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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18


ferram4

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Thanks for the reply, Kcs. It was only after I had posted those photos I had noticed the change in CoM/CoL. I'm currently in the middle of a large project in KSP that will require the shuttle quite often, so will either wait for that to be finished or for the next version of FAR before I look into it. But at least I now know what to look for, thanks again. :)

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Please pardon me if this question has been asked a million times; I tried to search for it and had no luck.

Does FAR alter the scale height and pressure of Kerbin, or does it just alter the aerodynamic modeling?

Thanks,

-Slashy

It does not touch Kerbin characteristics, just turns the soap into air (maybe it changes temperature, not sure).

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It does not touch Kerbin characteristics, just turns the soap into air (maybe it changes temperature, not sure).

Sorry, but I need to be very clear on this: what do you mean when you say that? Do you mean that it changes some property of the air, or do you mean that it changes the properties of the parts moving through the air?

Sorry and thanks,

-Slashy

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Ferram, any idea where to look to check this? debug shows the part has a FARControllableSurface module like it should have:


[LOG 18:17:37.271] ProceduralwingBac9: Calc Aero values
[LOG 18:17:37.271] Gather Children
[LOG 18:17:37.272] FAR
[LOG 18:17:37.272] FAR Done
[LOG 18:17:37.273] ProceduralwingBac9: Calc Aero values
[LOG 18:17:37.273] Gather Children
[LOG 18:17:37.273] FAR
[LOG 18:17:37.274] FAR Done
[EXC 18:17:37.284] NullReferenceException
UnityEngine.Component.GetComponent[FARWingAerodynamicModel] ()
ferram4.FARWingInteraction.WingInterference (Vector3 rayDirection, System.Collections.Generic.List`1 PartList, Single dist)
ferram4.FARWingInteraction.UpdateWingInteraction (System.Collections.Generic.List`1 VesselPartList, Boolean isSmallSrf)
ferram4.FARWingAerodynamicModel.UpdateWingInteractions ()
ferram4.FARWingAerodynamicModel.StartInitialization ()
ferram4.FARWingAerodynamicModel.Start ()
[LOG 18:17:37.328] ProceduralwingBac9: Calc Aero values
[LOG 18:17:37.328] Gather Children
[LOG 18:17:37.329] FAR
[LOG 18:17:37.329] FAR Done
[LOG 18:17:37.330] ProceduralwingBac9: Calc Aero values
[LOG 18:17:37.330] Gather Children
[LOG 18:17:37.331] FAR
[LOG 18:17:37.331] FAR Done
[EXC 18:17:37.341] NullReferenceException
UnityEngine.Component.GetComponent[FARWingAerodynamicModel] ()
ferram4.FARWingInteraction.WingInterference (Vector3 rayDirection, System.Collections.Generic.List`1 PartList, Single dist)
ferram4.FARWingInteraction.UpdateWingInteraction (System.Collections.Generic.List`1 VesselPartList, Boolean isSmallSrf)
ferram4.FARWingAerodynamicModel.UpdateWingInteractions ()
ferram4.FARWingAerodynamicModel.StartInitialization ()
ferram4.FARWingAerodynamicModel.Start ()

I have a feeling this craft is now so big it's breaking things, seem to be missing about 300m^2 of wing area in the derivatives.

Edited by Van Disaster
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Sorry, but I need to be very clear on this: what do you mean when you say that? Do you mean that it changes some property of the air, or do you mean that it changes the properties of the parts moving through the air?

Sorry and thanks,

-Slashy

It changes the aerodynamic effects on the parts.

First it sets the stock drag and lift of the parts to zero (other than intakes), then uses methods to aproximate the model and apply aerodynamic effects to them.

So, IIRC, atmospheric density value is the same as stock, but I guess that the temperature was changed to something that makes sense (if it's changed at all).

You could use telemachus to compare the values if you want :)

Edited by tetryds
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Please pardon me if this question has been asked a million times; I tried to search for it and had no luck.

Does FAR alter the scale height and pressure of Kerbin, or does it just alter the aerodynamic modeling?

Thanks,

-Slashy

I don't think it touches the density but drag and intakes are completely redone so much of what depends on density will have changed. The AtmosphereCurves which govern engine ISP should behave the same way though.

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Why is it that all the ships that come with this mod are horribly unbalanced? I just tried out the FAR Harbringer ship and I was leaning on my tail at start - impossible to take off, because all the weight was at the back. Same thing with the SAAB - all the weight at the rear. Also a lot of the ships don't come with any fuel - IE the electric lightning - as soon as I hit spacebar, the engine sputters out and the thing on the left says LiquidFuel: 0.

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Why is it that all the ships that come with this mod are horribly unbalanced? I just tried out the FAR Harbringer ship and I was leaning on my tail at start - impossible to take off, because all the weight was at the back. Same thing with the SAAB - all the weight at the rear. Also a lot of the ships don't come with any fuel - IE the electric lightning - as soon as I hit spacebar, the engine sputters out and the thing on the left says LiquidFuel: 0.

Most probably leftovers from previous version of mod. Mod is changed a lot while craft were remained the same. If you looking for stable craft examples check out link in my signature.

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GoSlash27: Scaleheight and pressure (which is directly exponential decay via scaleheight, by default in KSP) is unchanged, but *density* is calculated correctly (from pressure and temperature) rather than being a linear function of pressure as it is in stock KSP.

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GoSlash27: Scaleheight and pressure (which is directly exponential decay via scaleheight, by default in KSP) is unchanged, but *density* is calculated correctly (from pressure and temperature) rather than being a linear function of pressure as it is in stock KSP.

Fantastic!

Thanks,

-Slashy

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@Van Disaster: I need reproduction steps on the simplest vehicle possible, with as few other mods as possible. That means if it can be reproduced without pWings, reproduce it without pWings.

@moeburn: Dunno. Obviously you're using a mod that empties all the LiquidFuel out of parts, because all the ones that I uploaded had fuel in them. Since I can't reproduce it on my end alone, would you please provide logs and reproduction steps with the minimum mods required to reproduce the issue?

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I'm having a problem with Deadly Reentry's inflatable heat shield: FAR doesn't seem to take in consideration its animation state, i.e. the part has an insane drag value, be it inflated or retracted. The Cd value si actually exactly the same, no matter what.

I got in touch with Starwaster to try and find a solution, but we ended up with the conclusion to use another part, so I was wondering if anything could be done with FAR to address this issue. I'd be happy to help in any way I can.

Thanks Ferram, KSP wouldn't be the same without this mod.

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I thought I'd nailed it using stock parts + pCtrlSurf, and then I reloaded the craft & had nothing... don't hold your breath. Intermittent bugs are the best bugs.

Well - I went back to the original craft file, pulled anything extraneous off it like aviation lights & KAS tools, and loaded it into a fairly bare game with just a few mods. The first load produced the same log errors, so I saved it out again & reloaded the craft - still the same errors. Reloaded the game completely and opened the ( re-saved ) craft, and no errors - so there's something wrong in the actual craft file doing this ( not just this one craft either ), but not wrong enough to break it, I don't know enough about Partloader to tell what's bad data though. Either way not sure it's directly FAR or if you want me to keep chasing it.

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Just tried it, 0.90 broke the center of lift indicator and control surfaces. Control surfaces just don't work, period. They don't move, no matter what you set them to. And the CoL seems to be permanently sitting on the SPH floor. As far as I could tell, however, the aerodynamics themselves seems to be working fine, although I could barely get a plane off the ground without control surfaces.

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