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About mikey117

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    Spacecraft Engineer

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  1. You should be able to avoid most Kraken attacks, by setting autostrut to Grandparent part. That way if the root part does change by adding/docking a new piece of the station. The autostrut will not move/ shift positions.
  2. Not sure what control set you are using but (iirc havent been on ksp for a while)on Xbox Cursor controls it's hold LB+ right or left on the Dpad.
  3. Yep I had the same issue when first playing ksp. You can change the aspect ratio (iirc) in the main settings. This will shrink the screen to the correct size. Hope this helps.
  4. Yeah this is another one I was not sure about. I was using play speed (I think) haven't been on for a day or so. Thanks for the advice, also I can't share craft as I am on console. Also not 100%sure how to upload a screenshot to the forum.
  5. Hope this helps. As for the throttle staying at 50%, I'm having the same issue. I haven't found a work around/solution yet
  6. Figured it out. You just use docking mode. The linear and rotational controls relate to the Custom axis' listed in the action group window. Will have to do some proper testing,but I'm thinking this could make controlling propeller type craft a lot more viable. It's a bit clunky to switch docking mode back and forth. So im thinking, if you remap normal flight controls to DM rotation and any additional robotic controls (like propeller pitch etc) to the DM linear then we should be able to just stay in DM and switch between lin/rot at the tap of a button. Atleast if you play on Cursor controls you just tap A button on xbox to switch. Not sure about other control schemes. As for custom axis groups. I will need to test this, but might be that you have a secondary (axis )set of action groups when in DM Hope this helps, now go unleash your inner Robotnik
  7. Yeah I mostly design and fly rocket based missions. Probably 85% rockets and 15%planes. However I answered planes, as the question was ,what do you spend more time on? Might be different for other people, but for me , building and testing takes way longer for planes to be mission ready than rockets of similar size/complexity.
  8. No idea , still trying to figure this out. I find the lack of info regarding new mechanics/part options to be the most frustrating part. I don't think it would be as hard to wrap our heads around , with a little more info available.
  9. So I've just downloaded the Breaking ground dlc on xbox. I've put together a basic biplane using the R121 turboshaft. I'm having difficulty with throttle controls. I've seen advice on another forum ,to use the Kal 1000 to bind RPM and Torque limits to the main throttle, this seems to be working , kind of as intended. Problem is it won't throttle back down. The plane keeps trying to spin/roll due to the single engine.however I'll figure out how to sort that later. Can't even get off the ground yet . For the moment I just want to figure out how to make the Kal sequence work In reverse also. It's going to take a while to get my head around all the new robotic parts and how to use them with a controller. Also, just out of curiosity. Are there any PC players who happen to also own the console version?(highly unlikely I know) If so then it could be really helpful for us console players to have one of you folks do a comparison of sorts, as in how well some of the controls/methods to control robotics and planes etc have been implemented on console.(I have a feeling some things have probably been overlooked in this regard) Or even how some of it works. There's a lot of new settings/options for action groups and the Kal 1000 etc, that are not explained at all. TBH it's going to be a headache figuring some of this out without some help/comparison from the PC community.
  10. this is awesome news. Tbh I didn't think we would get certain parts of this update,like robotics for example. Really happy we will be getting most , if not all of what is available on pc now(mods excluded of course) Not only that, I honestly expected to be waiting another 6 months or so for this to drop.
  11. Well seeing as you guys on pc have robotic parts now, how about a transformer. Each person needs to build 1 piece each to put together to form a huge transformer /robot of some kind and each piece needs to be some form of usable craft ie car, plane, tank etc.before transformation. Bonus respect if each individual piece /craft can also transform into A small transformer/robot before assembly of the huge robot. Could be a good challenge or a pc melter, lol
  12. Well i personally do a lot out side Kerbins SOI. I've been to Duna and eve multiple times. Atm I am designing a flotilla of craft to head to the jool system. Yeah I can vouch for the nightmare of having to manually fly test runs to destination orbits. But the way I go about It, means I generally only need one test flight to any given body before launching. I usually do a test flight with heaviest payload then I use the same transfer stage to other craft to be sent. Whereby I just make sure all payloads are less mass than the one tested.(ie. Relay payload,lander payload,return craft etc) However this is very time consuming and frustrating. I'm really hoping we can get the delta v calculator soon as this will take a lot of the guesswork away and mean more time actually flying missions rather than being In the simulator.(That's what I'll pretend these test flight are lol)
  13. Thanks for the quick reply. Yeah now that you mention it, I have noticed spending too long at higher altitude causes more heat with deorbits from around kerbin.(not really sure why I didn't make the same correlation with mun return). Thanks for the logic recalibration ,lol Tbh it's one of the things I love about this game/ learning orbital mechanics in general. A lot of counterintuative things to wrap your head around. I will probably need to try slowing down a bit first. And will try a few different reentry profiles . I'm not at home at the moment, but i will let you know if i am still having issues after a few attempts. Not sure what craft mass is at this point ,but its a big mk3 cargo ssto, so will still be pretty heavy at this point. 2.well I tried my usual 30° and then also tried to nose into it a bit more to take advantage of the heatshielding on the leading edges of the delta wings. Still no luck. But yeah I will try ,try and try Again until successful as is the Kerbal way. If ksp came in a box with disc instead of an age warning it would have a :Caution stubbornness level required; -very high
  14. Does anyone know why my mk3 spaceplane wings keep instantly overheating?(big delta wing) It performs fine during ascent, however when trying to return from the mun the wings instantly overheat as soon as I enter the atmosphere. I was originally putting periaps at around 50,000m. I then thought well I obviously need to do a more gentle aerobrake . But the same thing happens even If I put periaps at 65,000m. Really frustrating me now. Also I'm on console . Not sure which version the console is currently on. So just thought I'd ask if pc players had the same /similar issue with an earlier build of the game?