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Virindi

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Everything posted by Virindi

  1. I think you missed the point. Ground operations are fun
  2. What have people come up with for pushback systems/vehicles? So far the best one I have tried uses a KAS winch, but I'm sure there are better designs out there. If you've made one, please share KAS parts seem natural here, since I want to be able to attach to planes without having parts hanging off the front of the plane all the time.
  3. Yeah, right now I am parking them in what is I think the 'parking lot'. Or, in the large empty area with the grate floor. I'm not sure if the hangar size is always enough for massive transport planes (my current one crashes into the runway end lights at KSC if it hasn't taken off by then because it is so wide). It would probably be good to have an outdoor parking area as well for such beasts. Oh yeah, and the other problem with hangars: I'd need some sort of pushback vehicle. Hmmmmmm, I want that anyway, sounds fun...
  4. Gates? Doh. I've been playing a game where I fly out fuel transports to airports and then park them off the runway. Then, I fly the launch aircraft out and refuel from the transport. From that picture, it looks like the place I have been storing aircraft will be blocked off! There needs to be an area where aircraft can park off the runway, and even, a road aircraft can take to drive to the terrain.
  5. Dang, that's awesome! Of course, now I am wanting completely realistic lights. Complete with glideslope indicator lights. Not sure if such highly directional lights are even doable, though... http://home.arcor.de/germanflight/germanflight/site/grafiken/anflugbeleuchtung2.jpg (ALSF-II runway with VASI glideslope indicator)
  6. Sweet! I hope there's a red bar on the 'wrong' side, so that when I make a Jebediah style landing in that direction I can fully appreciate the fact that I am landing the wrong way Edit: BTW, I just did a completely blind IVA landing on Bitsandy Airport. No windows, no cameras, just RPM navball screen and ILS It's sure nice having a real airport downrange in Korea. In previous games I have set up bases there to help out with failed launches.
  7. After trying ILS landings on the backwards side of the ski jumps a few million times, it is now pretty clear that the touchdown points have to be moved in from the edge...a lot. Following glideslope to the end of the runway is suicide. I really wish these runways were all longer. Perhaps you should add a super long and wide runway somewhere? Something for ginormous spaceplanes that barely fit on the runway at KSC ...then again, my spaceplane is a somewhat poor glider even after dumping all the rocket fuel. At least I finally landed!
  8. You didn't say what OS you are using. People say the windows x64 build is flaky, but the linux one is pretty solid in my experience. I am running about 30 mods including this one on linux x64 with no problems.
  9. If anyone is interested, I have created a config for the runways from the KerbinSide mod. Ski-jump style runways are listed as "FW" for the launch direction, and "RV" for the reverse direction. http://www.virindi.net/junk/kerbinside_033_rwy.cfg
  10. In case anyone is using the NavUtilities ILS mod, I went ahead and created a KerbinSide config file so you can have ILS at all the runways Ski-jump style runways are listed as "FW" for the launch direction, and "RV" for the reverse direction. http://www.virindi.net/junk/kerbinside_033_rwy.cfg
  11. It would be nice if there were several tiers of resource storage. Compressed gas, liquid, etc, with the liquid 'gases' having boiloff that you can slow with refrigeration, similar to the cryostats in interstellar
  12. These drills look amazing. I want to agree that the current launchpads desperately need to be reworked; the fact that they are huge and unwieldy is a nice challenge, but the real issue is that there is no good way to mount them so they lay flush with the ground (for launching spaceplanes and rovers). The best that can be achieved is to land the 'runway' with nothing attached, then hook a cable to it and unfold it on the ground. Sometimes it slides around magically, and I've had it flip itself over and cause the whole base to spontaneously explode. I think a good idea would be to have a 'sideways' pad, that attaches to the side of a lander and then folds out horizontally so it can be as close to the ground as possible. That way we could get around the problem of not being able to attach anything to the bottom of a pad without raising it off the ground too much. BTW...yes the existing ones are usable, just challenging (that's a good thing). It helps to build the smelter into a truck
  13. Perhaps just have thrust be at gravity if the angle is over 90 degrees? That way jets will never spool below what you need to maintain flight. I didn't try loops...I assume you'd have to hold the up key for awhile afterwards to cancel out the downward velocity you get?
  14. This brings up a simple addition that could be made: assume the engines are pointed 'down' on the aircraft (relative to the currently active control part), and add extra throttle based on the angle of your craft to the ground. Just blindly make it so that the vertical portion of the force is equal to gravity.
  15. Got it, user error. I swear I looked through every part to try to find it but I must not have noticed the second 'copy' of the stabilizer. Is there an easy way to query jets about their spool characteristics? If so you could have it only use the rockets while the jets are powering up, or if it needs more thrust than they can provide. Rocket fuel would last a lot longer that way.
  16. I can't get the part to show up in the part list. I didn't see any errors in the log. I added the module to one of the cockpits and the effect is pretty slick. Control of jet engines is way better than I expected. You seem to have hit a good balance between automation and challenge; it makes VTOLs possible to fly with precision without making it cheaty.
  17. I have landed a bunch of times on the runway IVA from a low-visibility cockpit, such as the B9 2-kerbal shuttle cockpit. 1) Place a kerbal on the ground just off each end of the runway, at the center line. 2) Have a forward facing camera. Set the kerbal nearest you on the runway as your target, then hold the surface velocity indicator on the target indicator at your desired glideslope. If the target is too low, you are overshooting so move the surface velocity indicator below the target, if it is too high move it above. The runway is perfectly east/west, so keep the target indicator at 90 or 270 degrees. Keep an eye on the radar altimeter and bring up the forward camera when you are a few hundred meters above the runway. You will probably be a bit off center line at this point, but there is plenty of time to correct it. If there aren't enough visible MFD screens, you can use the little 3d navball to hold the proper glideslope. An example of a spaceplane I have landed multiple times with this method, IVA only with UI disabled:
  18. Just upgraded to 0.14. With the KSP 64-bit client on linux, I get garbling whenever I IVA in a cockpit with one of the new HUD displays. This does not occur in cockpits without a HUD and it does not occur when running the 32-bit game client.
  19. 1: No. I launched a manned vessel to an equatorial 720km orbit around kerbin and warped at max with one or both mapsat screens open, and there is no issue. 2: No, memory used stays when you stop warping. I played for 10 minutes or so after and it was still used. I'm not sure if this is really definitive though, I presume that unity uses a modified gc so who knows when that is expected to occur... I would hope that at this point unity uses sgen, because I've certainly struggled a lot in the past with mono and boehm and it is really poor. When using boehm phantom problems like this happen all the time.
  20. Using RPM 0.13 I am encountering a memory leak when time warping at maximum from inside the cockpit with one of the screens showing the scansat map. Using the 64bit version of KSP on linux, I warped for 60 days with the map visible and the process ended up using 10gb of memory. When the MFD is switched to one of the text-only display modes, this doesn't happen. This is with the provided 'example' MFD setup.
  21. This just happened to me, too. My spaceplane exploded as soon as it hit the atmosphere on reentry, and now it is drifting at 10m/s at 40km up. Flight data lists Cd as 133743...that seems a bit high to me This is with a plane that I designed and launched using the same version of FAR.
  22. Sure, but it is giving vastly more thrust than it did under the old setup when you kept the engine running by throttling down (manually or letting mechjeb do it). It really seems like thrust is not decreasing at all. I tried to fly the same plane under 0.22 and I couldn't get anywhere NEAR the speed with MJ automatic thrust reduction to prevent flameout. Regardless, if getting [nearly] maximum thrust at 32km altitude is expected, then it presents a serious and negative change in game balance. Spaceplanes went from 'challenging' to 'you can get in orbit by accident'. I actually discovered it by accident with a regular plane just trying to fly around the planet, I lost control and when I looked I found that it was because I was in space with an apoapsis of 500km!
  23. Okay, but a turbojet is supposed to have 200kn of thrust max, and yet at 10% air it is able to provide 110kn of thrust (shown in screenshot)? That certainly isn't linear, and sounds more like the thrust isn't being reduced at all. I would think that if you had 10% air, the maximum thrust for the jet would be closer to 20kn (10% of the maximum).
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