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Oscar_Muffin

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  1. If that's what you say boss then that's how it's supposed to be. Just didn't happen the same way in 1.7.3 for me. In 1.7.3 rocket mode seemed useless as disabling coordinated turn achieved the same thing. Whereas this time disabling rocket mode activated what I know as coordinated turn. Edit - Okay, so disabling coordinated turn doesn't stop the plane turning when you roll (That's what I thought it did). Instead, it maintains your current pitch. With it disabled the plane will drift perpendicular to the yaw axis relative to itself. whereas with it enabled, AA wil give elevator input to keep the nose of the plane at the same angle so it doesn't drift down the navball as it turns. Got it.
  2. No spam or anything out of the ordinary. I'm on a clean install with just AA. Example, using the Aeris 3A. Fly-by-wire. Moderation (Default settings with AoA disabled) Coordinated turn off. Take off and roll the plane about 20 degrees to the right and hold it there. The heading will slowly drift to the right despite coordinated turn being disabled. Turning it on makes no difference either, it still keeps turning. Only way I've found of stopping it is by turning "Rocket mode" on. That seems to disable coordinated turn. I'm not entirely sure what rocket mode actually does apart from that.
  3. It seems to work fine, everything I've tested works. Four things I've noted though. 1 - Craft sometimes feel a bit floaty at low airspeeds ~100m/s. May just be my new designs from 1.8. 2 - Performance hit is more noticeable than the previous version, more so on the ground. In the air it feels fine. 3 - Seems to have trouble with the FAT-455 Aeroplane tail fin being used as wings. Uncontrollable and extreme roll rates, even with the roll rate tuned right down.| 4 - Coordinated turn appears to be stuck on, regardless of whether the button is selected or not. Apart from those, control authority is fine, Stability is good and all the stuff I've tested works.
  4. Still works in 1.8.1 with no issues, thanks, was looking for a mod that just unlocked the altitudes, didn't want faster speeds or more UI cluttering the screen.
  5. Pretty sure that isn't going to make the mod magically work. Just gotta wait for an update, may be some time. Until then my spaceplane program is on hold unfortunately,
  6. Yea, the 1.7.3 version "Works" in 1.8 *IE.. doesn't crash the game and corrupt all your saves*. However control authority seems to be severely restricted regardless of if you have the master switch disabled or not.
  7. Not a whole lot really. You just need to go into sandbox and try them out. Same way there really isn't any way to see that the panther engine doesn't work too well above 600m/s but the whiplash does.
  8. I use the kitty turboprops quite a lot. AFAIK they are only really any good at low altitudes and speeds. The larger engines, while producing less thrust, I think are more capable at higher altitudes and speeds.
  9. Unfortunately release 1.2.1 for compatibility with KSP 1.8 seems to clash with MechJeb 2.9.0. Game gets stuck on "Loading expansions" indefinitely. Removing MechJeb resolves the issue but, I'd rather have MechJeb. I'll see if 1.7.3 version of MechJeb clashes with it.
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