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[0.24] Spaceplane Plus 1.3


Porkjet

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Hi, I just installed this mod and I really like it :) but I have found one strange situation with NEAR mod and I'm not sure if bug is in this pack or in NEAR. I already reported it in NEAR forum, but I will also update it here:

I build small jet using Spaceplane Plus parts with 2 turbojets and its a bit too fast, right after take off it will reach approx. 780ms on sea level and without any difficulties it can make 75km suborbital hop just with these two turbojets!! It seems to me that spaceplane will be too easy with this behavior. Is it normal?

pSUmHPC.jpg

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That's definetly because of NEAR. It changes the drag model, you can reach higher speeds in the lower atmosphere, and have more aerodynamic control in the higher atmosphere.

However, such suborbital hops are also possible in stock KSP, Kerbins orbital velocities are like 1/4th that of earths after all.

If you think its a problem you should probably post this in the NEAR thread.

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Had troubles with 64Bit not playing nice with this mod, and found it may be linked to the Firespitter plug-in. May be more to it than that, but I am currently spending time pounding out the dents from Jebs last attempt at this mod.

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Hi, I just installed this mod and I really like it :) but I have found one strange situation with NEAR mod and I'm not sure if bug is in this pack or in NEAR. I already reported it in NEAR forum, but I will also update it here:

I build small jet using Spaceplane Plus parts with 2 turbojets and its a bit too fast, right after take off it will reach approx. 780ms on sea level and without any difficulties it can make 75km suborbital hop just with these two turbojets!! It seems to me that spaceplane will be too easy with this behavior. Is it normal?

http://i.imgur.com/pSUmHPC.jpg

Several reasons this is happening.

1- The drag of the aircraft is quite low, and you are running NEAR. Even in FAR this would happen, but if you were running FAR you would have some serious dynamic pressure to contend with at this altitude and would probably blow apart if you tried to do the slightest thing.

2- Stock Turbojet engines are WAY overpowered compaired to real life jet engines. To fix this either download and use KIDS, or AJE.

3- Stock KSP orbital velocity is only about 2.4km/s. Real life orbital velocity is about 9.4km/s, not to mention the atmosphere for the stock KSP is at 69.1km while the real Earth is just about 180km, so nearly 2.5 times as deep.

So is that behaviour normal?

For KSP-Stock+FAR/NEAR yes.

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Several reasons this is happening.

1- The drag of the aircraft is quite low, and you are running NEAR. Even in FAR this would happen, but if you were running FAR you would have some serious dynamic pressure to contend with at this altitude and would probably blow apart if you tried to do the slightest thing.

2- Stock Turbojet engines are WAY overpowered compaired to real life jet engines. To fix this either download and use KIDS, or AJE.

3- Stock KSP orbital velocity is only about 2.4km/s. Real life orbital velocity is about 9.4km/s, not to mention the atmosphere for the stock KSP is at 69.1km while the real Earth is just about 180km, so nearly 2.5 times as deep.

So is that behaviour normal?

For KSP-Stock+FAR/NEAR yes.

I did a test and again used two turbojets, but this time I build plane from stock parts. As you can see, with same scenario, plane reached 500ms, so it really seems like SpacePlane Plus issue. Maybe these mod parts are too aerodynamic?

T9aEiTN.jpg

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I did a test and again used two turbojets, but this time I build plane from stock parts. As you can see, with same scenario, plane reached 500ms, so it really seems like SpacePlane Plus issue. Maybe these mod parts are too aerodynamic?

http://i.imgur.com/T9aEiTN.jpg

NEAR takes a plane's shape into account when determining drag, and that one you built out of stock parts is much less aerodynamically built than the SP+ one, keeping in from reaching those high speeds.

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I did a test and again used two turbojets, but this time I build plane from stock parts. As you can see, with same scenario, plane reached 500ms, so it really seems like SpacePlane Plus issue. Maybe these mod parts are too aerodynamic?

More aerodynamic shapes should offer better performance. The problem is definitely the ridiculously overpowered nature of jet engines in KSP.

If you want things to behave more realistically, switch NEAR to FAR and add AJE/KIDS and DRE.

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There's something that's making this crash as soon as you start using these on x64, they can be in the part list fine, but as soon as you drag them in I get a normal windows crash(not a ksp crash, so no log to speak of, the ksp.log just stops without saying anything interesting).

Due to the odd nature of the crash, I'm thinking it might be plugin related, maybe raster prop monitor not behaving properly? Or the firespitter thing. The crash happens between five to 30 seconds after choosing a part from this mod.

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I found out the reason for the mess up as far as i was able to tell from me, I did not have RasterPropMonitor plugin installed I installed that and it cleared up the issues i was having. Now for more info on what was happening to me.

I was able to load into the came except as it was loading the mod managed thingy was saying 0 loaded scripts xxx hidden. Basically it was thinking that all the config files were hidden and not valid. Once it loaded in there was NOTHING in the builder list thingy as I was unable to make a ship as there was NO PARTS in the list on the left. At first I was thinking it was a firespitter plugin troubles with the 64bit exe. But I uninstalled it and it was doing the same thing. After monkeying around I then remembered that it used a plugin for its monitors and went to KSOS as I knew it used the same plugin.

Installed the newest RasterPropMonitor plugin, and firespitter plug ins and poof it was working just fine as can be.

I hope that this is clear enough for others to understand sleepy kitty is not a good thing when trying to remember issues that she was having.

Damaske

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so as some problems related to this subhect were carried here i will make a quote and see if you know anything:

i have a problem, with this installed all my saved aircrafts has a CoL way too far away from where they were or where they should be. when i start a new craft and build it, i encounter no problems with CoL its only for alrleady saved crafts, this mod is space plane plus and it does have near support cfg file , i dont know what makes this, only allready saved crafts, same problem goes for stock as well

screenshot1.png

screenshot2.png

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deleting near fixes it, with near i recorded some weird stuff

Javascript is disabled. View full album

i also noticed that with near: my single rapier provides up to 130 thrust even on the runway when i use breaks, whit stock it gives only 90 maximum at runway,might be one of the reasons taht give huge speed boosts to far and near

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I'm using the latest version of Raster Prop Monitor, and when I installed SpacePlane 1.3, all I get are blank gray screens. When I reverted back to 1.2, I have only one RPM screen in IVA. It's broken, but at least it's something. Does anyone have any insight as to what I'm doing wrong? I've been struggling for hours, uninstalling this, reinstalling that, and waiting ages and ages for KSP to fire up again and again. Help me, KSP braintrust. You're my only hope!

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I'm using the latest version of Raster Prop Monitor, and when I installed SpacePlane 1.3, all I get are blank gray screens. When I reverted back to 1.2, I have only one RPM screen in IVA. It's broken, but at least it's something. Does anyone have any insight as to what I'm doing wrong? I've been struggling for hours, uninstalling this, reinstalling that, and waiting ages and ages for KSP to fire up again and again. Help me, KSP braintrust. You're my only hope!

rpm version?

mod manager version?

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Indeed I have. No less than three times. I just can't figure out what I'm messing up.

im guessing you also have cockpit rpm configs in the sp+ folder, there isnt really any reason for it to behave like that, i use mm 2.2 sp+ 1.3 rpm 0.18 and encounter no problems, also have vesell viewer plugin

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OK, so I tried it a fourth time. Lo and behold, the damn thing works! For the life of me, I can't figure out what I got wrong three times in a row, but I'm not going to complain now. Maybe you're just good luck, Reaper!

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OK, so I tried it a fourth time. Lo and behold, the damn thing works! For the life of me, I can't figure out what I got wrong three times in a row, but I'm not going to complain now. Maybe you're just good luck, Reaper!

yes it works becouse i did it! I !

you're welcome

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