![]() ![]() At 20k and above 1100 m/s, that's when I pitch up to head out of the atmosphere. Go to 15 degrees at 12.5k, 10 degrees at 10k and then if I'm still under 800 m/s (roughly Mach 3 I use Kerbal Flight Data so I can and do go with the Mach number) by that point lower the nose to 5 degrees at 12.5k. Typical spaceplane SSTO flight profile for me is to stay trans-sonic (loosely defining this at under 350 m/s) up to 10,000 ASL, then lower my nose to 20 degrees. Let's start by what for you is constituting "high speeds" - can you tell us how fast and how high up you typically are when you RUD? To adequately answer this question in a helpful manner, we'd have to know a bit more about your flight profile. If you don't mind one last question- in your experience, is the decrease in dv required to reach orbit significant? I think this is my main sticking point prior to jumping into FAR.How do i build a plane that doesn't break itself upon reaching high speeds? I'm trying to build a shuttle and it always breaks Thank you for the input, I appreciate it. Something that is fun to do for some people and at the same time may be annoying for others. In my opinion, while you might create rocket that would have more dV, once in orbit, you will also need to tackle down different set of other obstacles. You would probably take much different trajectory than in stock, to accomplish orbit. But, at the same time it is more difficult to control, you have to plan your stages carefully to avoid aerodynamic breakdowns, figure out at what stages you must have fins, when you can get away with only gimbal controled steering, etc. True, in general, rockets would receive less overall drag and your rocket may need less fuel to orbit. I would not tell that it is easier or harder to play with FAR, rather it is completely different experience. You would only need to change to KSP version in Compatibilit圜hecker.cs. If you need a backport, the fastest way would be to recompile it yourself. However, in your case, it looks like the bug is caused by Trajectories calling FARAPI before the voxelization is complete. I'm sorry but I don't have enough time to go bug hunting by guessing what sets it off. If you want help with bugs, short excerpts from the log are not enough. I saw that you've seen this messages in the original thread of FAR so maybe you fixed this on current versions of your fork? I don't know but if that is true would a backport for 1.3.1 be possible? or even one with a fix for this? I hate that lag in an important event as decoupling in RP1. ![]() I know 1.3.1 is old but its what RP1 runs on. NullReferenceException: Object reference not set to an instance of an objectį (UnityEngine.Vector3& aeroForce, UnityEngine.Vector3& aeroTorque, Vector3 velocityWorldVector, Double altitude)į (.Vessel vessel, UnityEngine.Vector3& aeroForce, UnityEngine.Vector3& aeroTorque, Vector3 velocityWorldVector, Double altitude)į (.Vessel vessel, UnityEngine.Vector3& aeroForce, UnityEngine.Vector3& aeroTorque, Vector3 velocityWorldVector, Double altitude) So when I have a command module on a stage that is being decoupled, I have terrible lag for some moments with lots of exceptions thrown on log. I am playing RP1 on ksp 1.3.1 and using a lot of avionics on stages. You're best installing FAR Continued by hand and not with CKAN. There's a big ol' warning on the first post here to make sure, if you use Kopernicus, to use the same version of Modular Flight Integrator that comes with Kopernicus instead of the one that comes with FAR. Though I've read too many horror stories of CKAN installing the wrong versions of dependencies and such. Same goes for stock builds back at Kerbin.Īs for CKAN, it's really up to dkavolis to make a repository entry. I'm using it on 1.6.1 on Eve and my planes there fly on 1.6.1 as well as they have on 1.3.1. This port to KSP 1.4 and later is also not architecture-locked. I'd been playing in 64-bit since KSP 1.1.3, and official releases go as far as KSP 1.3.1 64-bit. Hello people, how do you play with FAR since official KSP became 64-bit only? I have heard that FAR works only on 32-bit versions.Īrchitecture lock was removed back in the KSP 1.1 release for FAR that was ferram4's doing a while ago and it was because of pre-1.1 KSP 64-bit being 'crash-tastic' on Windows.
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