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Post by Admin on May 25, 2015 0:01:04 GMT
Ok after extensive testing and scratching my head wondering why, I have determined that Ksp 1 sucks. I have read the rants all over steam and here is my advice to squad. ROLL BACK TO 90 AND NAME IT KSP 2.0 CALL IT SQUARE.
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Post by Raul on May 26, 2015 7:39:24 GMT
You will have to upgrade..
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Post by Admin on May 26, 2015 15:46:26 GMT
Figured out whats wrong. Working on fixing it now. Basically in the cfg file the dragcoeff settings are different.
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Post by big ksp fan on May 26, 2015 17:47:56 GMT
i really want these in 1.0.2 please update them for us
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Post by Admin on May 26, 2015 18:45:55 GMT
Ok running into issues with the new aerodynamic model. I think that it is not an accurate model, but rather based on Cylindrical models. This has an unfortunate side affect of over heating the planes at sub-sonic speed.
// --- standard part parameters --- mass = 3.0 thermalMassModifier = 40.0 // the dang things are light, so 3200 kJ/tonne-K // heatConductivity = 0.06 // half default emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 // = 3400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf
Adding this to the cfg. files allows them to be used in the new KSP, BUT they lift off the ground well below 14 m/s and reach supersonic flight way to early.
Now the lifingt surfaces (Wings) have to have this added..
MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 0.9 dragAtMaxAoA = 0.3 dragAtMinAoA = 0.0 }
This lets the work as well, so tweaking will be required. (A Vast Amount)
If anyone here gets it right, Please post your cfg result here..
Command.
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Post by big ksp fan on May 26, 2015 22:23:03 GMT
i wish i could help you but im no good at code, also the parts might be to light in mass and code the engines too not spool up too fast, also make the plane resistant to overheating.
stick in there and see if firespitter plugin may help with coding thats all i can offer im afraid
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Post by big ksp fan on May 26, 2015 23:04:45 GMT
i will test all your crafts and report back
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Post by big ksp fan on May 26, 2015 23:47:20 GMT
all attachments dont work, so i added stock wings to all craft bodys work, all planes 0.60 1.2 seconds lower engine spoiling
a-6e body works, attachments dont f-117 boby works, attachments dont f-14a body works, attachments dont, back ailerons work f-18 is completly broken, attachments dont work, back ailerons dont connect properly but work a-7c body works, attachments dont, back ailerons work
here is the cfg. for Mysterious_Projects_Falcon_Pack-1.0
body aero cfg . // --- standard part parameters --- mass = 0.11 dragModelType = default maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 16 maxTemp = 3400 explosionPotential = 0.1
// --- winglet parameters --- // dragCoeff will override the maximum_drag value //dragCoeff = 0.5 //deflectionLiftCoeff = 0.1
MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 0.21 dragAtMaxAoA = 0.1 dragAtMinAoA = 0.0
body cfg.
// --- standard part parameters --- mass = 0.35 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.12 angularDrag = 2 crashTolerance = 35 breakingForce = 80 breakingTorque = 80 maxTemp = 2900 fuelCrossFeed = True MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.35 dragAtMaxAoA = 0.15 dragAtMinAoA = 0.1
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Post by big ksp fan on May 27, 2015 0:20:52 GMT
use the cfg of a f16 developed by Mysterious_Projects his works well in 1.0.2
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Post by big ksp fan on May 27, 2015 14:34:59 GMT
i guess your problem might lie in the wings as with stock wings everything works well but with wings on everything goes crazy
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Post by big ksp fan on May 27, 2015 14:52:45 GMT
ive found where the problem lies, its the wings and a structural failure on linkage between wingset and body
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Post by big ksp fan on May 27, 2015 15:16:08 GMT
everything works apart from wings and engine spoils up way too fast
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Post by Admin on May 27, 2015 21:33:08 GMT
Yeah they switched to a dedicated node attachment system. Using the allow non dedicated nodes under the cheat menu (alt f12) stops the wings from not attaching. As for ctrl surfaces most planes only have elevons as the models dont lend very easily to ailerons designed for the planes but as I type this im working on that.
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Post by ihaxvipieyay on Jul 30, 2019 6:41:58 GMT
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Post by iremujoge on Jul 30, 2019 9:03:25 GMT
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