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Everything posted by CrayzeeMonkey
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
CrayzeeMonkey replied to ferram4's topic in KSP1 Mod Releases
I think I fixed IR compatibility without bringing along many of the side effects current workarounds bring. I implemented gomker's suggestion in this issue and made a pull request with the implemented suggestion. Basically, the plugin acts like multiPartAttachNodeReinforcement is 0 for exempted parts (defined in the config file), but acts like it's set to 1 for other parts. For me, it works as well as I expected it to, there's that IR wobble on the hinges, but hey it moves! If you want to get it, go here, download a .zip of the repository, and extract GameData/KerbalJointReinforcement into KSP's GameData. Please test it if you have the time, I'd rather know if I've made a big broken mess sooner. EDIT: Took it down after some concerns were voiced about ferram's tolerance of custom dlls. If you are already using the custom dll, DO NOT BUG FERRAM ABOUT THE PROBLEMS IT MIGHT CAUSE.- 2,647 replies
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This is a great mod and the parts work perfectly. Great work. I myself was trying to develop an arrestor hook system with the dynamic cables, but I wasn't sure how it should handle physics and I abandoned it. Does this mod have a code repository (like Github) of some kind? I had to go into the code and make a copy of the Catapult class you made but with a toggle setting so that the catapult doesn't grab everything all the time when it's disabled by the user (On an aircraft carrier I use, the same platform is used for landing and takeoff). I would have made a pull request and I don't want to just post the new plugin file so I posted this. Also, please include the .csproj file in your Source.rar file if you are willing to. It's so that people can just open the project in whatever IDE they are using and start looking at it. Thanks! EDIT: Made it change color on enable/disable change.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
CrayzeeMonkey replied to sirkut's topic in KSP1 Mod Releases
I'm sorry, but what "dev version"? The link on the instructions post seems to be outdated, and even if it isn't, it's vague and terrible. It links to the entire Github page, and says to download a "master file". I have the latest version of KJR and I am using the 1.2 development build of Infernal Robotics + Legacy Parts and the hinge joints I'm using for folding wings are not working at all. The root wing and the folding wing (both B9 procedural wings) just 'bend' around the joint. No autostruts (or any struts really) were used. Here's a picture of the wing joint: Picture. I was thinking this "dev version" would fix the problem but apparently it doesn't even exist (anymore). What's even more bizarre is that the part I'm trying to move is supposed to be excluded from part stiffening, also, it the hinges work fine in other cases. I'm not even sure anymore, any help would be appreciated. -
Official FAR Craft Repository
CrayzeeMonkey replied to tetryds's topic in KSP1 The Spacecraft Exchange
Not really. There is only a *tiny* bit of thrust vectoring in the pitch axis (about five degrees maximum) which might be pushing the craft to critical AoAs. I usually don't use thrust vectoring on a lot of my aircraft since I'm not very interested in making supermanuverable planes (I like building planes like they're from the 50's to the 80's), so I might also lock the vectoring on the plane I'm working on. On the sideslip, I never use the rudder while turning unless it's some sub par 'light' fighters I've made early in my save. Though after adding variable camber wings (more on that later), I did seem to notice a slideslip effect during turning where the nose yaws upwards about ~3-4 degrees. It could be different deflections on the flaps/slats, but I would need to dive into the FAR code and make it show current deflection on the right click menu. On the 1.2 version of FAR (Not sure if you're asking me specifically), I'm not using it. I bit the bullet and decided to stay with 1.1.3 instead. I know there's a pull on the FAR github page, but I have no idea how to get either the source or the compiled libraries. I want to ask but I'll probably be made fun of and shamed forever. Actually, It seems like I missed a decimal point. It's actually 0.15t/m² with a mass of ~10.51t and ~69.10m² of reference wing area. I keep an excel file with all the masses and wing areas of all my planes and it calculates the wing loadings for me. The most lightly loaded plane I have has a wing loading of 0.12t/m² and effortlessly turns around and shreds everything with its two 20mm guns. Wing rakes, fences and vortex generators, while very good in real life, don't look like they'll work as effectively in FAR. I don't think FAR models wind vortices yet (If an update adds that, I would kill to get it, it would literally change everything). I added both leading edge slats and AoA activated flaps on the wings and made them taper off a bit more at the end. I feel like the tapering of the wings did very well to improve turn characteristics overall, but I can't solidly confirm that. Though the variable camber wing (made possible by slats/flaps) were a different story. I don't know if adding variable camber either restricted the plane from pitching up into its critical AoA or increased wing lift, but it definitely did something that stopped the plane from pitching up into its doom. Besides the odd 'slideslip' effect I mentioned earlier, the variable camber did it. I've tried AoA activated leading edge slats before, but I never tweaked them enough to make them really work until now. Here's the (partially) variable camber in flight. I also added variable camber to the wings of that 0.12t/m² I mentioned, and it added a lot more turn stability while keeping roughly the same turn (rate?). Here's a photo of it. Thanks to both of you for your suggestions and ideas! PS: Where do you get the transparent cockpits? -
Official FAR Craft Repository
CrayzeeMonkey replied to tetryds's topic in KSP1 The Spacecraft Exchange
I'm currently having a problem with some of my planes concerning (mostly) low speed control. While trying to make tight turns at speeds less than 150m/s, the highest wing in the turn starts stalling and the plane jerks to the direction opposite of the turn (Like the FW 190 when you try to push it too hard). Why does it do this? How can the wings stall at different times during a turn? Is there any way to prevent this from happening? Plane I'm currently working on, also has this problem at low speeds. Graphs if anyone is interested. -5 to 50 AoA Sweep at Mach .3 -5 to 50 AoA Sweep at Mach .3 and Pitch Setting 1 Wing loading (mass according to engineer's report / reference area in stability derivatives window): 15 t/m^2 Thanks in advance! -
[1.1] AFBW v1.7-beta (Joystick & controller mod)
CrayzeeMonkey replied to nlight's topic in KSP1 Mod Releases
Having a bit of a problem with this mod. While running KSP 1.1.3 and having everything in the correct places (I've checked), after binding a button on my joystick to an action, the game throws an error and pressing the button does not do anything. Stacktrace: TypeLoadException: Could not load type 'Staging' from assembly 'ksp-advanced-flybywire'. at KSPAdvancedFlyByWire.AdvancedFlyByWire.ButtonPressedCallback (KSPAdvancedFlyByWire.IController controller, Int32 button, .FlightCtrlState state) [0x00000] in <filename unknown>:0 at KSPAdvancedFlyByWire.IController.Update (.FlightCtrlState state) [0x00000] in <filename unknown>:0 at KSPAdvancedFlyByWire.SDLController.Update (.FlightCtrlState state) [0x00000] in <filename unknown>:0 at KSPAdvancedFlyByWire.FlightManager.OnFlyByWire (.FlightCtrlState state) [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) FlightInputCallback:invoke_void__this___FlightCtrlState (FlightCtrlState) at Vessel.FeedInputFeed () [0x00000] in <filename unknown>:0 at FlightInputHandler.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) I'm using a Thrustmaster T-Flight Hotas X and I'm on windows 10. Any pointers on how I might be able to fix this? -
Official FAR Craft Repository
CrayzeeMonkey replied to tetryds's topic in KSP1 The Spacecraft Exchange
There was no dihedral on the plane, but on turns I discovered that the wings had a tendency to flex up and cause a dihedral of some sort. A strut later it was reduced and the plane can turn much better now. Thanks! -
Official FAR Craft Repository
CrayzeeMonkey replied to tetryds's topic in KSP1 The Spacecraft Exchange
Pseudo MiG-23: Does anybody know of any way to increase roll authority during sustained turns? A common problem with this plane is that it essentially locks up roll-wise and then proceeds to pitch up while turning. -
Official FAR Craft Repository
CrayzeeMonkey replied to tetryds's topic in KSP1 The Spacecraft Exchange
I think the three bottom links in your signature (including the deflection one) are broken. I think they're still using the old pre-migration links and they only send me to the thread that the post was in. I was actually trying to hunt those posts down a long time ago (Thinking they would change how I would build planes forever) and was considering sending you a PM about those broken links, but didn't considering that you might be quite busy (You were a former moderator, right?). That one tip you just suggested may indeed change how I'll build planes from now on. Applying your techniques, the Mayfly now flies like a dream. I also applied the same to a bunch of my other planes and I'm seeing massive improvements. Thanks! I'm trying to figure out why this trick might be working. I'm assuming that Cm is pitch moment where negative Cm = pitch down moment and inversely. I'm guessing that when the Cm's x intercept is before the Cl drop, the plane stops pitching up even more to reach the critical AoA, leading to a more stable flight. On the other hand, when the critical AoA is met before Cm's x intercept, the nose jerks back down, however, the plane can still pitch up, making it hit critical AoA, leading to the nose jerking back down again, pitching to hit critical AoA and so on, creating that bobbing issue that's been bugging me since I've tinkered with FAR. Is this correct? I have never read the static analysis graph like this before. It's quite fascinating trying to figure out why this happens. -
Official FAR Craft Repository
CrayzeeMonkey replied to tetryds's topic in KSP1 The Spacecraft Exchange
I've recently gotten back into playing KSP and after settling in and getting back into the saddle, I've created two planes I'm somewhat satisfied with, though both do have a lot of problems. Here's a picture of them both. What I'm concerned with is the beauty in the back, the F-5E Mayfly (One can easily guess where the inspiration came from). Here's another shot. The problem is, it turns quite slow. I've tried multiple wing sizes and configurations (and even a canard) but it either does little or makes the plane jerk upward while turning and have the "turning bob" problem. It's a big shame, since the fuselage looks amazing. Any suggestions on how to fix it would be greatly appreciated. It's supposed to be a fighter that dogfights at around subsonic speed, so supersonic turning performance isn't important. Curves and CoP & CoM location AoA Graph at 0 AoA Graph at 1 Derivatives An unrelated question, does anybody know where tetryds' post about optimizing control surface is? I've been trying to look for it for ages. I've just looked through this entire thread and either I'm blind or it's gone. Another question: What's the 'Ref Area' value for in the stability derivatives panel? Is it wing area? Thanks! -
Great pack! (Certainly better than anything i'll ever make ). I was going to make my own Flakvierling but then i found it here. Something that may help the parts fit it into the stock BDArmory weapons is to make the textures have less dirt and grime on them. The weapons in BDArmory and the stock parts look very clean and free of dirt, making the naval weapons feel out of place. I would mind having a go at cleaning the textures, but the textures look quite intimidating. Anyway, those are just some suggestions. It's ultimately up to who's making the textures if they like it or not.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
I think you're right, kind of. I tested it in KSP by seeing how much time a turret with a DPS of 1 takes to turn 90 degrees. The turret did 90 degrees in 117 seconds, or a minute and 57 seconds. Using some rudimentary math i concluded that 1 second = 0.77 degrees. I'm guessing that you are 'right' in some degree because the small inaccuracy may have been caused by the turret's gun pitching. Thanks for your thoughts though, it has certainly helped me a lot. I am into the configuration files stage of updating my mod, using spreadsheets to balance everything and whatnot. Have a nice day! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
In the config files, what does DPS mean? DPS shouldn't mean damage per second as it's somehow tied to turret rotation speed. Moreover in what units is it in? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
How about the base GameObject? (Where you place the PartTools component). Does it have to be oriented a certain way? Also, when i try to make aircraft weaponry when the aircraft gets to speed the muzzle flash 'falls behind' the barrel a little bit. How do i fix this? And in the .cfg what does DPS mean? Also, every time an AI uses radar. The physics slow down to yellow speed. I do understand though, the plugin must be chock-full of raytracing. Also, do you still consider modular missiles a priority? I love modularity and i play games with modular components (Like StarMade, and i REALLY want 'From the Depths' because of it. Sadly my computer isn't in shape.). While i'm here i might as well put forward a suggestion. You should let the width of the weapon hardpoints (whatever it's called) be adjustable. The fins of the missiles overlap. Moreover, you should add alignment guides (That can be toggleable in the editor) for the guns and missiles (and maybe the hardpoints too) like what your Adjustable Landing Gear mod has. If possible you could use that checklist at the bottom right and send warnings to the user, like "This [weapon] is being blocked by [part] so it can't fire", or "This [weapon] needs [ammo]" and "You don't have a weapon manager". Have an excellent day! -
In all honesty, i don't have much time to set up my mods properly and orderly and to figure out all of the new stuff. So development may be much slower, just throwing that out there. Sorry . Really stressful real life stuff i have to deal with. I'll try to work on it as much as i can. Those measurements would be AWESOME. Where did you get the measurements to make those plastic models in the first place? I'd love to check it out. I'm certainly adding animations (for the revamped tiger). However not all of them, the T-34-76 and KV-1 gun doesn't really 'kick back' when firing, but correct me if i'm wrong.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
For some reason, my 'slave turrets' option doesn't work. I have an M230 turret on my plane with the targeting pod that comes with BDArmory. However when i use the targeting pod, lock the target and click 'slave turrets'. The M230 doesn't seem to respond to it when i switch to it. Also, why are AMRAAMs so tough to dodge? -
In all honesty. The turret structure in the new BDArmory isn't actually THAT different. But there are some pretty major differences with the CFG that i may have to play around with. I already have the models ready except for a few touches. I didn't expect BDArmory to release so early so sadly no land mattress or Flak 88s in this update. I redid and tweaked a few of the turrets and added in some other stuff. Also, i redid the Tiger turret to match more closely to real life. What do you guys think?
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Hyperedit has a Rendezvous function. I use it for my numerous space battles. Its in the Orbit Editor's Rendezvous tab, just pick a target and BOOM you should be there. Though, you could maybe just use a massive rocket with a staged system of SRBs. It would fit your name (More Boosters) excellently.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
Everything is already public. Everything is in the source code. -
Thanks for bring some problems up that i didn't know about, like the scale which i do care about a lot. I did use accurate measurements (To be honest i launched an old WWII RTS game i had, launched the level editor, placed down a tank, spawned a meter stick and measured the tank turret with a meter stick.). Though which particular turrets are out of scale? I never considered to balance the turrets for NeverEnuffDakka, so it may cause some problems with it. I'll put NeverEnuffDakka's turrets in my part balancing spreadsheet and i'll see what i can do. Don't worry about 30mm cannons. It's in the works. The M2 mount seems easy enough, though i might save it for later.
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[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
CrayzeeMonkey replied to Stavell's topic in KSP1 Mod Releases
Hello! Just a question about the screenshots. In my settings.cfg i have SCREENSHOT_SUPERSIZE set to 3, meaning that when i take a screenshot it multiplies the image resolution. So when i take a screenshot with KLF will it multiply the image resolution and send it through the server? I really don't want to load the servers too much. Just a little thing that may be useful to add is to add a chart on player activity on a certain server. So that people will know what the peak hours are. By the way, if you think KLF is dead but you want it alive. Don't go away and stay on the server. By leaving you are just contributing to its death. This is how servers are built up and communities are made. -
[1.1] RemoteTech v1.6.10 [2016-04-12]
CrayzeeMonkey replied to Peppie23's topic in KSP1 Mod Releases
Hello! Is there a way to predict if a certain point in my orbit has LOS to at least one satellite that connects to KSC (And account for time passed going to that point in my orbit)? If not consider it as a suggestion, it sounds quite easy to put in. Maybe just place an invisible craft at the point where the user wants to see if it has LOS to KSC and check if it has LOS to a satellite or KSC. This would be really useful, no more annoying failures caused by maneuver nodes not being in LOS. I'm sending a probe to go and orbit Duna and i have a Mid Course Correction that i have to really make. Though needs some reasonable degree of precision and i don't want the flight computer messing it up. Please, this is my first Duna bound mission (I have been playing KSP 0.17 and i still haven't done interplanetary travel. I'm that pathetic, this is my chance.) -
Thanks! I'll base the new parts off that. However i won't be making these weapons until the next major BDArmory update. As all the work i do now would be obsolete by the next patch. Hopefully KAS turrets will still work in the next BDArmory update. Sadly, i REALLY cannot find any good realistic WWII sound effects. The effects i could find on the internet are either blank shots with no energy or nothing at all. I could rip some sounds from another game i have but that would be quite rude, so i won't do that. Sorry. I remember a post where a person attached a Hullcam VDS to a turret using a plugin, it's REALLY hard to find among the 400 posts in the BDArmory thread. Once i find it, i'll consider adding it in. (I just tried to find it now and i realized that that post is REALLY REALLY hard to find. I hope it wasn't deleted or anything so that i could contact the author on how he made it.) I already included the compatible ammunitions in the description. For example from the T-34 description "It contains a 76mm gun that uses the standard CannonShells that performs quite well against other tanks." I want to make 'spaced armor' that has just enough ablativeness to block one shot and get destroyed/dislodged from a craft in the second shot. What do you think? Which FLAK 36 do you mean? The 8.8 cm or the 3.6 cm? I'd definitely add the 3.6 cm along with the Bofors 40mm i'm planning. The 8.8 cm is very big IMO. I might add a sub mod that adds huge naval turrets for naval fans out there.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
I have a question. Will the fancy targety camera thing be restricted (I play DCS at 20 FPS and i don't know what it's called. *facepalm*) mainly to the targeting pod? What i would like is to include target camera into tank turrets. In real life modern tank turrets contain a FCS (Fire Control System). Basically, depending on the wind, elevation, target speed and movement. The FCS will generate a fire solution for the gunner and fire accordingly. But you may ask isn't that already in BDArmory due to how the gun already tries tries it's best to hit the point provided by the mouse cursor, but when you place your mouse cursor on a target for a few seconds the turret should lock onto that target and it should account for target speed so it will accordingly lead the locked target. To elaborate the target camera is brought up somehow from the tank turret. Then the user could tick an option that allowed locking of this kind, the user then would point the cursor into a target and the turret would lock it and lead accordingly. When the user fires the round (unless the target moves unpredictably) the shell should land right on the target. (I can't think of anything else that can make the turret locking to the target instead of guard mode or blatantly locking the craft as target. But that is how the tank FCS works in Arma 2's ACE mod.) For modders, allow us to disable certain options for the firing system like the leading FCS i mentioned above and the camera. So a modder could have only a camera in his turret but no FCS.