Jump to content

AndyMt

Members
  • Posts

    195
  • Joined

  • Last visited

Reputation

193 Excellent

2 Followers

Profile Information

  • About me
    Rocketry Enthusiast

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Would it be possible to have specific color presets per part? So for example when I use large size tanks they will be orange, small size tanks metallic and white, the 1 Kerbal crew capsule black etc? I don't like it that my craft basically end up in one color, unless I invest a lot of time recoloring each part. Where this mod already helps a lot... So thank you for this. A way to do this would be a regexp assigned per preset. When a part matches the regular expession, it will be applied.
  2. Just played through the stock game with 50% rewards (is there a way to go lower?), which wasn't that difficult. So this mod comes at the right time. I liked 2.5 scale in KSP1 because it was hard enough to be a challenge, but still doable with stock parts.
  3. sure, I didn't even try those, I took the instructions too literal, then. And on my Swiss German keyboard they are on opposite edges. Shift 1 for + and the dedicated - key is bottom right.
  4. This! For example press "end" to focus on the body you're orbiting, then use pg up/down to cycle through whats nearby (moons first). Another one: I use a tenkeyless keyboard, so there is no numpad and I can't use the target clear etc feature. Maybe offer an alternative key combo for that? Like shift+home, shift+end?
  5. I figured it out meanwhile: the autopilot has to be set to stability assist and not to autopilot or prograde. Not sure about the directions and reference coordinate system. There as you pointed out some vector math is required. But as I roll during the upright phase before pitching over, it's not really relevant.
  6. Sure, I get that. To summarize for me there is mainly 3 things to improve to make it work: have a way to name vehicles/assemblies separately inside a workspace Easy way to select a specific vehicle from a list or dropdown Offer to filter out autosaves in the load/save menu
  7. Well, tried it. On principle a good idea, but: if I paste a launcher, all engine fairings disappear (even though parts manager still says they are enabled). To fix this I have to detatch and reattach each decoupler etc to get them back. Then of course the staging is all messed up. I still don't get the purpose of the vehicle name: there is no way to name my launchers differently in a workspace. There is only one vehicle name per workspace, or is it? It would be nice to be able to name each assembly (vehicle, craft, launcher) separately. That would make sense. Then have a dropdown selector somewhere. Make the VAB autoposition vehicles in the center line of the VAB so they line up, the current selected one in the front. Only allow the current one to be changed, except linking them together. Right now I don't see a real benefit I must admit. I see what the devs wanted to do, kind of... But it's unfinished and quite cumbersome. I really hope they fix this soon. Atm I have dozens of workspaces with the same name, some autosaves, some I don't know how they came to be. And sometimes I load the wrong one, until I notice I have another autosave...
  8. That solution is so obvious ! But then also hidden in plain sight. Will give this a try next time I play.
  9. In KSP1 I used subassemblies to store standardised launchers etc. I have to check how I can achive the same with KSP2. Until now I didn't manage to merge a single craft from one workspace into another. Might have been due to the convoluted ui and the distracting autosaves.
  10. I must admit, this system sometimes doesn't do what I expect it to do. It would help if I could by default filter out autosaves. Also nice would be if I save a workspace with the same name as an existing one, that it would offer to merge them together. In the VAB I mostly only want to look and work on one craft at a time. It's so easy to accidentally click on some other craft and modify it, throwing off all staging. So some "only show active craft" mode would be nice. Also I don't really get how to select a craft reliably and have the VAB stick to it and also keep it's name. A dropown or list of crafts in the workspace would help that. I try to understand workspaces like some kind of folders. Am I wrong here?
  11. This doesn't roll the craft, unfortunately. It just does nothing. I think I have to use override_roll(), but then I need a reliably way to know the current roll (and pitch). I haven't found anything for that either...
  12. My fork on Github contains some bugfixes to all scripts, so they work with the latest version of Kontrol System. Just follow the link above and download my code.
  13. I have published my gravity turn script as part of an update to @appenzs scripts on my Github: https://github.com/AndyMt/kerbal2/tree/master (PR crated, too) Use the mission::gravity_turn entry point. It provides a basic UI to tweak the launch parameters. But the suggestions should work with crafts that have a twr between 1.2 and 2.0
  14. Another one: I have difficulty to force the craft to roll to a certain angle. The parameter in vessel.heading_direction() doesn't do anything: vessel.autopilot.target_orientation = vessel.heading_direction(heading, -pitch, -90).vector The craft just doesn't roll at all. Do I miss something here? I could use vessel.override_input_roll(), but then I would have to know how much the craft rolled. And I can't find anything to get that information - same with pitch and yaw. With vessel.pitch_yaw_roll() I get some vector, but when I convert this into a Direction type (with to_direction()) the values don't make sense. Well - when the navball changes to "orbit", then they make sense, but not before during a launch...
  15. @Untoldwind I'm trying to improve my gravity turn script I mentioned above. For this I need the current vessel pitch in degrees. Maybe I'm overlooking something, but apart from heading_roll_pitch() which returns a vector, not angels, I haven't found anything. Tried to convert that with to_direction(), but the result is totally off from what I expect. Get 288 instead of 90 degrees... Any hints?
×
×
  • Create New...