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Surefoot
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Everything posted by Surefoot
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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 have been playing with that baby (all stock parts): with airbrakes deployed: And it's working nicely with the new voxel version, although it's still a bit too willing to roll on its side (but no side slip, what gives, i'll find out) maybe a bit of dihedral will help. It's got separate elevons for pitch and roll, and leading edge slats for AoA stability. I found out that tilting the tails a little this way gives more stability.... Also cant wait for B9 update, we need lower profile landing gears !- 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
Upper part (mobile doors) is actually alright, and doors are properly voxelized wether they are open or closed. Only the lower half is missing O_o With only stock parts it will be a bit painful. With pwings and procedural parts: let the fun begin- 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
Voxels are missing the bottom side of MK2 cargo bays:- 14,073 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Surefoot replied to Starwaster's topic in KSP1 Mod Releases
Certainly, but every bit helps, also proper aibrakes will resist supersonic speeds and heating while those chutes even made out of gold foil will melt out quick. On previous versions i tried to build some with structural panels and infernal robotics, but oldFAR didnt account for them properly and the movable joint was too weak. I place a lot of hope into nuFAR and its voxelized model, hope it interacts the right way with moveable parts... @Starwaster is the ADEPT shield still maintained and working in 1.0 ?- 5,919 replies
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Thanks a lot for maintaining that mod, apart from the obvious uses (refueling stations etc.) i use it for balancing supersonic planes
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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
Arent the side intakes bigger on the real thing ? They might contribute to area balancing.- 14,073 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Surefoot replied to Starwaster's topic in KSP1 Mod Releases
We are in need of proper air brakes though.. Currently abusing drogue chutes for killing velocity on heavy re entry vehicles, i'd gladly swap them for properly designed high speed airbrakes.- 5,919 replies
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Ah nice I love your hex trusses. Could you add it to CKAN maybe ? Trying to get everything in there for peace of mind.
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[1.9+] ModularFlightIntegrator 1.2.7 (19 October 2019)
Surefoot replied to sarbian's topic in KSP1 Mod Releases
Looks like it, and by DRE too i guess, and maybe Mechjeb ? @Sarbian: you rock. -
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
Surefoot replied to blizzy78's topic in KSP1 Mod Releases
Very nice, thanks The game is indeed quite random without that mod... -
Is it being added to CKAN ?
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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
For those who say flying with FAR is easier than stock, that's true for simple stuff, but try orbiting an oddly shaped payload, or re-entry with a heavy vehicle (no to mention tumbles and other mishaps).. For me FAR is actually setting the game in "hardcore realistic" mode, which *seems* easier to anyone at least a bit inclined towards engineering, but is actually much more challenging than the base game. With stock dynamics i built stuff that would go round the whole system in one go after a few hours. With FAR i've spent hundreds hours fooling around with supersonic shapes, wing configurations and so on Really not the same level of challenge.- 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
Yay. Nerdgasm. That is really, really neat, like playing with tools before only available to high tech labs. Sir, you rock. Sounds like a lot of fun. On the plus side it will promote designs that work in real world, will it Like, full delta wings with elevons ? That means proper lifting bodies, sounds neat for re entry vehicles. You just added a few hundreds hours of KSP fun here Means wings composed of multiple parts (as a limitation of the game engine) will behave as a whole, with proper camber and such .. hmmmm and will they be computed as part of the lifting body, with vortices and so on, so for instance side chines would become truly useful.. Very exciting.- 14,073 replies
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The aperture on old television and movie camera lenses frequently had 8 bladed diaphragm, making any lens flare look octogonal. Nowadays most lens makers are using curved blades and/or more blades to the aperture diaphragm (and some old russian photo lenses which had fantastic stuff there) so this look is dated, but that's most of what of us aged 30+ have been exposed to
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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
Last time i asked, Ferram told me it was not implemented. But that was at least one year ago...- 14,073 replies
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[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Surefoot replied to Dr. Jet's topic in KSP1 Mod Releases
No for the tanks, yes for more sizes (maybe 3.75m too ?) - they are looking nice, are they compatible with FAR ? -
That is perfect, sir, have some rep Is the new name of your mod in any case related to a cult album from Solar Fields ?
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On latest release version (2.4.0) i got some funky docking autopilot behaviors recently, like overshooting the target dock position completely before going on axis, while having the message "moving to position at 0.00m/s" instead of backing up, going towards axis and moving forward as usual. Target has multiple docking ports, it's almost like it picks the opposite docking port... All the while it stays completely off axis. Auto bounding box seems correct according to the figures i see in the docking window. Did you fix something in more recent dev releases concerning auto docking ?
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I run the game in opengl with v0.25, no texture issue to report on this mod, everything works as intended