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Sivonen

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Everything posted by Sivonen

  1. I would like to add ailerons to my craft and assign joystick axis or setof buttons to directly control them. For example small ailerons for trimming, or some more complex shenanigans. Is there a mod that allows that? Preferably stock parts controlled differently, but ideas about part mods (infernal robotics for example) can be suggested also. edit: It seems that there is no mod like the one I want. Is there anyone kind and skilled enough to make this kind of mod? I would draw an owl for you if you do. There's oly two things I'm dreaming of: -In a setup menu, there would be some extra axes/buttons called "extra1" etc. You could assign joystick axes or any buttons to them. *Three buttons per axis: +, -, reset to 0. Kinda like the throttle is now. But the range would be -100%...+100% -In VAB, the part properties window there would have an option: assign axis/buttons 'extra1' to this part" + option to invert. *This could go to ailerons, risable gears, engines... Any moving part. Thinking about VTOL, robot-shenanigans, etc.
  2. For some projects, I would like to assign a joystick axis or two buttons to directly control ailerons. I know I can set a key to deploy ailerons fully, but I need more precise control. Buttons that add/decrease the deployment by 1 degree at a time and third button to reset...? Or a joystick axis. Not tied to pitch/yaw/roll controls.
  3. Here's an infinitely hovering helicopter. Easy to build and stable to hover. Altitude controlled by either with ailerons or amount of roll input. Unsteerable of course. There are nuclear reactors inside the structural fuselages.
  4. For me it was not about winning, but just to make it. So I did. First try I used large landing gears. Which aren't steerable. Next try I turned left from the runway. Ocean. I turned back and crashed to the runway bank. Third try was the charm:
  5. With these instructions I managed to replicate the trajectory every time:
  6. Just a quick build to prove the concept. 40x180km orbit.
  7. Jeb is on a trip to plant another flag to Mun. But oh no, the engineers forgot his descent engines! The lander has only ascent engines, which of course don't work while descending. Thankfully the engineers installed a cubic octaconal strut and strut connector dispencer in the lander pod. All Jeb has to do now is to install as many struts and cubes as needed to land the space craft intact. And that's your job! Modify the craft to save Jeb. Don't be intimidated by the rules and instructions, all in all it's just a couple of clicks and you're good to go. Instructions: -KSP must have excactly one mod: Hyperedit. -Get my savegame file from here (download button is on the upper right corner!): https://drive.google.com/file/d/0B6dKP8U7SGK7dUd5QWxoNHVOQzg/view?usp=sharing -Extract the zip to your savegame directory (in my case it's C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\saves) -Load the game, switch to craft "Jeb's Trouble" and see how it crashes. It should go in a crater and hit the downslope of the crater quite gently. -Go to VAB and load the craft "Jeb's Trouble" -Use as many Cubic octagonal Struts and EAS-4 Strut Connectors as you like to protect Jeb. -Add one small OX-STAT solar panel. -Do not modify the craft in any other way. Yes, the bottom tank is supposed to be empty! -You can only attach the parts to MK1 Command Pod and to each other. -Take note of part count. -Rename and save your craft -Go back to KSC and reload the game "Jeb in trouble" -Go back to space center, go to VAB, load your craft and get it to launchpad. -Open Hyperedit and click the following buttons: Orbit editor -> currently editing: Select -> Active vessel -> Rendezvous -> Target vessel: Select -> Jeb's Trouble -> Apply -Be warned: Do not use time warp now! At least my game weirdly stuttered a bit and the lander missed the downslope of the crater. -That's how we pretend that Jebediah is making the modifications in-flight. Instructions with pictures: Rules: -Pilot must survive -Before the craft has stopped, you are not allowed to use ANY thrust, nor go to EVA. -Exception to above: you can be a wuss and apply thrust after your craft has bounced off Mun's surface and you'll to go straight to Kerbin. Points will be reduced! -Plant a flag on Mun, and/or get back to Kerbin alive in the same craft. -If your craft stops upside down, you can do whatever it takes to flip it upright. Without any cheating of course. Send a rescue vessel to push it, if you like. -No cheating of any kind. Use Hyperedit only as instructed. Scoring: -Minus one point per part added (original craft is 12 parts) -Landing on mun safely: 100 points -Planting a flag on Mun: 1000 points -Landing back to Kerbin alive: 500 points
  8. If the engines are to be on top of each other, you must can rotate the engines to point to CoM. Then your plane doesn't rotate when accelerating. First the jet, tanks full, set rocket engines thrust limit to 0, rotate the jet so thrust vector points exactly away from CoM. Then set jet thrust to 0, rocket to 100, empty LF tanks used by jet and align the rocket engine. Empty all tanks, adjust wing position so that CoL is behind CoM and go to space and back.
  9. I got to 8116km. Did I win? ...yea. Just to show the stupid concrete truck, which turned out looking like a monkey's behind and is undriveable. Nothing to see here...
  10. Here's a benchmark to beat. Go for it! 68 kerbals = 680 points Plane of death visual design = 1 point 98692m - 100000m = -1308 points Kerbals dead 24 / 68 = 35.3% -> (50-35.3)*250 = -3675 points Total -4302 points
  11. Thank you for pointing me at the right direction. Ingame cheat menu doesn't allow to put crafts in collision course iirc.
  12. I'm thinking of a challenge, where a rocket is on a specific trajectory on a specific time. People would have to modify or build their own rocket and put it into that spot and go on from there. To turn a rocket from collision course etc. Editing a savefile would be a bit clumsy way to do that. I'm a total newbie to hyperedit. What would be the easiest way?
  13. I'm giving up. Well done, Aetharan. My final score is in the post above. Alt 15464 Distance 6497934
  14. Umm... So you fly them in real time? A million hours per test flight?
  15. The dead passenger plane of doomsday challenge It was an ordinary day in Kerbin; planes crashing and rockets exploding. The mayor of Kerbin was concerned about that, so he decided that a new kind of transport vessel should be engineered, to bring more kerbals to the Space Station from afar. He clearly stated "The vehicle must carry at least 50 kerbals and 30-70% of them must survive a 100km journey". As the commandment arrived to the Kerbin's Ambiguos Kompetitions and Khallenges Association, the rules were specified by a read-it-literally-wisedonkey-wannabe-engineer called Sivonen: -Start a new career in sandbox mode. -Go to astronaut complex and hire as many kerbals as you need (at least 50 total). -You must build and fly a plane that carries at least 50 kerbals. -ALL PLANE PARTS MUST BE STOCK. Yes, you can add Mechjeb, time acceleration, etc mods. No parts, autolanding, physics, etc unfair mods. -All kerbals must be in command pods, hitchhiker containers etc. No command seats or stuffing them in the trunk. -It's a plane, so maximum altitude is 15km. -Ground distance covered must be 100km, points will be reduced if goal is missed. -30-70% of kerbals must survive. -In other words 30-70% of kerbals must die. -You must not drop the kerbals by EVA or decouplers, you must do a controlled crash landing which kills the required amount. -Brakes must be turned ON before landing. -Also no evaporating kerbals with a jet or a rocket. -No cheating via cheat menu, clipping the parts, or other unfair actions. Mild clipping here and there is ok. -Post screenshots: *Astronaut complex showing your total number of kerbals before flight *Show off your plane. Bonus points for flamboyance. *Try to get shots from the landing. *After your plane has landed, press F3 and take a screenshot showing your ground distance covered and max altitude. *Astronaut complex showing your total number of dead and alive kerbals after the flight *Video which shows the above information is acceptable instead of screenshots. Scoring is calculated as follows: Accurate crashing landing at 100km: every meter away from 100km gives minus one point. No driving on the ground after landing, be fair. Number of kerbals on plane: every kerbal gives you 10 points. Remember the minimum of 50 kerbals. Number of kerbals survived: target is 50% survival, every percent away from 50% gives minus 250 points. Results over 70% and under 30% are not acceptable and will be given minus a million points. If you make the trip back with the same plane and kill another 30-70% of the remaining passengers, you earn an extra point. Bonus points might be awarded for flamboyance. Most points wins. Or the least minus-points. An example entry: Distance: 102397m = -2397 points Total kerbals: 50 * 10 = +500 points Kerbals dead: 6/50 = 12 percent = -1000000 points Cool looking doomsday plane of doom: +1 point Total: -1001896 points Brakes were off when landing = disqualified Best results: 1. Sivonen -4302 points 2. 3.
  16. I took screenshots to show the difference between MK1 pod and MK1 inline pod drag readings. HUGE differences! I messed up with the the numbers earlier, it's actually something like 0.15 vs. 2.2. Also Aetharan, is it that you aim to use 0.02 fuel/sec? As you see, I'm only using 0.011 at the beginning of the cruise... Same speeds and altitudes, but you fly waaaay farther. Where is the difference....?
  17. Basically I'm wondering why the drag of the inline pod is about 2.5 times the mk1 pod's drag. Oh and in both cases the speed and alt are in the same range, 630/13000, and the pitch of the craft is 0 degrees.
  18. I'm struggling. With mk1 pod based craft, I can get my drag down to 5.0 when accelerated to cruise speed, 90 fuel left. Pod produces about 1kN drag. Best result is about 6600km. With mk1.inline pod I can't go below 8 drag, and the pod itself produces 2.6kN of drag. Resulting a lousy 5000ish km. I see Aetharan is using the inline pod with success... What is it I'm not understanding here...?
  19. Update without screenshots; 6500km. I'm determined to win this. Or (Jeb will) die trying.
  20. Hold it a bit, if you will. I'm working on my entry. Currently at 6000km range.
  21. Yep. I can set up the pot to use any axis and all are working properly.
  22. Using 1.2.2. x64, Windows 10. I can set my joystick controls alright, except KSP does not recognize my joystick's rudder and throttle axis. Other axis' are working well (finally!). My joystick controller is Arduino Pro Micro. In other games and in windows control panel joystick settings the axes are working well. I think it's axis 1.2. I found a workaround to set the potentiometer to use axis called "Y-axis" instead of throttle/rudder, but the problem persists, there's two axes that I can't use. My TM HOTAS 4 works perfectly in KSP.
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