Nsomnia
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Everything posted by Nsomnia
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How come my SSE's throttle down to 0 automatically at 12000m?
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[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
Nsomnia replied to ferram4's topic in KSP1 Mod Releases
I added way more wing but it turns out that made it worse, now it glides all day long so i cant land it as i cant bleed off speed even with continual s turns 20km out from ksp runway. It still wants to glide back up. Turns out the engines were the problem. at 12000m the klockheed martin space shuttle engines throttled down and i couldnt throttle them back up. so I think if I tweak the wings some more and get rid of the 2500kn thrust monster central engine and stick with the 4 rapiers ill have me a nice space shuttle. I was origionally going to add the SRBs and LFO tank to make a real shuttle but this thing gets into orbit all on its own. -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
Nsomnia replied to ferram4's topic in KSP1 Mod Releases
All gone as I suspected those. -
The brake reverse motor effect is due to some other mod.
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[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
Nsomnia replied to ferram4's topic in KSP1 Mod Releases
Nope im using the s2 exactly like your pic just with way less wing area and I assume less thrust. If I point straight up I can reach space. -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
Nsomnia replied to ferram4's topic in KSP1 Mod Releases
I weighs 26t with 700kn of thrust. I was using Klockheed Martins Space Shuttle Engines with smooth slow gimballing if it helps. Will try more thrust/engines later or bigger wings/some nice round wing tips and report back later if I still have problems. Edit: Also if i stay below 10-12 km altitude i can get up to 3000 m/s if I remember correctly. -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
Nsomnia replied to ferram4's topic in KSP1 Mod Releases
No the CoL is behind the CoM by about 1.5 ball marker lengths. See my picture above thats how it looked before my changes to make the CoL/CoM ratio more dart like. -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
Nsomnia replied to ferram4's topic in KSP1 Mod Releases
I was using dual mode engines in rocket mode. CoT is in line with CoM which is forward of CoL by about 2 "marker ball lengths". Best SS I have since made the changes to the CoM to CoL ratio as above and removed the "for looks" intake and engine mount on top between the tails, Also im flying with a joystick with the sensitivity set quite low if that helps but I can still barrell roll at about 180rpm. Havnt tried loops yet. -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
Nsomnia replied to ferram4's topic in KSP1 Mod Releases
Is NEAR the reason most of my spaceplanes fly AMAZINGLY smooth and well, but above a certain altitude, they become completely uncontrollable and flat spin or roll out of control or both? Or is this related to my plane design? -
Exactly, I cannot reproduce why my 64bit KSP crashes, and each crash is due to a new reason. How to debug? - - - Updated - - - Sketches Here
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Kinda harsh I think when someone says x86 is broken means it works but not well. Like my laptops sound output plug is broken but my laptop still works but I still call it broken cause a key feature is unavailable to me.
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I've tried every which way on 64 bit and can't get any more than 45 minutes of game play though I see this opengl tip keep coming up and being that lap only uses one core I think that will hurt performance at the gain of stability. I know my way around lap been here for many many versions but x64 likes to crash when it calls on totally normal functions and such. Thank you though. I'm sticking t x86 with ATM
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I dont know how you people do it. My x64 crashes constantly for completely random reasons every 20-45 minutes.
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Also works GREAT with NEAR for me. I made my first ever fully successful SSTO/Spaceplane/Space shuttle today.
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I was going to mention this, I didnt have any engines just made a glider and the landing gear reverse motors kicked in on braking. I played for 8 hours straight today with the original repo I downloaded first and all my other 1.3 gigs of mods and not one crash, hitch, or single issue, and never above 2.8 gigs of memory usage.
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Unfortunatly, this is one of the most popular mods, look its not even released and were on page 30.
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I write them down on a cheatsheet
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I actually agree with this question, some mod I have installed lets me edit the RGB values of Mk1/2 Illuminators (or is that stock in 0.24.2 now?). Although as Tav is pointing out, if you dont like it, delete it, if you want it done someway thats already possible, do it that way instead and let us focus on what we do have. I have to take his opinion on this. I was worried this would bring an onslaught of can you make this can this be changed, when it seems everything is almost ready, and people think making new parts and textures for these huge HL parts is a walk in the park. Looking at the commits you guys are really chugging along at least one fix every 45 minutes on average during that sides of the worlds daytime.
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It looked very simple, someone will create reduction packs/more aggressive cfgs (256x256) im sure once released, but I'm already amazed at the amount of memory it doesnt use. ie could cut memory down a ton if someone was desperate enough with something like this in ATM { compress = true mipmaps = false scale = 4 max_size = 256 compress_normals = true mipmaps_normals = false scale_normals = 4 max_size_normals = 256 } You guys are going to need a new thread for the actual release.
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I guess if you feel it might iron out some bugs good on ya for posting it late in the thread where it will get "lost". Im not, and i suggest no one else post it to social media, rummaging around the repo k3 and tar seem to have everything under control. Leonardo Valeri Manera committed df93f6d 2 hours ago CFG: Add ATM config Does this mean even less memory use when everythings polished and done?
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dont give away too much details feel special while you can hahah by the time i wake up tomorrow someone will proly have it rar'ed and posted all over fb, kspforums, and reddit its actually quite easy to find, i hope theres more new parts except the HX parts when the final version is released.
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Its on github... but not github itsself....
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Compressing .MBM textures
Nsomnia replied to Nsomnia's topic in KSP1 Modelling and Texturing Discussion
Thanks for saving me time ill stick with ATM for now, +rep -
I would probly remove the instsruction on finding it, let anyone with common sense play with it. Others can wait for the stable final release. Or until an idiot releases all.