shdwlrd Posted June 19, 2018 Share Posted June 19, 2018 7 minutes ago, Angel-125 said: Next bug fix will also have this: Sweet. Quote Link to comment Share on other sites More sharing options...
MOARdV Posted June 19, 2018 Share Posted June 19, 2018 1 hour ago, Angel-125 said: Could I ask another favor regarding MAS? I'm not sure if this is an ASET or RPM issue, but I noticed that without RPM, the labels on the manual don't show up: I spent some quality time over the weekend tweaking the IVA for the Flapjack so it was more convenient for me to develop MAS and fly it, and I noticed that issue. GitHub has already been updated to add the MAS versions of those manuals, and I can push another release out this week (or weekend) once I chase down an annoying MASCamera bug I found this AM. The fix does require you to add "MAS_" to the names of all of the manuals (it's the MAS version of the prop, after all). It would also be pretty easy to add some custom manuals, as well, if you didn't want ALCOR-centric titles on the props. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 19, 2018 Author Share Posted June 19, 2018 20 minutes ago, MOARdV said: I spent some quality time over the weekend tweaking the IVA for the Flapjack so it was more convenient for me to develop MAS and fly it, and I noticed that issue. GitHub has already been updated to add the MAS versions of those manuals, and I can push another release out this week (or weekend) once I chase down an annoying MASCamera bug I found this AM. The fix does require you to add "MAS_" to the names of all of the manuals (it's the MAS version of the prop, after all). It would also be pretty easy to add some custom manuals, as well, if you didn't want ALCOR-centric titles on the props. Great! Thaks for looking into ths. Quote Link to comment Share on other sites More sharing options...
Secretkeeper626 Posted June 20, 2018 Share Posted June 20, 2018 does this mod work with 1.4.3? Quote Link to comment Share on other sites More sharing options...
The Minmus Derp Posted June 20, 2018 Share Posted June 20, 2018 Yea Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 20, 2018 Author Share Posted June 20, 2018 7 hours ago, Secretkeeper626 said: does this mod work with 1.4.3? Try it and find out. Quote Link to comment Share on other sites More sharing options...
adsii1970 Posted June 20, 2018 Share Posted June 20, 2018 4 minutes ago, Angel-125 said: Try it and find out. I got it to work in 1.3.0! Quote Link to comment Share on other sites More sharing options...
DeltaDizzy Posted June 20, 2018 Share Posted June 20, 2018 4 hours ago, adsii1970 said: I got it to work in 1.3.0! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 23, 2018 Author Share Posted June 23, 2018 KFS 0.2.9 are now available: - Added A-51 Half Keel for those times when only half a saucer will suffice. - Recompiled for KSP 1.4.4 Quote Link to comment Share on other sites More sharing options...
Star-Eagle Posted June 23, 2018 Share Posted June 23, 2018 @Angel-125 I just found your mod and it seems really interesting, it's a pretty unique idea for a mod. I've been on something of a retro style plane streak at the moment so my first though when I saw it was the Vought Flying Pancake/Flapjack but the current parts size looks to be to big, I don't suppose you were planing to do a mini version buy any chance? Quote Link to comment Share on other sites More sharing options...
MOARdV Posted June 23, 2018 Share Posted June 23, 2018 @Angel-125 - I've been spending way too much time playing around with the Flapjack ... err, using it to develop and refine MAS features, that is. One thing I've noticed - when I switch off Hover mode, the throttle is cut. Maybe I'm using the Flapjack in an unusual way, so it may be working as intended. What I currently do for departure is to engage Hover and dial in a couple m/s vertical speed to get off the ground. I pitch up 10 degrees, set the thrust control to forward, and engage the throttle (Hover is still engaged). Once I've got enough forward velocity so the chassis is generating lift, I disengage Hover. When I do that, the throttle is cut. I'm not sure if the managed hover and normal thrust are intended to be used at the same time - but since I can, I assumed that was a reasonable procedure for taking off. I can see reasons to cut the throttle on transition (if you start out in Hover, and you're not paying attention to the throttle setting, for instance), so, like I said, this may be intended and I need to adjust my launch procedures accordingly. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 23, 2018 Author Share Posted June 23, 2018 (edited) 51 minutes ago, Star-Eagle said: @Angel-125 I just found your mod and it seems really interesting, it's a pretty unique idea for a mod. I've been on something of a retro style plane streak at the moment so my first though when I saw it was the Vought Flying Pancake/Flapjack but the current parts size looks to be to big, I don't suppose you were planing to do a mini version buy any chance? I wasn't planning to make a smaller version, quite the opposite, in fact: The above is a concept design for the mothership. The Flapjack is 6 meters in diameter while the Excalibur mothership is 30 meters- similar in size to the crashed UFO anomaly. But to make the Flapjack smaller, you could make copies of the part configs and set rescaleFactor to something less than 1.0. 7 minutes ago, MOARdV said: @Angel-125 - I've been spending way too much time playing around with the Flapjack ... err, using it to develop and refine MAS features, that is. One thing I've noticed - when I switch off Hover mode, the throttle is cut. Maybe I'm using the Flapjack in an unusual way, so it may be working as intended. What I currently do for departure is to engage Hover and dial in a couple m/s vertical speed to get off the ground. I pitch up 10 degrees, set the thrust control to forward, and engage the throttle (Hover is still engaged). Once I've got enough forward velocity so the chassis is generating lift, I disengage Hover. When I do that, the throttle is cut. I'm not sure if the managed hover and normal thrust are intended to be used at the same time - but since I can, I assumed that was a reasonable procedure for taking off. I can see reasons to cut the throttle on transition (if you start out in Hover, and you're not paying attention to the throttle setting, for instance), so, like I said, this may be intended and I need to adjust my launch procedures accordingly. I did that deliberately at one time to avoid lifting off the ground when you disengage Hover Mode and you've landed on the ground. What I can do next update is look at the flight status and if the saucer is flying/suborbital, don't cut the throttle when you disengage Hover Mode. That, and update the manuals in the cockpit, I forgot to do that... Glad you're having fun with the saucer too! I'm not getting to fly it much right now due to some modding updates but I use it my my career game. The rocket saucer ferries crews to and from Skybase where they board a Minibus bound for the Mun or Minmus. The inbound moon base crew then take the saucer back down to Kerbin. I haven't unlocked the exotic tech yet though... Edited June 23, 2018 by Angel-125 Quote Link to comment Share on other sites More sharing options...
vardicd Posted June 24, 2018 Share Posted June 24, 2018 15 hours ago, Angel-125 said: I Glad you're having fun with the saucer too! I'm not getting to fly it much right now due to some modding updates but I use it my my career game. The rocket saucer ferries crews to and from Skybase where they board a Minibus bound for the Mun or Minmus. The inbound moon base crew then take the saucer back down to Kerbin. I haven't unlocked the exotic tech yet though... If I may ask, what's your launch profile look like when you fly the basic version into orbit? I still haven't unlocked enough of the Mark 2 parts to get any of the Improved style launchers. I'm still using the first sample craft the, A-51a flapjack, I believe to try and reach orbit, a feat I only managed once. I always run out of fuel just shy of orbit, and I'm not sure what I'm doing wrong. Don't know if I need to switch engines to the smaller ones sooner, later, travel in a shallower path, or go steeper? Just looking for some pointers here. the one time I managed to get it into orbit it was literally out of fuel, and had to be refueled with a tanker, but once it was full I took it out to minmus and back, which was fun. I just haven't been able to do it again. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 24, 2018 Author Share Posted June 24, 2018 8 hours ago, vardicd said: If I may ask, what's your launch profile look like when you fly the basic version into orbit? I still haven't unlocked enough of the Mark 2 parts to get any of the Improved style launchers. I'm still using the first sample craft the, A-51a flapjack, I believe to try and reach orbit, a feat I only managed once. I always run out of fuel just shy of orbit, and I'm not sure what I'm doing wrong. Don't know if I need to switch engines to the smaller ones sooner, later, travel in a shallower path, or go steeper? Just looking for some pointers here. the one time I managed to get it into orbit it was literally out of fuel, and had to be refueled with a tanker, but once it was full I took it out to minmus and back, which was fun. I just haven't been able to do it again. Did you stuff a spare fuel tank into the cargo section of the engine mount? The earliest version of the craft is barely supposed to reach orbit, and those side docking ports are there for additional drop tanks... Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted June 24, 2018 Share Posted June 24, 2018 I've finally got some time to futz around with KSP. Got my Buffalo shuttle to fly true and made a new MK1 passenger plane using the half keels. The saucer sections make really good wings, this plane flies really well. Quote Link to comment Share on other sites More sharing options...
vardicd Posted June 24, 2018 Share Posted June 24, 2018 4 hours ago, Angel-125 said: Did you stuff a spare fuel tank into the cargo section of the engine mount? The earliest version of the craft is barely supposed to reach orbit, and those side docking ports are there for additional drop tanks... well I was using the pre-built craft that came with the mod, the one that came with the drop tanks on the side. I didn't think of sticking a fuel tank in the engine mount cargo bay, that's usually where I stick my Kerbal engineer and mechjeb control unit, and maybe one or 2 science parts. I'll try sticking a small fuel tank in there though. Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted June 25, 2018 Share Posted June 25, 2018 Is there anyone else having problems with grabbing the half keel after dropping or attaching it in the SPH/VAB? Quote Link to comment Share on other sites More sharing options...
vardicd Posted June 25, 2018 Share Posted June 25, 2018 Well, putting 2 of the small baguette tanks on a docking port, in the engine mount, with a couple of seratrons to boost them out when empty, gives me just enough D/v to get into orbit, at least in one simulation. so, progress: Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 25, 2018 Author Share Posted June 25, 2018 KFS 0.2.10 is now available: - Fixed missing collider on the Half Keel. - The Gravitic Engine won't kill the throttle if you turn off Hover Mode and have forward thrust set during flight. This should make it easier to transition from VTOL to forward flight. Quote Link to comment Share on other sites More sharing options...
Catatau_27 Posted June 25, 2018 Share Posted June 25, 2018 8 hours ago, vardicd said: Bem, colocar 2 dos pequenos tanques de baguete em uma porta de encaixe, na montagem do motor, com alguns seratrons para aumentá-los quando vazios, me dá apenas D / v suficiente para entrar em órbita, pelo menos em uma simulação. então, progresso: This reminds me of the Jupiter spacecraft from the "Lost in Space" series of Neflix! Maybe that was not the intention, to develop this mod, but honestly you are so close, it makes it seem like the goal has always been this one. Here are some inspiring photos! xD Quote Link to comment Share on other sites More sharing options...
vardicd Posted June 25, 2018 Share Posted June 25, 2018 @Angel-125 One question, I'm not seeing any, or at least not much electric generation from the fuel cell built into the engine mount, which shows 95% output, if I understand correctly, and I'm still showing an energy drain, though to be completely honest I'm not sure what's draining electricity, other than the lights? SAS and Mechjeb are off, and I don't really see much energy drain from mechjeb on other craft, so I think that's not it. The fuel cell also doesn't seem to be draining resources, though if I try and use it when the tanks are empty, I do get a missing resources message, so maybe it's just such a small amount it's not showing up on the display, but either way, is this functioning the way it's suppose to be>? Possible other mod interference>? Also the A51 Linear aerospike engine makes soooooo much difference on getting this thing into orbit. Quote Link to comment Share on other sites More sharing options...
DStaal Posted June 25, 2018 Share Posted June 25, 2018 17 minutes ago, vardicd said: @Angel-125 One question, I'm not seeing any, or at least not much electric generation from the fuel cell built into the engine mount, which shows 95% output, if I understand correctly, and I'm still showing an energy drain, though to be completely honest I'm not sure what's draining electricity, other than the lights? SAS and Mechjeb are off, and I don't really see much energy drain from mechjeb on other craft, so I think that's not it. The fuel cell also doesn't seem to be draining resources, though if I try and use it when the tanks are empty, I do get a missing resources message, so maybe it's just such a small amount it's not showing up on the display, but either way, is this functioning the way it's suppose to be>? Possible other mod interference>? Also the A51 Linear aerospike engine makes soooooo much difference on getting this thing into orbit. Do you have any life support mods installed? I know they often have a per-Kerbal EC drain. (Do you have any Kerbals aboard?) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 25, 2018 Share Posted June 25, 2018 Install FuseBox, will help you identify where the EC drain is Quote Link to comment Share on other sites More sharing options...
vardicd Posted June 25, 2018 Share Posted June 25, 2018 12 minutes ago, DStaal said: Do you have any life support mods installed? I know they often have a per-Kerbal EC drain. (Do you have any Kerbals aboard?) I do not currently have any life support mods, and there were no kerbals onboard. empty craft. 2 minutes ago, linuxgurugamer said: Install FuseBox, will help you identify where the EC drain is I will try this, if I can find the mod. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 25, 2018 Author Share Posted June 25, 2018 2 hours ago, Catatau_27 said: This reminds me of the Jupiter spacecraft from the "Lost in Space" series of Neflix! Maybe that was not the intention, to develop this mod, but honestly you are so close, it makes it seem like the goal has always been this one. Here are some inspiring photos! xD Yup! Kerbal Flying Saucers is inspired by classic1960s flying saucers like the Jupiter 2, as well as Cruiser 57D and Star Trek’s NX-01. 1 hour ago, vardicd said: @Angel-125 One question, I'm not seeing any, or at least not much electric generation from the fuel cell built into the engine mount, which shows 95% output, if I understand correctly, and I'm still showing an energy drain, though to be completely honest I'm not sure what's draining electricity, other than the lights? SAS and Mechjeb are off, and I don't really see much energy drain from mechjeb on other craft, so I think that's not it. The fuel cell also doesn't seem to be draining resources, though if I try and use it when the tanks are empty, I do get a missing resources message, so maybe it's just such a small amount it's not showing up on the display, but either way, is this functioning the way it's suppose to be>? Possible other mod interference>? Also the A51 Linear aerospike engine makes soooooo much difference on getting this thing into orbit. The fuel cell generates a small amount of ElectricCharge while consuming a small amount of LFO. I don’t recall the total output, but I was thinking along the lines of the stock fuel cell. Quote Link to comment Share on other sites More sharing options...
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