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chrisb2244

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  1. Thanks for the response. However, I'm pretty sure that: - "release" releases the cable (whilst keeping the head attached) and allows the cable to flow freely. - "extend/retract" toggle extension or retraction of the cable at a moderate speed (like 1m/s). Clicking the opposite button whilst one is active places the cable in an idle state iirc, but takes the action you'd expect if it had previously been idle. There's already an issue for that on the KAS github I think. - "eject" fires out the cable with head from a locked position in the winch to the maximum length (actually, until the time it takes to reach the maximum length given the velocity one tick after it is ejected/fired.) This doesn't seem to apply a force in the case of being called by a kOS event or action, which is the problem I'm having. - <I forgot the name but something like release> - releases the head from the cable. Does nothing to the cable. I'm avoiding this... On the gui panel there's also a "detach" available when the head is locked to the ground. This is available as an action of the harpoon module in kOS and works perfectly. Toggling the plug mode switches between docked and undocked. I *think* this just locks or unlocks the joint between head and cable. The winch should be "undocked" when retracting and trying to lock, or else it frequently won't retract due to part misalignment.
  2. I'm trying to use the KAS winch with harpoon using kOS. I've been able to use events to extend and retract the cable, and with a little searching, detach the head from the ground. When I click Eject, everything goes well. The hook/head and cable fire out and attach to the ground (assuming it's in range) and then I assume the action taken when you click instant stretch takes place, making the length equal to the distance. Before it hits, the length is the maximum. However, calling the event to Eject only sets the length to max and unlocks/releases the hook (it remains attached to the cable), it doesn't fire out. Probably I'm doing something stupid, but what's the best/real way to do this?
  3. I think there's a mod for 'true CoL' or something like that. Has anyone used it (and want to give opinions?)
  4. 1) I'm not certain, but I'd say you have not enough pitch authority for the first plane. There's no tail, and so only the ailerons on the wings give you pitch control, and they're not far in front of/behind (I.e. front or back away from) the CoM. Although the second plane has a similar problem, it looks like you have the Swivel engine there, so you can use the gimballing of the engine to add pitch control. 2) Might be your wheels are not completely square to the ground. Try using the rotate and offset gizmos in "absolute" mode to correct. Having a plane too heavy for the wheels also does this, but your planes seem ok. 3) No idea, sorry.
  5. Is it possible to change the mods you're using within a single game installation folder (although allowing things like soft/hard symbolic links) from game profile to profile? I want to try out some different sets of mods but it seems like I need a full copy of the game for each set of mods and then I need to quit and start a new executable to switch between them. Is this the only way? Of so, what fraction of files differ? Can I symlink my steam KSP folder into a series of other folders and just replace the ckan and 'game data' folder(s)?
  6. The miniaturisation node also has the earliest docking port in career.
  7. A patch to 1.2 made it only one guy in physics range of the others (they don't have to get out of the ship). For older versions, everyone needs to plant a flag, but you can immediately recover them to reduce clutter if you want. You're looking for an 'escape from Kerbin' marker after a maneuver node. You can test the variation with direction and so on without making the maneuver, just drag the node around and see what happens. To leave and quickly return, there's a best direction, but I can't figure it out clearly yet and I don't remember where on the forums I read it. Try searching for something about kerbal xp.
  8. The rules didn't specify your plane had to survive though, right?
  9. Good to know, thanks. Anywhere else? Not that it's really that important anymore (if this is approved)
  10. Go figure. That must be a pain for approving the last 24 posts...
  11. So, a quick search in this forum tells me that a new user's first 3 posts will always require moderator approval. I've posted a bunch of times, but my posts count is still 0. Is this expected?
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