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Everything posted by Gavin786

  1. I actually am quite an experienced player, so am well aware of control authority limits, etc. Problem is no matter what I might set limit to, when the roll gets to about 1/3 the aileron will max out to that value. So if I set my authority limit to 20 degrees for example, when my joystick gets to 1/3 or so that aileron is at its 20 degrees. Behaviour I would expect and prefer is for the aileron only to max out to 20 when joystick gets to full +1 or -1. Good question 1 is : IS this normal behaviour for KSP ? That is if one makes a plane, puts ailerons on end of wings where they should b
  2. I notice that ailerons on my aircraft max out long before my roll meter(or joystick) gets to the end. Like about half way, seriously short of the mark. I use analogue joystick and am used to fine control/movements which is why I havent noticed, it could well have always been this way I just now noticed it. I can increase to full fidelity if I use a KAL and assign to roll and aileron deploy angles. This is not a good solution for numerous reasons. It lets me confirm, however that there is indeed a problem. But I am thinking this cant be right. Surely there is a problem somewhere.
  3. LOL. Yeah I call that continent "KerbAfrica" whenever I am flying towards it.
  4. There are a few questions/comments/bugs about this Mod I would like to point out, given I use it regularly. Fuel efficiency numbers are off by a factor of 1000. No biggie as normally usage is to just compare changes to the aircraft and maximise fuel efficiency at cruising. Just remember if it says 0.7 Kg/ 100Km this is way too optimistic, actual value is 7.0Kg/Km. Not a real problem, it is just a scale factor error. I notice that there is a "Jump" after a calculation, when Wind Tunnel seems to re-calculate its results to get a more accurate table. Often this is several seconds af
  5. I just perfected and calibrated my wing angle and size to get the maximum fuel efficiency for my aircraft, it can now circumnavigate Kerbin and without adding any additional fuel. The number of different things this mod can do and how amazing it is just cant be overstated. If you create aircraft in KSP this is the Mod for you, and I seriously hope we get this in KSP2, it is one of the top-tier mods in my book. You NEED to use Precise Editor with this, of course, as one cant set exact angles of wings under a degree accuracy by hand, its not possible without Precise Editor. And that
  6. @E_Torfbinder Create the file C:\<your kerbal space program>\GameData\PreciseEditor\PluginData\PreciseEditor.cfg and default values in PreciseEditor.cfg : ANCHOR = source DELTA_POSITION =0.2000 DELTA_ROTATION = 15.0000 REFERENCE_SPACE = absolute PreciseEditor.cfg seems not be included with current CKan release, causing the problem of editor not appearing as it cant load this file.
  7. Since this is a Mod I use pretty much every day, I see there is a new maintainer now; there is one big problem with it, which I will explain: And it is to do with manually inputting of angles. Whenever an angle is partially inputted to a box, it is taken as a complete representation of the desired rotation angle, the whole angle is normalised, then updated, often changing the value just inputted. The mod can often get into "gimbal lock"/low precision floating point problems, and 2(or more) parts in symmetry can end up with different angles(and out of symmetry). Manually inputting of an
  8. Dear Mod Creator, Just want to say how grateful I am for this mod. I recently went through all the mods, and ranked them, and this is #1. The one mod I could not play the game without. How can anyone play without the numbers? Just shows how different my mind is from most "normal" humans. Anyway, thank you all so much this is the reason I play and keep playing this game, I would not if it did not exist. Many great mods out there; This is THE mod. Gavin
  9. Having fuel transfer options, fuel switch on/off and so on as action groups, animateable is a good idea, was looking for that functionality in last build I did.
  10. UPDATE(there is more to the story now): I used the COL from the Correct COL mod and when I switched my COL on, the bug came straight back. When I returned to stock COL the bug disappeared again. This bug is somehow related to lift/drag calculations being done somewhere? I have yet to fully pin the blame on Correct COL, I will try with it uninstalled and see what happens. UPDATE: Removing CorrectCOL did NOT fix it; problem still occurs when I switch on "Show Aero Data in Action Menus"
  11. More fine-grained control is always welcome. Been thinking about your post, and previous one I just wrote about helicopter controls, very similar requests, we need more and finer-grained control options. Serious players bump against frustrating limitations to perfection, not because it is out of spec in the device but because we cant set the right limits, etc. Being able for any control actuation, and this also is true for helicopter blades, to be able to rather than having a single global limit "authority limit" to have individual limits for each axis. However, this gets hard
  12. SOLVED MYSELF: This is due to the setting "Show Aero Data in Action Menus", setting in the Alt-F12 menu. And I guess why no matter how many mods(and I must have close on 100; 103 actually, just counted) I removed it was still happening(why do we always think to blame mods first?). When it is enabled and aero data is shown on right-click this bug happens. When it is disabled it does not. Only Nuclear Engines are effected as far as I can see. I was doing a lot of drag experiments before and did not switch off the option; this is clearly unintended behviour and a bug.
  13. Dear SQUAD, Helicoptering is coming along great, there is one thing that I think can "perfect" it. Make every kind of helicopter possible, some just are not right now like true Chinooks for example. Drone yaw and other yaw often needs KALs to change engine RPMs(bad for true helicoptering) rather than swash plates used to create differential torq. Solution to this and all future helicoptering control options : There are only 6 possible helicopter control mechanisms : Cyclic Pitch + Cyclic Pitch - Cyclic Roll + Cyclic Roll - Collective + Collective - Solution
  14. This is happening. I went and tried removing most of mods I had and it still happened, I dont know what is going on here. Any light would be great. Thanks G
  15. Does "Yaw" do anything at all on rotor blade controls? I have yet to find it do anything; just built a Chinook-style and did read the manual as suggested, should be for yaw that the rear rotor cyclic roll to one side, front rotor cyclic roll to the other to create yaw effect. Would be good if we had an option there for yaw to set it to be cyclic one way or the other on a per-rotor basis and let designer figure out what it should be; so yaw can function identically to roll or opposite of it(but bound to yaw axis). This is how the actual chinook works as the controls are mixed toget
  16. An amazing tool is : Kerbal Wind Tunnel. You can actually get away with a lot less TWR than you think you can by flying the flight envelope of the aircraft. Often, especially for raper engines, there can be a "hump" that until one gets past the engine will work with low TWR. Kerbal Wind Tunnel lets you see where these transition points are, and what can actually be achieved by your space plane in its atmospheric flight mode. A lot of space planes need to be "flown right". That is held at a certain altitude until they are at the other side of the hump, only then will the TWR pick up an
  17. Just want to say what an amazing mod this is. Could not imagine flying without this. Should be stock for sure, need to see vector and AoA of aircraft, its a no-brainer, especially for landing when you want to have a high AOA, vector down, nose up to land on rear wheels. More modern version of this mod is : NavHud but that unfortunately does not show the horizon/orientation properly in the beautiful way this does, so this is what I use and recommend and could not play without. Anyway, 100% recommended mod, thank you. Should be a stock part of the UI.
  18. Just like to say this is an awesome, way cool topic. Thanks for sharing all the great designs for Duna aircraft, guys.
  19. IF they are going to update the drag model, one welcome change would be clipped parts no longer producing drag or for it to be reduced by proportion of drag cube face that is clipped. Also lift can be reduced. Current model with fairings/cargo bays just seems a little too miserly. Whatever goes inside the fairing/cargo bay needs to be protected from the air stream.
  20. That sounds super suspicious to me. There is no "making history.exe" in the KSP install folder, never has been. Piracy(esp of company as lovely as SQUAD) is not ok, but getting your PC ruined by a malware program is also not. If you are looking at a "making history.exe" in KSP context, you certainly have been deceived at some point in the chain. My advice : DO NOT RUN THAT PROGRAM, and if you have done so already, download and run a quality anti virus program as soon as you can. It is very common place for malware of various sorts to masquerade as legitimate software. B
  21. I was told by a senior KSP expert who I respect a lot that closing air intakes reduces drag and one should do it once an engine stops breathing and your spaceplane enters the upper atmosphere. I have done some tests and am finding it difficult to come to this conclusion. Opening and closing air intakes seems to have no or negligible effect on drag in the AeroGUI menu from the Alt-F12, or on the part aerodynamics info itself. Can anyone shed light on this, does closing air intakes have any effect on drag? Have I been misinformed ? Thanks guys.
  22. I also have just come up against this, used Kals for a while, and would think this would be a basic feature that was there. I am SURE I have manged to make this work with a design I have done in the past(prop right at start of breaking ground), but dont remember how I did it. Maybe I am mis remembering. I just want the sequence to revert back to the start after I play it, so I can use the same action group to play it once again. Very surprised this is not in there as an option from day 0. Anyway this is definitely needed. An auto-reset sequencing option. And/or a set seq
  23. There is a minor(or major I guess if your design depends upon it) bug introduced to 1.10 for animation controllers and (I tested anyway) the telecoping hydraulic part such as "1P4 Telescoping Hydraulic Cylinder". When an animation using the part first runs, it immediately jumps to the zero position. This happens only in the very first time an animation controller uses the part, after that it works fine. I have checked on previous designs that worked perfectly, and they now are exhibiting this behaviour; initially I thought it was just a bug in my craft design, which I tried to
  24. Finding same thing, Trajectories Icon is gone from Toolbar in flight, and I cant see the Trajectory line anywhere. Usually I have the trajectory on.
  25. Glad to see im not the only one hanging around going in circles watching the clock waiting for this update to arrive. Reminds me of xmas as a kid. LOL.
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