m1k3ol
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Everything posted by m1k3ol
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
m1k3ol replied to Claw's topic in KSP1 Mod Releases
thanks for the interest in those issues, take your time! -
[Bug] A.I.R.B.R.A.K.E.S. Actiongroups
m1k3ol replied to Hosch's topic in KSP1 Technical Support (PC, unmodded installs)
not opposed, and yeah, aware of your great thread... just filling in on the bug as "replicated" (and that recent updates haven't got to this yet) -
Yeah, thanks for the help! Maybe one day the OP will look here again and find that all the answers have been found
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[Bug] A.I.R.B.R.A.K.E.S. Actiongroups
m1k3ol replied to Hosch's topic in KSP1 Technical Support (PC, unmodded installs)
same for me I don't even have to reload a craft, if I take them off from the break action group, they just stay there when I press "launch", even if I remove them from every group, they still get deployed when using "B" -
*knock* can a mod please set this to "answered"?
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uh, well, yeah I'm aware of all that, but I was trying to explain what I saw by looking at the F12 arrows... the "tail fins" I used as wings on the image you can see above, just produced huge (quite huge) yellow lines upwards the craft (from the "wings") while moving down the runway with no input at all, no blue lines (lift I guess?) other than the ones coming from the MK2 body itself... changed those fins which are cataloged as "control surface" for normal (ugly, uh...) wings which are noted as "lift surface" along an added elevon I put on them and problem solved itself, big "blue lines" and small yellow ones, no veering on the runway at all, with or without angled wheels and with or without SAS, faster take off with less speed, etc. so, yeah...I guess I'll have to "mod" normal "pretty" control surfaces to be...just lift surfaces I guess?
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I think I solved the mystery, I need to check in game, but it seems that the problem for me and the OP is this: we're using control surfaces as lift surfaces I'm using "tail fins" as wings, so is the OP (judging by the model), it seems we can't use them as simple lift surfaces like in past versions (planes revamp related I think) without having impressive amounts of downforce pushing the plane (affects flight as well, but works if plane is airborne), maybe that's why disabling pitch worked? (I guess it drops the control surface part?) (use RMB to check if a part is lift or control surface, to know what you're using)
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Nope, not wrong, that's the correct craft (I'm not the OP, hijacked an abandoned thread with the same issue to avoid spam ) So, it was just the "pitch enabled" that caused all the veering?, who could have tell...I thought it was to let that control surface change pitch/roll/etc with my input... Is there any wiki/tutorial explaining those " obscure" options?, or a way to know the downforce or other stuff affecting a craft? (I only have/use Kerbal Eng.)
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no, all locked, they are splayed on purpose (always used the same setup in past versions, no veering) uh, that's weird, I wonder if it might be a save issue then... where you using SAS on take off?, I never use it (I turn it on after take off) I do what I do on games like IL2, I apply brakes and turn on the engines, let them spool fully and then go for take off... I never use SAS on take off, maybe I should try with it...
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ok, I'm having this issue as well... I have to note I've been doing planes for a while and didn't encountered this prior to 0.90 (didn't made aircrafts on that or 1.0 before) playing on "easy" in sandbox, made a simple craft, it veers! File: https://dl.dropboxusercontent.com/u/35221678/Aircrafter%201.craft funny thing, it veers more the closer the back wheels are to the center of mass, tried different angles with the wheels themselves (more or less closer to each other), the front wheel was installed using angle snap to avoid it being out of place... if I use the ramjet engine it can get up fast enough to have the veering impact the take off at all, but if I use the basic jet engine (slower), the veering just takes me out of the strip with mixed results, I either fly or a wing hits the ground and brakes away... if I add more weight (a small cargo bay in between the tanks) it just causes more veering, but I have no idea how this small design can impact the wheels like that when attached to the main body and no in the extra parts... are the wheels more "weird" now with the current updates than it was before? (due to weight and other forces)
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Kerbodyne SSTO Division: Omnibus Thread
m1k3ol replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Yeah, hiding it was the only option I was actually considering, and yes I'm going full mk2 pieces I will certainly check the Lancer! -
Yeah, as I mentioned above, I know there's a default one ( 0.2), but...somehow it feels "weird" that the Radial has just the same as any other intake...aside from others like the ShockCone which would be the ones getting 2.3 I guess... As I added before, just an opinion , I know that even if the Radial could go from 2.2 to 2.25 it would be negligible to make any big difference .......but it would feel a bit "alright"
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Kerbodyne SSTO Division: Omnibus Thread
m1k3ol replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Any way to get something similar to the Lockheed Hopeless Diamond? http://www.hitechweb.genezis.eu/stealth2.files/lockheed_hopeless_diamond_01.jpg By "similar", I mean that "at least" the wings are sorta "triangular", if the full body can't be done (yeah, I usually like a "lifting body" craft) I've been trying my luck with it (stock parts, pending my test with FAR, seems to be ok) but it seems I haven't got a clue yet on where to get any control surfaces...due to the triangular wings... At least the plane flew by the end of the runway! (Even if I couldn't use pitch properly) -
Kerbodyne SSTO Division: Omnibus Thread
m1k3ol replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
This is true even for stock isn't it? Or is there anything that would complicate those designs? BTW, hope you're doing better now! -
Ah, nice to see that... Just a small balance note (so, an opinon ), but I think that the Radial Intake should have a drag stat as well ("option", I know there's a default one of 0.2)...albeit not as big as the RamAir or the ShockCone I mean, it's quite big even if it just sits in the fuselage...but the amount of air it can take is big as well, so, balance is justified This comes since, well, any new player making a plane will get the idea it should somehow intervene with the structure due to size, even if the idea of not having any drag ( other than the default the others' have) it's because it is not a "full intake" like the other ones, like, being in it's own category with the other radials...which the other ones are quite justified with the amount of air they can take, and the physical form (like the new one, quite streamlined)
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I guess this is the most important part? # Updated for 0.24 # name, mass, area, options circularIntake = intake("Circular Intake", 0.01, 0.008, drag=0.3) mk1Intake = intake("Mk1 Fuselage - Intake", 0.12, 0.006, capacity=1, intakeSpeed=12) nacelleIntake = intake("Engine Nacelle", 0.15, 0.005) radialBodyIntake = intake("Radial Engine Body", 0.15, 0.005) radialIntake = intake("XM-G50 Radial Air Intake", 0.01, 0.006, capacity=1) ramAirIntake = intake("Ram Air Intake", 0.01, 0.01, drag=0.3) shockConeIntake = intake("Shock Cone Intake", 0.025, 0.012, capacity=0.8, intakeSpeed=12, drag=0.3) structuralIntake = intake("Structural Intake", 0.008, 0.0025, capacity=1)