other wings attached between them was brutal. Any time I came close to the center of the wing it would pivot as though I was trying to attach it to a cylinder that existed there. I had the same problem pretty much all over the place when attaching the included control surfaces.

    My 2c and experience thus far w/this one!

    i think first one is pretty decent considering the unmatch value , meaning ineffectiveness of stock mk 2 and huge superiority on higher sized rocket parts. with stock you barely have any fuel for sstos or risk bulding too long or wide. personelly i like it, second i have no idea , perheps pictures can help, never seen it.third, i exprience the same for engines on bi coupler, otherwise parts do attach nice and smooth, you can use non symetry or part clipping, (if you consider putting 2 engines in 2 seconds rather then 10 a cheating.. you really shouldnt)

  9. As per my previous testing, it appears that SP+ 1.3 breaks KSP x64 when used with MM 2.2.0, but does work with MM 2.2.0 when using KSP x32. A combination of KSP x32, SP+ 1.3 and RPM 0.18 appears to work without issue.

    as for me, the a combination of mm 2.2 sp+ 1.3 and ksp x64 works without issues

  10. The output_log.txt is useful for problems that happen at any time – it's used from when the game first starts loading until you quit (or it finishes crashing). It also helps to describe what doesn't work, provide pictures, example crafts, and say what you've tried to fix the problem already. It's particularly helpful to show that the problem happens with only one mod installed.

    thank you on the output log, on a more previous post i did described what it was, and with pictures

  11. Not only do two wrongs not make a right (but they DO "compensate" - there's a difference :), the stock behavior is much weirder than compensating wrongs: In stock, the drag depends on weight.... WET WEIGHT. That's right, in stock, drag changes as you empty your fueltanks. This makes launching vehicles experience much stronger drag, than landing vehicles. If in stock you fly with almost empty tanks, you get similiar drag to that in FAR, NEAR and SDF.

    i guess i failed at word plays :) welll i really find it really awkward why would squad choose weight in the first place as adrag model, im not really an aerodynamic engineer or anything but .. come on, also i guess ill be re-installing far, perhaps i i disable failures it might be as good as it gets as if im having near.

    @ferram4 honestly i dont really have any idea what to do, the problem i said happens to be in the assembly not sure debug log will help in there as much. if i am wrong, and appereantly i am, you can help by correcting, then i can help myself by properly making a bug report.

  12. OK, so I tried it a fourth time. Lo and behold, the damn thing works! For the life of me, I can't figure out what I got wrong three times in a row, but I'm not going to complain now. Maybe you're just good luck, Reaper!

    yes it works becouse i did it! I !

    you're welcome

  13. Indeed I have. No less than three times. I just can't figure out what I'm messing up.

    im guessing you also have cockpit rpm configs in the sp+ folder, there isnt really any reason for it to behave like that, i use mm 2.2 sp+ 1.3 rpm 0.18 and encounter no problems, also have vesell viewer plugin

  14. I hope this thread has a point, and isn't just a chat thread, we had to ban those don't you know?

    Also, black tea, no sugar.

    considering what im doing (ahem) its pretty expectable and forgive able that i may not know some parts of it ;) also, a fun talk is never pointless.

    and i ll bring the tea in a minute

  15. I'm using the latest version of Raster Prop Monitor, and when I installed SpacePlane 1.3, all I get are blank gray screens. When I reverted back to 1.2, I have only one RPM screen in IVA. It's broken, but at least it's something. Does anyone have any insight as to what I'm doing wrong? I've been struggling for hours, uninstalling this, reinstalling that, and waiting ages and ages for KSP to fire up again and again. Help me, KSP braintrust. You're my only hope!

    rpm version?

    mod manager version?

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