

madadam
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Everything posted by madadam
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Good stuff Claw, much appreciated! Out of pure curiosity: does anyone know how similar/dissimilar this model is to how FAR used to work in 0.90?
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Quality of Life improvements list
madadam replied to TothAval's topic in KSP1 Suggestions & Development Discussion
Nice! I have a couple of those as well: Enable quicksave while moving over the surface. Don't limit timewarp in orbit. Timewarp should only be limited when the current orbit is not stable, which means that it's periapsis is either inside the atmosphere (for bodies with one) or below the altitude of the highest peak of that body (for non-atmospheric bodies). The in-flight right-click part menu should not move once opened. It's position is now locked to the parts center of mass, but that makes is difficult to use when the part is moving. I would simply open it at the position of the mouse cursor and let it stay there until closed. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
madadam replied to Ven's topic in KSP1 Mod Development
Hi Ven, I had the same issue with the docking port sr, and this patch seems to have fixed it. I suggest you include it in the next release. Thanks! -
Hello, This is really nice mod, great job! I want to bump the issue that Ramon91 mentioned earlier: When using FAR, the K-F.A.N. VTOL Lifter Section is generating excessive amount of drag. Actually so much that when my craft is flying faster than 150m/s, it disintegrates due to aerodynamic stresses . Anyway, I found that when I remove the ModuleResourceIntanke module from the part, the drag disappears. Obviously, I also lose the intake, so this is a poor fix. I also noticed that the excessive drag only appears when the craft is moving forward. When flying upwards (in the VTOL mode), the drag is normal. So this leads me to believe the issue happens only when the intake is oriented perpendicular to the direction of flight. No sure what can be done about it. Someone could ask in the FAR thread, maybe they would have a solution.
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Hello there, I created an updated config file for this awesome mod. It removes the dependency on AdvancedAnimator (which does not seem to be maintained anymore) and replaces it with the stock animation module, which seems to do the job just fine. The animation plays a bit slower, but I think I can live with that. Also while I was at it, I changed the category to from Pods to Structural, as that seems to be where all the Deadly Reentry heatshields live. Finally I changed the decoupler node from bottom to top, which makes more sense in my opinion. It is also how the Deadly Reentry inflatable heatshield is set up. Grab the file here: https://dl.dropboxusercontent.com/u/1003097/NASAaeroShield.cfg and stick it into GameData/OLDD/NASA, overwriting the original file.
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NecroBones, Open an issue here: https://github.com/KSP-CKAN/NetKAN/issues and paste/link your file there. Not sure if you need a github account to do that, but I'd recommend you to set one up anyway. It's quite easy and useful. As for the KSP location issue, I think you have to explictly tell ckan which KSP install is the default one: ckan.exe ksp default default So the first default is the command (set default ksp install) and the second default is the name of the install you created with ckan.exe ksp add. I think I read somewhere that in the future, this step won't be necessary as ckan will automatically consider the install named "default" to be the default. Don't quote me on this though.
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Hello there, I have a small issue with CKAN and I'm not sure whether I'm missing something obvious or it is rather CKAN missing a very important feature. The issue is: how do I upgrade my already installed mods to their latest versions? Or, at least, how can CKAN tell me which of my installed mods have been updated since I installed them? I know that there is ckan.exe upgrade but that requires me to know which mod to upgrade, doesn't it? Apart from that, I just want to say this is a fantastic project. Keep up the good work!
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
madadam replied to Ven's topic in KSP1 Mod Development
Hi there, Just tried this mod and it looks absolutely gorgeous! I have one small suggestion though: The mk1 Fuselage - Intake is tricky to attach radially, because the intake part gets embedded into the part you attach it to. I think the fix is really simple, in Squad/Parts/Mk1/mk1fuselageintake.cfg, just change this line: node_attach = 0.0, 0.0, -51.0, 0.0, 0.0, 1.0, 1 to this: node_attach = 0.0, 0.0, 51.0, 0.0, 0.0, -1.0, 1 or alternatively, rotate the model 180 degrees. Looking forward to playing with this more! -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
madadam replied to ferram4's topic in KSP1 Mod Releases
@GabeTeuton: Thanks for your reply, but most of what you wrote I already knew. I know that I can put speed and air density into the stability derivatives and get the angle of attack necessary to maintain level flight. But what I don't know is whether my craft has enough pitch authority under those condition to actually achieve this angle of attack. So i'd like to know if this information is somehow available in the stability derivatives or somewhere else. @DaMitchel: Thanks, that sounds promising. I'll give it a try later on today. One thing though: I don't think you can put the air density into the static analysis window so not sure how I can use it to figure out the pitch authority in high altitudes. I'll check it out anyway. Thanks!- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
madadam replied to ferram4's topic in KSP1 Mod Releases
Hi Ferram (and others), Is it possible to figure out whether my craft has enough pitch authority to maintain level flight under certain conditions (speed + atmospheric density, etc...), just from the data provided by the analysis windows? Sometimes I build a craft which seems aerodynamically sound (all the stability derivatives green, etc...) but then during low speeds (as when landing for example) it cannot keep itself level and it noses down until it crashes. Another situation where this problem sometimes occurs is a spaceplane in very hight altitudes when the plane cannot pitch up enough to keep climbing higher. So, is there a way to predict these problems while still in the SPH? Or do I have to actually flight it to find out?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
madadam replied to ferram4's topic in KSP1 Mod Releases
I believe this is a feature of the latest FAR version. Look in the changelog: Removed vector from CoL indicator to reduce confusion No idea about the no lift thing though.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
madadam replied to ferram4's topic in KSP1 Mod Releases
Cool! Thanks.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
madadam replied to ferram4's topic in KSP1 Mod Releases
Hey Ferram, I downloaded the dev version of the plugin from github because I was having issues which it was supposed to fix (it did), but now the Stability Derivatives no longer work. When I click on the Calculate button it throws an exception: NullReferenceException: Object reference not set to an instance of an object at ferram4.FAREditorGUI.CalculateStabilityDerivs (Double u0, Double q, Double M, Double alpha, Double beta, Double phi) [0x00000] in <filename unknown>:0 at ferram4.FAREditorGUI.StabilityDerivativeGUI (Boolean tmp) [0x00000] in <filename unknown>:0 at ferram4.FAREditorGUI.ActualGUI (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0- 14,073 replies
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
madadam replied to Paul Kingtiger's topic in KSP1 Mod Releases
Hello, I threw together a ModuleManager patch to make Near Future Propulsion and Universal Storage play together nicely. What it does is it replaces the LiquidHydrogen resource from Near Future with Hydrogen from Universal Storage . Because these two resources have different densities, it also adjusts tank capacities and engine consumption rates accordingly. There is one cosmetic issue: Because Universal Storage uses Real-life units and values, the Hydrogen tank capacities and engine consumption rates after the patch are now ridiculously high. This should not affect game balance in any way. It just looks bit weird when there are tanks with capacity of several millions units Anyway, this is the patch. Just throw it somewhere inside the GameData folder: @PART[*]:HAS[@RESOURCE[LiquidHydrogen]]:Final { @RESOURCE[LiquidHydrogen] { @name = Hydrogen @amount *= 4449 @maxAmount *= 4449 } } @PART[*]:HAS[@MODULE[ModuleEngines*]]:Final { @MODULE[ModuleEngines*],* { @PROPELLANT[LiquidHydrogen] { @name = Hydrogen @ratio *= 4449 } } @MODULE[VariableISPEngine] { @Mode1Propellant ^= /LiquidHydrogen/Hydrogen/ @Mode2Propellant ^= /LiquidHydrogen/Hydrogen/ } } Or download directly from my dropbox. Any ideas to improve it are welcome! -
Hector_919, yout theory seems plausible. Moment of inertia includes mass term, so that would explain why increasing the mass helps. One explanation why it didn't work for me is that I'm also using Kerbal Joint Reinforcement which might be overriding the moment of inertia based on some other properties.
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Enneract Space Industries ~ MM Compatibility Patches and Tweaks
madadam replied to enneract's topic in KSP1 Mod Releases
Hello, The B9 UnofficialUpdate.cfg has a small bug which makes it ineffective to fix the wobbly landing gears problem. The sidewaysStiffness property should be inside the FSwheel MODULE node, not the PART node. So instead of this: @PART[B9_*_Landing_Gear_*] { @mass = 0.5 @sidewaysStiffness = 0.01 } There should be this: @PART[B9_*_Landing_Gear_*] { @mass = 0.5 @MODULE[FSwheel] { @sidewaysStiffness = 0.01 } } Apart from that, good job with this mod enneract! -
Hyomoto, I'm 100% sure, but don't think the mass has anything to do with the woblyness. That can be fixed by modifying the sidewaysStiffness parameter which was suggested by someone couple of posts above. This is a module manager config that worked for me: @PART[B9_*_Landing_Gear_*] { @mass = 0.5 @MODULE[FSwheel] { @sidewaysStiffness = 0.01 } } I left the mass hack in, just in case. I'll test it later to see if it is really necessary. Tested on this monster. Works beautifully.
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I was using Kerbal Joint Reinforcement in 0.22 and did not have the wobbly gear problem. I'm using it now and have the issue. Also, as I said, replacing the b9 gears with the stock ones got rid of the wobblyness for me. So this to me seems that something got broken in b9 after the 0.23 upgrade. I might try attaching the gears to different parts to see if it helps, but I'm not too worried about this. The stock gears work well enough for me. I can wait for the official update.
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No, the pulling to the side of the runway is a different problem which can be fixed by strutting your plane more. The off-center lift bug is when you attach wings to the wide cargo bay part from b9, the center-of-lift indicator will be slightly shifted to one side. It does not happen with other parts. It was happening in 0.22 and it is still happening in 0.23. There is probably some slight asymmetry in the cargo bay model or something like that.
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I can confirm both wobbly landing gear and off center center of lift with the wide cargo bay. The off-center lift was present also in 0.22, but the wobbly gears started only in 0.23. I strongly suspect the wobbly gears is a bug in b9 as opposed to a bad craft design, because simply replacing the b9 gears with the the stock ones without changing anything else solves the problem. I'm also using FAR, so it could be that the off-center lift happens only when using both b9 and FAR together. I'm inclined to blame b9 in this case though, because with any other part except the wide cargo bay, the center of lift is perfectly centered. I guess we just have to wait for the official b9 update to 0.23.
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[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
madadam replied to asmi's topic in KSP1 Mod Releases
Hi there, For those of you that are playing with kethane: I made this simple config file to add oxygen production to the kethane converters. I think it makes sense, because the converters can already produce Oxidizer, and Oxidizer, as far as I understand, is just liquid Oxygen. So I also used the same conversion values as for Oxidizer. If anyone has better idea, let me know (maybe oxygen conversion should use less electric charge, because it does not have to be liquified?). To use it, create a text file called for example Kethane.cfg in your GameData/LifeSupport folder and paste this in it: // Adds kethane-to-oxygen conversion capability to the kethane converters. // // The values are the same as for oxidizer, because oxidizer is just liquid // oxygen. @PART[kethane_1m_converter] { MODULE { name = KethaneConverter InputRates { Kethane = 2.75 ElectricCharge = 6 } OutputRatios { Oxygen = 1.01 } } } @PART[kethane_2m_converter] { MODULE { name = KethaneConverter HeatProduction = 800 InputRates { Kethane = 8.25 ElectricCharge = 8 } OutputRatios { Oxygen = 0.99 } } }