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fnordianslip

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  1. Hmm. No. I deleted the original, but it wasn't old anyway. However, I'm liking the sound of the deadzone fix. That's consistent with the roll axis working with SAS on in my last test. I'll try that and report back. Edit: Awesome, thanks for your help. Bill and I are both pleased! I'll see if I can get the throttle working now. I can't see why it wouldn't, as it just used to stick at 50% or more when I tried it before but I always had SAS on. Another edit: I figured out that my joystick's throttle needed to be set at centre before starting KSP in order for the full range to work, otherwise it had a maximum level of 50%. KSP reported this: /dev/input/js0: axis 4: raw -32767, mapped 0.000000 when I started it with the throttle fully to the rear, and this when I started KSP with the throttle at mid-range: /dev/input/js0: axis 4: raw 0, mapped 0.000000 All seems good now. Thanks for everything. BTW, it seems that this is all off topic for Linux, so I'd be happy if you wanted to clear this noise out from the signal in this topic. Cheers.
  2. Yep, you're right about my first problem, that's all good now Regarding the 2nd problem, KSP shows it as: /dev/input/js0: fd 3, buttons 14, axes 7, name Mad Catz Mad Catz F.L.Y.5 Stick It seems that I can repeatably obtain the reported behaviour (loss of negative pitch,roll & yaw joystick input) by engaging SAS. I'll see if it also affects manned flight without a MechJeb on board. Fortunately, for the sake of the kerbals, it should be repeatable on the ground. Edit: Well, it is partially reproducible without MechJeb fitted to the craft. With SAS enabled, only negative roll (lefthand) functions with the joystick, negative pitch and yaw (down, CCW) only work with SAS disabled. I'll try some different aircraft, and perhaps a fresh install. It's way less confusing without the yaw and pitch axes being swapped, I was faffing around with the joystick settings for ages trying to make sense of things before I even noticed that the navball was on the wonk! The joystick behaves perfectly normally with jstest-gtk, BTW.
  3. Hi all. I've got myself new Linux box running Ubuntu 13.04 and its packed full of grunt, KSP is running very well on it. I've been trying to get my joystick working and have been in a world of confusion! I have a small numbers of mods installed, most notably MechJeb 2.something. Here are some of the things that have been confusing me: 1) I put a MechJeb on the Aeris aircraft in order to experiment with my joystick without killing kerbals. If I 'launch' my aircraft with a pilot on board, the navball orientation is as expected. If I 'launch' my aircraft without aircrew onboard, the navball is rotated such that the blue is on the left hand side and the brown is on the right. This swaps the pitch and yaw axes on both the joystick and keyboard controls. Edit: OK. I was being dumb. If I selected the cockpit on an unmanned aircraft and selected "Control From Here", the navball reorientates itself correctly. 2) When 'launching' the Aeris (with a Mechjeb and pilot on board) the controls seem normal (as far as i can tell) until I engage the SAS, at which point only positive valued input appears to come from the joystick on all three principal axis. To clarify, I refer to the 3 input scales in the bottom left hand corner of the GUI. With SAS off, my joystick can pitch up and down, roll left and right, yaw CCW and CW. With SAS on, I can only pitch up, roll right and yaw CW. No negative input is possible on any axis. Edit: just to confirm, when SAS is enabled, the keyboard still works for down, left and CCW when the joystick doesn't. I haven't mentioned the throttle as that just adds a whole new dimension of confusion, literally! I've not been very active on the forums recently, so all of these issues may have been mentioned elsewhere, may be cross platform, or may be linux specific. Can anyone offer any advise, please?
  4. I haven't figured out whether or not the item in question will be more buoyant or not, but "billions of cubic meters" doesn't make for greater pressure. Its the head (depth) of water that counts, the volume is irrelevant.
  5. Awesome. Must see if I can get Orbiter running on this Linux laptop now.
  6. That geosynchronous orbit is at 2868400 metres, isn't it? At least that's where my sats are.
  7. I just noticed a quirk and wondered if something could be done about it. I chose to refuel my Kethane prospector craft in orbit after taking off from the Mun's surface, for the purpose of repositioning it closer to the other stuff on the surface. I refueled the craft by converting on-board kethane into liquid fuel. However, my liquid fuel tanks are in the form of a pair of radially attached stacks, and now they are unbalanced. I'm wondering if I can use the fuel transfer mod to resolve this issue in future craft, but wondered if I might be overlooking something, or if it could be fixed in the Kethane plugin itself. Edit. I just experienced an issue whereby 2 of my craft were no longer able to extract kethane. One of them was no longer able to detect it, the other had no detection capability. I restarted the game, and the kethane appeared again. Not sure what happened there. If I get a similar thing happen again, I'll try and be more specific about how it happened.
  8. A pair of bigger engines sorted out my swan-diving craft, which is now happily extracting Kethane.
  9. I'd be happy with modders inviting donations. I'm less keen on ads. Not that my opinion counts for much, other than that I have donated to open source projects in the past and so am likely to do so again in the future.
  10. I've been having fun too (for some perverse definition of fun) with MJ fluffing landings on the mun, with two recent craft of my own design. The first was a large lander with multiple crewtanks. That caused MJ to behave very spasmodically, it seemed as if it was Pulse-Width-Modulating the thrust, as it would burn in brief spurts and went completely titsup when close to the surface. A major redisign of the craft fixed that issue. The 2nd craft (the one I'm trying to land now) has 6 of the little radial thrusters (from some parts pack) on a lander with a pair of symmetric radial attached stacks. This one looks like it will land, but MJ snatches defeat from the jaws of victory and screws the pooch a couple of metres above the terrain by overcompensating for some tiny lateral drift by making the craft swan dive face first into the dirt. BTW, this is with MJ 1.9 (not 1.9.1) as I reverted back when I had the original issue with the crewtanktastic craft. Also, be advised that this isn't a complaint, or a bug report, but just some banter about MJ quirks. In fact, its all good fun. I'm getting quite adept at using the "Panic" button and a quick transition between the autolander and the autoascender to abort landings. I've even managed to recover and go around after a full 360 cartwheel on the surface that has left loads of presumably unneccessary spacecraft bits behind, followed by a succesful landing after another orbit.
  11. Hi. Nice mod. To me though, it looks like the map drawn in the detecting pane is upside down. I have ISA MapSat running too, and notice that my tracks are running in opposite directions on the two maps, and that when ISA shows the ship position in the northern hemisphere, the map in the Kethane detecting pane show a position in the southern hemisphere. Sorry if this is a known issue, but it doesn't seem to be listed in the known issues in the OP. Edit. I think the E/W axis is correct, but the N/S axis doesn't seem to be. Of course, I could be misunderstanding something, as I've only had my Kethane detector in Munar orbit over night. It was easier to spot the new track content being generated on a blank map than it is now that the map has significant content.
  12. Ah. You need the Muon Detector detector. Link: http://kerbalspaceprogram.com/forum/showthread.php/9270-0-16-Multiversal-Mechatronics-Munolith-Research-Division-1-2?highlight=muon
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