Jump to content

uNiverselEgacy

Members
  • Posts

    7
  • Joined

  • Last visited

Reputation

1 Neutral

Recent Profile Visitors

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

  1. I tried again and it worked this time. No idea why it didn't work yesterday. Good to know that I can just check that file to see the end result.
  2. Is there a more detailed documentation of usage and examples than the GitHub wiki? Anyway I have a question about multiple nodes with the same name such as the keys in atmosphereCurve. Is there an easy way to replace it with my own list of keys? I tried -atmosphereCurve{} to remove it and add a new atmosphereCurve afterwards but it doesn't seem to work very well. In some cases it worked as I intended but in other cases I got an Isp of 0 in game.
  3. I like building space planes but I often find them quite useless since even the largest mk3 cargo bay is a bit small. It's fine if the payload doesn't have radially mounted parts but as soon as I attach something like a landing leg, it becomes too big to fit in the cargo bay. Oftentimes they are only useful for carrying 1.25m ships, which is quite disappointing. I know there is TweakScale but I'm a little hesitant to try it out. Also for people who want near stock experience, I don't think TweakScale is a good solution.
  4. Why can't I put a hinge on top of another and make it work? I mean it works in the VAB but does not work at all when launched.
  5. I built a rough replica of NASA's space shuttle. I put only one vector engine on the orbiter itself and another two under the ET (because they are too powerful and heavy if all three are on the orbiter). It launches quite well if not perfect. The SRBs separate around 12km and it will continue to fly just fine without wobbling or anything. But it starts to get out of control above 30km and really bad above 35km. With the help of MechJeb, it won't lose control completely but it's still not a smooth ride (you can see in the pics below that pitch, yaw, and roll controls all go crazy). I thought it has to do with CoM shifting place as fuel drained at first so I tried pumping fuel around to keep CoM relatively still but it doesn't seem to make things any better if not even worse. I tried adjusting the thrust limit of the two engines on the ET to keep the thrust vector point at CoM but that doesn't seem to help either. I'm completely clueless now.
  6. First I have to say I'm still a noob. I was trying to learn to write a simple auto pilot module for airplanes. I use MechJeb as the main reference but the problem is that it is so complicated that half the code doesn't make sense to me. I did sort of figure out how to control the main throttle and thus the speed of the airplane, but I have absolutely no idea how rotation works. I don't even know how to tell if the airplane is upside down or not, let alone correcting its attitude to face the desired direction. I really appreciate any help including code examples/tutorial articles/links.
  7. Hi I just started modding KSP and I found it a little difficult to start. First of all, unlike other games I modded that have useful modding tools to dynamically load/unload plugins on the fly, I have to start/exit the game for every little change I made to see the effect (since I'm a complete newbie I don't know literally anything so I kinda just test them out one by one). Second of all, even though there are a lot of open source projects I can take a look, most of them are quite complicated or poorly documented so they don't offer a lot of help to new modders like me. I went through some intro tutorials without problems but they on the other hand are too basic and don't quite go into details. It would be great to have some basic to mid level tutorials that talk about things like coordinates system, vessel properties, part properties, etc. (KSP API is good but it is not really so accurate and detailed)
×
×
  • Create New...