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mikey117

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Posts posted by mikey117

  1. Any news on when console will be finalised.

    Not trying to take away from the great progress being made for pc.

    However it's been a fairly long time since we had any kind of update or rough timeline for the  console port being finished.

    Not whinging just excited to try the new on site/orbital construction abilities aswell as lots of great QOL improvements. (Manouver planner etc)

  2. After recently coming back to ksp. I was have g the same issue. I am very well versed at rendezvous and docking, so I immediately  realised it was a bug. So after searching the forums. I saw on another thread that others where having the same wierd phantom forces.

    Turns out it's to do with time warp.

    So now we need to stop timewarping before entering the physics bubble. (2km I think)

    I personally haven't had any problems  after doing this. It just makes the final approach  a bit more tedious.

  3. On 12/9/2019 at 3:40 PM, mikey117 said:

    Figured it out:D. 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

    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

  4. Figured it out:D. 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

  5. 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.

  6. 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

     

  7. 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)

  8. 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.

    59 minutes ago, Snark said:

    you're returning straight to atmosphere from the Mun, without any braking before hitting atmosphere, that's awfully fast for a craft without a heat shield. Are you going 3000+ m/s? What if you brake by a few hundred m/s before reentry?

    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:confused:

  9. 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?

     

  10. Thanks for the great replies.

    I do have a worlds first flyby and science from around Duna contract atm , and currently is the only mission I've got .

    I had a feeling I would need to complete the flyby first, I've already made a contingency for this.

    I'm going to decouple a small probe from one of my transfer stages just before circularising and will let it continue with the flyby.

    Once I get to Duna I will have a long wait for the return window to Kerbin so I am hoping it gives me some contracts when I switch back to the ksc.

    On 5/24/2019 at 2:44 PM, Mikenike said:

    While I am an Xbox player, I havent gotten to the Mun in my 5 months of playing Ksp. I dont play enough career to tell you.

    Don't worry dude I've been playing it for a few years now.(since original release on console)

    This game has a steep learning curve. Especially if like me, you like to try figure things out yourself. Took me 2 weeks to get into orbit properly . 

    But if your not as stubborn as me I would recommend watching some vids on you tube .

  11. Fist off i will state that i am on console(xbox) just to try avoid the generic ,"theres a mod for that" answer.

    So I have an annoying problem with my current career save.

    Every other time I have played career ,when getting close to the first Duna transfer window the game has always given me a good selection of Duna world first contracts.

    This time around I'm planning on sending a decent sized expedition, consisting of 6x different vessels currently in parking orbit awaiting transfer window.

    The problem is the game is not giving me any worlds first exploration missions.

    I currently have one for gaining science around and performing a fly by. And it is offering me random satellite and station contract for Duna and Ike. Just no world first.

    So basically I'm looking for advice as to any particular reason why this might be or if anyone is aware of any kind of pattern to trigger the missions etc.

    For example should i maybe cancel /complete the flyby mission then hope it gives me better ones?

    I would really like to get some good missions to cover my launch costs as even with reusable first stages I'll be forking out just over 1million funds for this trip.

    Any advice would be appreciated.

  12. If you want to use rcs thrusters for forward thrust , then you need to enable fore by throttle in the editor. You can now use thrust /throttle as normal when in map mode.

    It's best if you can do this in the VAB as it will set all rcs blocks placed in symmetry  to fore by throttle. 

    It can be done in flight it just means you have to click on and activate it on each rcs thruster block seperately.

    Hope this helps.

  13. Got to say I'm really impressed with not only this update, but with the new development speed with ksp in general. 

    I'm on console so I realise it will be a long time before we get this, if at all. 

    But even the new patch on console shows they are actually testing the game more thoroughly. And listening to the community. 

    And to those who say this can be done with mods, well that's all well for you but not everyone wants or has access to mods. 

    Anyway for the moment I'm just hoping to get the dv indicator on console some time soon. And hopefully some of whats in this update also.

    Mostly the stock robotics:D.

  14. First thing you should check is, in the VAB activate centre of mass and centre of lift indicators. Ideally you want your centre of lift to be as close to just behind  the centre of mass as you can. 

    I suspect in your case it may be  quite far behind the centre of mass. Which means it will turn. You just have to fight it a bit.

    Hope this helps

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