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ss8913
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Everything posted by ss8913
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Also, new 449 build fixes the framerate-killing incompatibility with the new FAR release. Thanks for that, helps me enormously It's actually quite a bit better at atmospheric landing prediction than the old MJ2 on the old FAR (back in the 0.90 days) as well. Not sure how it interfaces with stock aero, since I don't use it...
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so it looks like the bad-framerate-using-landing-predictions thing I'm running into is an incompatibility between the dev build of nuFAR I'm using, and MJ2. One of the folks on the FAR thread said, "It NaN's closest approach distance (which tanks FPS as a result)" - makes sense, and it also kind of makes sense that MJ devs wouldn't chase this until nuFAR is released, but just in case it was *completely* off the current radar/priorities list, well, now you know. This seems to be the only feature-killing incompatibility between the 2 mods that I've found so far, though - everything else still works pretty much like it did in 0.90.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ss8913 replied to ferram4's topic in KSP1 Mod Releases
That makes sense. Is this something (the MJ issue) that will need to be fixed on the MJ side or the FAR side at some point? I wouldn't expect the MJ team to go after it too hard until nuFAR is officially released, but I'm not sure where it needs to be fixed - it sounds to me and my ignorance like it's more of a Mechjeb issue than a FAR issue though..?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ss8913 replied to ferram4's topic in KSP1 Mod Releases
@ferram4 - I'm still trying to nail down the exact part that's the third variable in the equation. I'm also trying to figure out why this is an issue on, say, the Mun, which has no air. I've mentioned this over on the MJ2 forum thread as well and they don't seem to have much of an idea. Wasn't complaining about FAR by any means; was just wondering if you or anyone had noticed this and/or had any ideas as to what might be causing it, or a workaround of some sort.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ss8913 replied to ferram4's topic in KSP1 Mod Releases
I found an odd incompatibility between Mechjeb2, FAR VoxelAeroPort that I pulled a day or two ago, and at least one other mod - I'm not sure exactly what the other mod/part is and it may in fact be a stock part (I'm suspecting the stock service bays actually). What happens is, while in orbit (have to be in orbit for this), and I use the MJ2's "show landing predictions," it cuts the FPS down below 10. Turn this checkbox off and it goes back up to 40-60+ fps like normal. On 0.90, oldFAR definitely did not do this, but.. we didn't have service bays then either. Has anyone else run into this? I'm going to do a few more tests.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ss8913 replied to ferram4's topic in KSP1 Mod Releases
With the voxelaeroport build, how does one display speeds in IAS/EAS instead of ground-m/s ?- 14,073 replies
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Update - it doesn't happen on all of my *craft* ... so it looks like an incompatibility with one of the mods installed - although MJ2 dev build and VoxelAeroPort FAR are the only non "official" 1.0.2 mods I'm running (according to CKAN anyway). I'll narrow down what part(s) are causing my Mun lander craft to behave in this way and report back here, perhaps there's a conflict between mods of some sort.
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I've noticed 2 things with the latest dev build (build #440): 1. All MJ functions are available, no unlocking required. I've had this happen with a dev build before back in 0.25 or 0.90 but it's... back 2. Using landing prediction in the landing autopilot, cuts my FPS down to below 10 no matter how high it was before. Turn off 'show landing prediction' and it goes back to normal. Happens on all celestial bodies at all phases of flight and this is definitely a new problem, I've been using MJ2 since 2013 and have never seen this behavior before. The 1.0.0-certified official build did NOT do this, that I can remember. Seems to be recent. Now, I do have the VoxelAeroPort dev build of FAR installed - but when I disable it, this behavior does not change. Anyone else experienced this?
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
ss8913 replied to bac9's topic in KSP1 Mod Releases
FAR is working if you get the tip of the VoxelAero branch from GitHub and install it yourself. I'm using it now. I can view my Q in realtime. Still can't figure out how to get the airspeed configuration up so I can see IAS/EAS instead of surface m/s though.- 4,460 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ss8913 replied to ferram4's topic in KSP1 Mod Releases
So I got FAR-VoxelAero working in 1.0 -- my only problem now is I can't find the airspeed settings.. I like showing speed in IAS not m/s (I'm a pilot... habits... indicated airspeed is important for calculating Vne, etc)... where is that? It was in the old one and was one of my favorite features- 14,073 replies
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OpenGL Mode Doesn't Work
ss8913 replied to Brenchen's topic in KSP1 Technical Support (PC, unmodded installs)
went into what "settings" are you referring to? I can't get it to start with OpenGL at all, same issue - I'm using -force-opengl -popupwindow (as I have since 0.90). -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ss8913 replied to ferram4's topic in KSP1 Mod Releases
I'm assuming ferram4 hasn't posted much today because he's focusing on rolling nuFAR out. I kind of want to print out a hex dump of the object code, cover it in chocolate, and roll around on it.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ss8913 replied to ferram4's topic in KSP1 Mod Releases
What this means though is you can keep refreshing inside the CKAN interface to see when mods go official for 1.0- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ss8913 replied to ferram4's topic in KSP1 Mod Releases
I think this is how Microsoft Flight Simulator works. X-plane, however, simulates the laminar airflow over the surface of the craft in real-time, which is what makes it more accurate and can be used to fly unbuilt prototypes based on their dimensions - ie the "Carter Copter" was designed that way using X-Plane. XP was originally designed by one guy, but that was long ago, and yes there is a team on it now. - - - Updated - - - so... ferram4: I'm assuming that when nuFAR releases it'll be available via CKAN? Will it be under FAR or is "nuFAR" the official name for the new version?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ss8913 replied to ferram4's topic in KSP1 Mod Releases
I agree. I am a trained pilot as well, and I expect air to act like air, and that's why FAR is the most important KSP mod for me. Looking forward to trying out the new USB control support in 1.0 with both my yoke/stick/throttles/rudder pedals and the TrackIR4. Raster Prop Monitor improves my life significantly in this regard as well since it adds useful IVA... - - - Updated - - - X-Plane 10 from Laminar Research does exactly this, and has been used to design a few real world aircraft. You design the 3D model and it simulates the laminar airflow over that surface. It's not *cheap* but it's under $100 and includes global scenery. With the optional unlock key (which does cost a bit more), it can also be used as an FAA-approved PCATD.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ss8913 replied to ferram4's topic in KSP1 Mod Releases
"because however temporary you say they are, they always become permanent." --ferram4 This belongs in a book of great quotes. I find myself telling my boss this quite often... I work in the software industry as well.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ss8913 replied to ferram4's topic in KSP1 Mod Releases
So now I'm kind of stuck; I want to play 1.0 but I know about nuFAR now. I need my proper aero and I don't think I'll be able to play 1.0 until nuFAR releases FAR was always my "most important" mod on any version of KSP that I played, and it looks like that isn't going to change. Is DRE still needed too or is stock heating realistic?- 14,073 replies
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0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
ss8913 replied to silverfox8124's topic in KSP1 Mod Development
I installed this and the first thing I noticed was a TON of clouds which had a severe framerate impact.. any way to turn them down? -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
ss8913 replied to K.Yeon's topic in KSP1 Mod Releases
With the new update I have a couple of questions... the ARIE engine doesn't seem to be air-breathing *at all* anymore...? And the turboramjet fuselage+engine part doesn't seem to have any way to get the "supercompressed air" resource that it needs.. am I missing something here? The compressors are gone, so... I don't see how to use these 2 engines anymore? I'm also still kind of missing the K cargo tail, I liked having a way to deploy rovers -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
ss8913 replied to K.Yeon's topic in KSP1 Mod Releases
Any chance of some hints/code for the part config to fix this? Docking port is completely unusable in its current state... thanks -
[1.1] AFBW v1.7-beta (Joystick & controller mod)
ss8913 replied to nlight's topic in KSP1 Mod Releases
I'm having a serious problem with this mod... the stock input system sometimes works with my T.flight hotas-X and my CH Pro Pedals.. sometimes only one of them, sometimes none of them. only rarely will it work with both - it seems that if the CH control manager is on, the pedals work, but I must turn the CH stuff completely off for it to see the T.flight. Of course windows sees everything as working correctly. So. then I saw this mod and thought ok, this should solve my problems. So I immediately went into the default input controls and unassigned all the axes. I install this mod - yes, Win32. I open it up, it sees all my controllers (I also have a CH yoke, CH throttle quadrant, Logitech G25 and Fanatec USB pedals attached). So i click the t.flight and the pedals that I want to use, and then click configure.. and i get a spinny cursor. have to kill KSP from task manager. Repeatable every time. just locks up. As soon as I open the mod's config, it drops the framerate to about 1 - if I touch nothing and just close the window, it puts the framerate back to normal. What's going on here? any ideas? I see nothing in the KSP log about it except that the module is loading successfully. - - - Updated - - - also perhaps of note I'm using -force-opengl, and yes I did install it through CKAN. -
Throttle Controlled Avionics 1.4.1 [0.90] (5 January '15)
ss8913 replied to qfeys's topic in KSP1 Mod Releases
I tried the beta - HUGE improvement. makes it perform as I expected. My intentionally-not-balanced spaceplane can now ascend vertically through differential thrust/rcs/sas as you'd expect. Didn't have too much ability to play with it as I'm consigned to a laptop until tonight, but will try it out with my full rig at home as soon as I can... -
Throttle Controlled Avionics 1.4.1 [0.90] (5 January '15)
ss8913 replied to qfeys's topic in KSP1 Mod Releases
so I need.. what, bigger reaction wheels? What parts specifically provide SAS if not for the large advanced stabilizer wheels? I thought this would work via differential thrust or something? -
Throttle Controlled Avionics 1.4.1 [0.90] (5 January '15)
ss8913 replied to qfeys's topic in KSP1 Mod Releases
OK.. I must be doing something wrong.. I've tried this with a number of different engine types.. I can't see it doing *anything*. Using 1.4.1 plus KSP 0.90 Win32, plus FAR, DRE, B9, KSP-I, few others. Here's what I've got: Spaceplane #1: KSP-Interstellar thermal turbojets facing aft (x2) and down (x4) . I didn't put a lot of work into balancing the vtol engines. So I throttle them up, it flips onto its back. OK. revert to launch, turn on TCA at default settings. tell it detect RCS engines, ok. push action group 6 to engage VTOL engines. throttle up. nothing. no thrust. Uncheck "detect RCS engines" and the engines come to life. still flips over exactly as before except TCA is supposed to be on(?) Spaceplane #2: Rockomax 24-77 VTOL engines, 2x rapiers for main thrust - rockomaxes are pointing at the ground, rapiers pointing aft. Same as above really, wanted to see if the thermal turbojets were confusing it. still not getting any kind of attitude control from this mod - seems to detect the torque but.. doesn't do anything about it. any advice?