Taverius Posted April 29, 2013 Share Posted April 29, 2013 May I point out one bug I've experienced.I have built a space shuttle (discovery replica), and it all went fine until I got out of the atmosphere, time accelerated, and after the acceleration have of the wings broke of spontaneously...Any Ideas?Just to be clear, we've gotten the 2-6 HW21 wings to the point where they don't rip off in warp anymore, late last night.However KSP still makes them move back about a meter when you come out of warp, so it has a tendency to explode engines/intakes embedded in the wing, because the connection fails.The HW21 wings have 21 meters of semi-span, or a total of 42 meters of wingspan minimum ... that's roughly 5 times the wingspan of the stock swept wing, ~20 times the lift & proportionately as much mass. Its uncomfortably close to the limit of what KSP can functionally support as a single surface-attached part Link to comment Share on other sites More sharing options...
a.g. Posted April 29, 2013 Share Posted April 29, 2013 There is one more thing I noticed: if you surface-attach a wing part at an angle, then surface-attach a control surface to it, this usually works ok; however on the last adapter in the picture it sticks at a weird angle, which is roughly proportional to the rotation of the wing, but cannot be fixed by shift-rotating the surface back due to some minor inconsistency. A good workaround seems to be to first build the wing straight with all the necessary controls, then detach it and rotate to the desired angle as a whole, but it is a bit annoying. Link to comment Share on other sites More sharing options...
Kidneythump Posted April 29, 2013 Share Posted April 29, 2013 Does anyone have any experience with getting heavy VTOL's airborne?, I've been experimenting with the B9 aerospace pack, love the parts but I'm having a hard time boosting them into orbit with larger payloads. The goal for the past week has been to design a mother-class ship that can land on Laythe VTOL style, so far i haven't even managed to get it of the landing strip in the regular way. It's a 180-200 ton monstrosity that just won't lift of for some reason, I've managed to get 200 tons into orbit if I'm not mistaken from the landing pad but my big VTOL ships always starts rolling for some reason or they stall even though I've centered my COL, COM and COT (only the vertical thrusters that is). Oh and while I'm at it, is there a way to calculate the amount of lift any given weight needs (in this case not lift as in thrust but lift as in "wing-lift", do i need the same amount of lift as mass)? how is it linked to TWR in atmosphere?This is my fuselage that I'm working from... Link to comment Share on other sites More sharing options...
Hyratel Posted April 29, 2013 Share Posted April 29, 2013 There is one more thing I noticed: if you surface-attach a wing part at an angle, then surface-attach a control surface to it, this usually works ok; however on the last adapter in the picture it sticks at a weird angle, which is roughly proportional to the rotation of the wing, but cannot be fixed by shift-rotating the surface back due to some minor inconsistency. A good workaround seems to be to first build the wing straight with all the necessary controls, then detach it and rotate to the desired angle as a whole, but it is a bit annoying.yeah this is longstanding and increidbly annoying and I've been fighting it when using FAR for aaaages Link to comment Share on other sites More sharing options...
SierraKhaar Posted April 29, 2013 Share Posted April 29, 2013 I am playing around with the "trucker" cockpit (M27) and I've just checked the insides and played around and I gotta say WOW!Your attention to details is rare, VERY solid stuff you got.You sir are an genius, if you need help to evolve this mod into something more or someone to bounce ideas to send a PM to me! I might send you a huge list of stuff you can add Link to comment Share on other sites More sharing options...
Wrench Head Posted April 29, 2013 Share Posted April 29, 2013 Does anyone have any experience with getting heavy VTOL's airborne?, I've been experimenting with the B9 aerospace pack, love the parts but I'm having a hard time boosting them into orbit with larger payloads. The goal for the past week has been to design a mother-class ship that can land on Laythe VTOL style, so far i haven't even managed to get it of the landing strip in the regular way. It's a 180-200 ton monstrosity that just won't lift of for some reason, I've managed to get 200 tons into orbit if I'm not mistaken from the landing pad but my big VTOL ships always starts rolling for some reason or they stall even though I've centered my COL, COM and COT (only the vertical thrusters that is). Oh and while I'm at it, is there a way to calculate the amount of lift any given weight needs (in this case not lift as in thrust but lift as in "wing-lift", do i need the same amount of lift as mass)? how is it linked to TWR in atmosphere?This is my fuselage that I'm working from...I have noted over the weekend though trials that it take 6 VTOL engines to lift 59.27 tons for the Prototype SSVOTL 1This works out to be approximately 9.878333 tons per engine @ 98 -100 % thrust. On prototype 2, I used 8 engines to lift 62.82 tons of the same design but with added Lazor system, missiles and ISA system and It needs 90% thrust. This seems to work better with a bit of thrust left over. I have also noted that due to the low center of gravity at the rotation point an added engine in center back of craft is needed to keep craft on level controllable flight angle. For my craft I have added 4 KerbX falcon 1 engine to give me 1040 of forward line propulsion. Attached are hanger shots with info tabs open. I hope this helps. Link to comment Share on other sites More sharing options...
pinolallo Posted April 29, 2013 Share Posted April 29, 2013 Just in case someone wants to checkhere is a pastebin of a persistent.sfs file with the ship in orbit, but, when you load the ship from the tracking center, the ship will explode because the warp.I hope that will help solving, or test the solution.persistent.sfsTy Link to comment Share on other sites More sharing options...
a.g. Posted April 30, 2013 Share Posted April 30, 2013 Just to be clear, we've gotten the 2-6 HW21 wings to the point where they don't rip off in warp anymore, late last night.However KSP still makes them move back about a meter when you come out of warp, so it has a tendency to explode engines/intakes embedded in the wing, because the connection fails.Trying that persistent.sfs from the above post, it seems that removing the CoMOffset line from part.cfg completely fixes the jumping and exploding. Maybe that parameter is bugged due to relative disuse and shouldn't be used, especially for something this heavy.About the weird angle issue, it seems it may be caused by the adapter's attachment surface sides not being parallel to the center axis of the craft:Since the rearmost area of the collider already seems nearly parallel, maybe it can be changed to be fully flat? Link to comment Share on other sites More sharing options...
SierraKhaar Posted April 30, 2013 Share Posted April 30, 2013 I have a little "issue" that is not exclusive to Aerospace.Why is manned modules able to move around without RCS?I made a Tuger with the M27 and it is moving around too easily and make me feel like I am cheating, is there a way for users to fix this or is it something the devs will fix? Link to comment Share on other sites More sharing options...
HoY Posted April 30, 2013 Share Posted April 30, 2013 It's "pod torque". The command pods all have reaction wheels in them to provide steering. Real world tech, tho a little bit more powerful Link to comment Share on other sites More sharing options...
SierraKhaar Posted April 30, 2013 Share Posted April 30, 2013 (edited) It's "pod torque". The command pods all have reaction wheels in them to provide steering. Real world tech, tho a little bit more powerful"tho a little bit more", how humble.Is it the "// --- pod/rcs parameters ---" in the cfg file?Now I have to write a ratio for a mass / realistic pod torque -.-I really hope it supports 0,X .If anyone more is interested I am willing to put it out as a small mod (and please note this is not a problem I feel is exclusive to this wonderful mod!) Edited April 30, 2013 by SierraKhaar Link to comment Share on other sites More sharing options...
Tex_NL Posted April 30, 2013 Share Posted April 30, 2013 I love this mod. So many new parts to play with.Thanks to B9 and Firespitter I created this 100% nuclear-electric little critter. (Reactors and batteries clipped inside the tail section)And this Vulcan Bomber replica.Which brings me to the real reason for posting. My Vulcan misses one part: a bomb bay. I'd love to see S2 sized cargo/bomb bay parts. Link to comment Share on other sites More sharing options...
Frostiken Posted April 30, 2013 Share Posted April 30, 2013 Normally I would be the last one to need something like this, but this mod eats up about 400 megs of RAM once loaded into the game all by itself. Are there any odds of a low (or at least medium) resolution pack? Link to comment Share on other sites More sharing options...
HoY Posted April 30, 2013 Share Posted April 30, 2013 Tex the new version of Crew Manifest doesn't need a part installed on the craft anymore, it has a little button up top beside kerbal alarm clock. Link to comment Share on other sites More sharing options...
Tex_NL Posted April 30, 2013 Share Posted April 30, 2013 @ HoYSuch a tiny little object and you spotted it. Kudos!How did you know it was 'Crewmanifest'?Didn't know there was a newer version. Thanks. Link to comment Share on other sites More sharing options...
HoY Posted April 30, 2013 Share Posted April 30, 2013 (edited) Because why would you have a thermometer on the top of your atmospheric plane lolAlso I saw you had a crew can, so you probably wanted to fill it too . (I always put it on the first stage to drop from my rockets since its not useful after you've left the pad, not useful to have more than one of them that is) Edited April 30, 2013 by HoY Link to comment Share on other sites More sharing options...
B787_300 Posted April 30, 2013 Share Posted April 30, 2013 love this mod, made a crew transporter, holds 18 kerbals it is called the B87 Asimov in the tradition of this mods stock planesfile available upon request... need Taverius' Aerospace mod, and this one... Link to comment Share on other sites More sharing options...
sewerbird Posted May 1, 2013 Share Posted May 1, 2013 This mod is brilliant, particularly the S2 system: In combination with KSPX I've been having a boatload of fun in a new save. If I were to suggest improvements, I'd simply ask for an S2 cargo bay with doors, much along the lines of the HL fuselage system. The current smaller docking set, although nice, doesn't enable me to make a Space Shuttle-esque kind of payload setup. Still, outstanding work here. Link to comment Share on other sites More sharing options...
Mistercheif Posted May 1, 2013 Share Posted May 1, 2013 (edited) This is a fantastic mod, and I love the M27 Cockpit. However, whenever I use it, the Kerbal's portraits don't show up, so I can't use the IVA. Is there any fix for this?[EDIT]: Solved, the mod manager I was using didn't install the internals correctly.[EDIT2]: And my edit was ninja'd by shadow. Thanks though! Edited May 1, 2013 by Mistercheif Link to comment Share on other sites More sharing options...
shadowsutekh Posted May 1, 2013 Share Posted May 1, 2013 This is a fantastic mod, and I love the M27 Cockpit. However, whenever I use it, the Kerbal's portraits don't show up, so I can't use the IVA. Is there any fix for this?You installed the parts wrong. You need to put the "spaces" and "props" sub-folders' contents in the proper folders under "internals". Link to comment Share on other sites More sharing options...
smunisto Posted May 1, 2013 Share Posted May 1, 2013 (edited) I can't do this anymore, it really drives me crazy.After 1 week and numerous iterations of the same basic hull and wings(HW21), i still cannot get the damn thing to space.The idea:A heavy cargo craft, carrying DEMV 4 Rat DROP pod(or any other payload up to 20t).The problems I am having:I am using Taverio's revised jet engines, which means they are less powerful.Now I managed to get the required amount of engines for the altitude i want for transition - 12 engines, with intake ratio 4:1.If I tilt the wings 5 degrees up, to get more lift - at high altitudes the SSTO becomes unstable and eventually does a backward/forward roll.The latest version allowed me to have a stable climb to 23 000 m, speed of around 1100 m/s and then the craft stops climbing. If i pitch up more than 30 degrees I can't bring the nose back down and it rolls.I tried transitioning at 23 000 m - it just pitched down and made a roll - this may be due to the fact the winglets in the front are tilted 5 deg down, to stabilise the ascent.Please help me, i have no idea how to get this thing to space.I am sharing some pics and the craft file, but since i make heavy use of mods - it may be hard to test for the visitors in this thread.In any case - mods used are:1. B9 obviously;2. KW Rocketry;3. Taverio's Pizza and Aerospace 4. TAC Fuel Balancer5. MechJeb6. DEMV Mk 4 -RAT with DROP pod7. KAS - Kerbal Attachment System8. Aviation lights Here are the screens:https://www.dropbox.com/s/tjj1vode29b7k06/screenshot129.pnghttps://www.dropbox.com/s/ozur7wwgdgbc6ss/screenshot130.pnghttps://www.dropbox.com/s/2rns61jhpk6gc0q/screenshot131.pnghttps://www.dropbox.com/s/2rns61jhpk6gc0q/screenshot131.pngCraft file:https://www.dropbox.com/s/z5iz56owex125hs/SC%20Unsuc.craft Edited May 1, 2013 by smunisto Link to comment Share on other sites More sharing options...
ferram4 Posted May 1, 2013 Share Posted May 1, 2013 You need to move your wing back a little bit; it sounds like your vehicle is unstable in pitch once it drains a fair bit of its liquid fuel. Either get rid of that forward canard and use some other method to handle pitch control or shift your main wing further back. This is especially likely since the CoL is right on the CoM; move the CoL a little behind the CoM and that should fix things. Link to comment Share on other sites More sharing options...
smunisto Posted May 1, 2013 Share Posted May 1, 2013 I have tried all this before I installed TAC Fuel Balancer. Now I am managing the fuel levels with it to help ascent and fuel levels are not the issue.After I wrote the previous post I almost managed to get it into orbit - I added 2 tanks of Liquid fuel + 2 more NERVA engines, got to about 30km altitude before shutting off the jets, and starting the KW Engine, however I ran out of fuel when I got my Apo to about 50km.I think I need a bigger rocket engine for the transition stage - with the current one - 1300 power - I can't push the prograde vector up, and i waste fuel accelerating inside the atmosphere without gaining altitude. Link to comment Share on other sites More sharing options...
HGGundamReviews Posted May 1, 2013 Share Posted May 1, 2013 ... Add the Tac Fuel Balancer mod and turn it on before you launch. It will keep all your tanks balanced with fuel as it flies. That will help some at least. Also in he SPH make sure you click the Mass and Lift icons on the bottom of the parts window. Make sure those two indicators are in the same place on your ship. That will help with stability. Link to comment Share on other sites More sharing options...
Sleipnir Posted May 1, 2013 Share Posted May 1, 2013 The M27 cockpit really reminds me of the AT-TE cockpit from starwars http://images4.wikia.nocookie.net/__cb20070113145250/starwars/images/0/0a/ATTE-ST.jpg Link to comment Share on other sites More sharing options...
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