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Surefoot
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Everything posted by Surefoot
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Surefoot replied to ferram4's topic in KSP1 Mod Releases
Just installed the 1.4.1, i was working on a new engine block for a super-heavy tanker, with 1.3 it was turning itself into a black hole and then kessler bomb due to its own gravity (or due to the kraken), now it stays together Yay 488t engine block in orbit, with almost no strut... I'll test radial stuff and my Laythe jet again tomorrow, now time for some sleep. Here it is: I had a weird failure with 1.3 on the launch pad, i'll try again tomorrow if i can reproduce it with 1.4.1, since it seems the radial attachments are fixed now...- 2,647 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Surefoot replied to ferram4's topic in KSP1 Mod Releases
I also confirm the "limp noodle" syndrome on horizontally stacked stuff. My Laythe jet weird behaviour (which is new, didnt do it before) is due to this new wobbly tendency. Link between B9 MK2 cockpit and MK2 reaction wheel + MK2 fuel tank is very loose now.- 14,073 replies
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Surefoot replied to TriggerAu's topic in KSP1 Mod Releases
One of the most useful mods out there - that should be in the stock game, IMHO.. Very good job on the small enhancements. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Surefoot replied to ferram4's topic in KSP1 Mod Releases
Windows 7 here (so no write permission problem), and i have the same annoyance, the GUI tends to disappear after a while. I usually put the GUI button on the top edge of the screen, and i never move it around... Also in combination with KJR, i have a weird behaviour while flying my jet on Laythe, pitching is "jerky", it goes step-by-step instead of smoothly (with SAS off). I'll try and make the simplest design that exhibits the behaviour before posting it so you can see it. (also i'll try it again on Kerbin, maybe it has degraded somehow... I use p-wings by the way)- 14,073 replies
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Go India. It's by aiming high that you can raise the bar.
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Different staging techniques
Surefoot replied to 700NitroXpress's topic in KSP1 Gameplay Questions and Tutorials
Using FAR, these methods are not really possible. Instead, regular stacks, procedural fairings.. -
[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
Surefoot replied to Diazo's topic in KSP1 Mod Releases
I'll definitely check out this mod, i'll tell you how it goes for me (i'll try with my SSTO planes) -
Nitpicking mode: it does, ask Cray.. And it even runs on Linux, though i doubt you could run KSP (no display by itself, no graphics card either). It would run slow anyway due to lack of multi cpu support...
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That would allow running most major mods with high res textures, and high res universe replacer. At the moment i am very close to the limit with just 2 major mods and reduced textures...
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Surefoot replied to ferram4's topic in KSP1 Mod Releases
Canards (as a control surface) are not a sign of bad design, it's just a different approach and allow for high AoA control.- 14,073 replies
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Yep, using NERVAs and regular LfOx. Each toroidal tank is attached to its own hub. Also if i have a regular fuel tank, the toroidal tank will drain at the same time too. And thank you, this supertanker looks good thanks to your plugin, it a 600t baby doing the round trip to Jool. Just needs a small fix on its tanks so it doesnt come up empty at my Jool station :-)
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another article about using Thorium, this time in a car.
Surefoot replied to automcdonough's topic in Science & Spaceflight
Not the first time a nuke car design is attempted. It's been done long ago (it was in the 50's IIRC), the model has even inspired some car models in Fallout series. Rather than the obvious reasons it was not produced due to the heavy weight of the reactor, and low efficiency of electric motors at the time. Of course now, having a mobile thorium reactor capable of crashing into stuff (because people love to crash their car into stuff), dont even think about it.. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Surefoot replied to ferram4's topic in KSP1 Mod Releases
Just sent a bunch of cargoes to Jool and some smaller ships. Aerobraking with FAR is very stressful, especially when you have 9 ships coming. The results are nigh unpredictable, my nuke haulers with just cylindrical fuel tanks attached in line have so good aerodynamics that they lose like 10m/s and go back to escape, even with a 110km flyby... On the other hand my huge supertanker which has airbrakes has to go precisely into a keyhole to get a Laythe transfer. Really tricky Spent 5 hours just trying various aerobraking scenarios (facing retrograde with my haulers to get some drag !). Jool atmosphere model with FAR is very, very different from stock.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Surefoot replied to ferram4's topic in KSP1 Mod Releases
Many possible reasons, bottom heavy, too much AoA, wrong aerodynamics...- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Surefoot replied to ferram4's topic in KSP1 Mod Releases
If you have enough TWR, you can make a brick fly, even into orbit.. I recall seeing (was it in a movie ?) someone telling this precisely about the F-4 Phantom, which has poor aerodynamics but so much thrust it doesnt matter... As for control, it's the reaction wheels, provided your lander didnt have a much stronger opposing moment.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Surefoot replied to ferram4's topic in KSP1 Mod Releases
The re-entry effects point in the right direction according to the navball... As for the ricochet nice one, if one wanted to do one willingly it wouldnt be a piece of cake !- 14,073 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Surefoot replied to ferram4's topic in KSP1 Mod Releases
For the toroidal tanks i mean the attach plate, basically it's just a plain metallic disc, shouldnt be squishy like this. Something large and light could be kinda flexible or squishy indeed, but not small solid parts. I guess it comes from the physics engine itself, we are in a situation where things that should flex (large hollow parts..) are rigid and things that shouldnt (small full parts) become sponge-like..- 2,647 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Surefoot replied to ferram4's topic in KSP1 Mod Releases
I guess this is because the engine itself has a very high drag compared to the fuel tank - so the fuel tank would want to go in front as well, and it reaches equilibrium where the engine points down due to gravity.- 14,073 replies
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Tested it, encountered a few glitches (or maybe this is due to FAR): - on my hypersonic jet, the sound was muffled from the rear, and full on from the front (over mach 1.7) - in space sounds disappear alright during ascent, but once i switch view to another ship or if i use time warp, sounds come back.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Surefoot replied to ferram4's topic in KSP1 Mod Releases
The tank is empty and the engine is heavy, so it's going in front, just like with rockets.- 14,073 replies
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I see, it's easy to check what you are using though as in the VAB/SPH the parts are grouped by mod. I use the most common ones like B9, Novapunch and those toroidal/spherical tanks. The only uncommon mod i use is IonElec Hybrid pack, for the inline generators (much more heavy than RTG's, but more practical for integration in a stack). Also i use FAR which has a lot of consequences on what i can lift in orbit (no asparagus monsters..).
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Works for me too: Upon launching i noticed my fuel usage was doubled, or my actual DV halved (as per Mechjeb indications) - looks like a bad interaction with MJ2. Otherwise no issue, it keeps my fuel station topped, perfect.