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Nazari1382

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I've been trying to use the smaller sized landing legs to land a 30t ship, using four of them at 90 degrees apart and I'm finding that they are very twitchy. The place where they are radially mounted seems to twist sideways, leading to the entire craft walking around on the ground. This is especially visible when landing on any type of slope. I used Module Manager to add SQUID to them to see if that would help, but they still end up sliding around.

I really love the leggings because they provide a lot of ground clearance (something sorely missing in landing legs), but is there any way to get them to be a bit more stable? I attempted to strut them, but the part doesn't seem to allow surface attachment.

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Based on what I've seen with landing legs, and feedback like the post by Markarian421 earlier in the thread, I think the twitchyness is part of the physics engine. That said, I will look at the stats and the colliders of the legs. Currently the legs do not allow surface attachment; you can change it in the cfg file. I will probably have to adjust the actual collider at the attachment point of the legs though. In the meantime you can try editing the breakingforce and crashtolerance to insane levels and see if that helps land heavy stuff.

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Thanks, test it out and let me know how it is working out for you! A couple notes:

You can access SCANSAT mapping if you have it by clicking the bottom left button on the right monitor. the 4 buttons on the far right will let you interact with the primary functions that the other version of the MFD does. Want to use the Falcon for stuff like spaceplanes? I recommend putting intakes on the rear of the craft, and you might want to disable the front intake also. I had to turn down the intake amount because the drag will get too high to keep it stable, which I didn't know when I made the first one. Oh and all of these parts were built and configured with FAR installed, but if the values reflect reality then it's a coincidence!

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Thanks, test it out and let me know how it is working out for you! A couple notes:

You can access SCANSAT mapping if you have it by clicking the bottom left button on the right monitor. the 4 buttons on the far right will let you interact with the primary functions that the other version of the MFD does. Want to use the Falcon for stuff like spaceplanes? I recommend putting intakes on the rear of the craft, and you might want to disable the front intake also. I had to turn down the intake amount because the drag will get too high to keep it stable, which I didn't know when I made the first one. Oh and all of these parts were built and configured with FAR installed, but if the values reflect reality then it's a coincidence!

See as how the falcon is almost a direct copy of the F-16 now, and chance for other put together planes like a jigsaw puzzle COUGHF-18COUGH I spend hours trying to make it just to crash and it REALLY kills motivation to play when it does and even when it doesn't it doesn't like to fly.

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Trying to shove bombs and missiles on a plane and still takeoff is very difficult. Is it easier to fly with FAR because it was seemed really weak in stock settings.

The lift of each part was tuned to be similar to stock/b9 parts of similar size. You can try tweaking those values or changing the mass of the weapon parts fit your uses.

I just uploaded a new version to fix the texture for the radial mount. I added a new feature too:

04PTOxL.png

dYpf7qE.png

FPafHBj.png

That's right, the Docking Assistance Light is now KAS compatible! So you should be able to do spacewalks and fit docking lights to your existing docking ports on stations out there in space or wherever you have them.

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:o cool! Also my intake for the falcon doesn't seem to take in air, only store it

Also it seems to spin really really fast (when i roll), it spins so fast the jet accelerates while i roll :P

http://i.imgur.com/XBA2415.png

As long as you are able to get thrust, the intake is working. I can usually fly around fine under 10km. I had to turn down the intake amount because if you get it up to high speeds the drag at the nose will get too high and it will flip the plane. Try some radial intakes at the rear underside of the craft and it will be more capable.

EDIT: looks like I need to change something with the drone part. Use the new command cockpit for now

Edited by Nazari1382
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Yeah I was using an extra intake added on in the pic (below the fuel tanks, you can't see it in the pic), that's why I'm able to fly, without the extra intake the plane won't fly.

I've uploaded a new version with fixes for the intake and the sensitivity of both pods + control surfaces

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Can the HUD use the "collimator" way to calculate the position they are to be rendered? I know that might be quite complex...

e.g. for example, the FPM symbol (which indicate the velocity direction of the aircraft) display location can be calculated by getting your aircraft's location and velocity, then use location + velocity * 100000 (or some number quite big), and use projection calculation to project it onto screen space, later use the screen space coordinate to un-project back onto the HUD's surface to render them. (need to clamp if the HUD space coordinate is out of range)

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