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  1. KspRemoteβ Control ksp aircraft using android device Introduction https://www.youtube.com/watch?v=okde8x0dSgA video video is outdated but it's enough to show what this is Releases https://gitlab.com/djdisodo/kspremote/-/releases Requirements android version > 9 bluetooth connection between android device and PC rotation sensor on android not working on some phones(lg vXX) Setup Connecting you need to do this only first time Remove all Profiles Reboot the PC once (if you tried to connect
  2. My suggestion in a fly-by wire avionics system, and I'm not referring to SAS. It could be implemented into stock or made into a mod. This way an aircraft with, say, a broken elevator or missing canard, could fly. Heck, if the system were properly implemented, you could fly an aircraft that is facing backward without the control surfaces going the wrong way, or even fly an inherently unstable aircraft! Some background info (especially for those who don't know what an actual fly-by wire system is): From Wikipedia TL;DR: Instead of the aircraft responding to the st
  3. For me, playing KSP is a whole lot easier when you can pilot your craft with proportional controls, like a joystick. I came back to KSP after a while today and I realized that I have some controllers (xbox one controllers) I can use, but the default control mappings are not what I want them to be. I want to set it up so i control my craft like an RC plane (throttle/yaw on left stick, pitch/roll on right stick) cause I'm very used to flying RC planes. But the default mapping is all wack, and it isn't proportional control (all maneuvering inputs are mapped to proportional inputs but they all beh
  4. I have this weird issue where my craft, without SAS on, will go out control. I don't have any extra controllers attached that would send inputs into the game, and I have tried the old trix of Alt+X to correct any trimming but it seems to be fighting me. When I rotate into certain positions as well, it will always want to be on a slight angle. I recorded this wild situation. Any help would be lovely! If you notice in the bottom left where Pitch, Roll, and Yaw are, they are not on their zeroed position, they are slightly off while SAS on like they are being forced. It is so weird!
  5. Hello all, Today I want to share with you our development process of making two control panels and I’ll try to answer your most frequent questions. Me and my friend (Ferrdo_Kerman on this forum) always wanted to build control panel for Kerbal Space Program, so we can have even greater experience while playing this fantastic game. This year we finally had this opportunity and time to make this happen. Ferrdo is very skilled in HW and SW so he is the one who decided which HW do we need, how to put it together and also rewrote the base code that we have used from another project. My jo
  6. So, i first posted it in the modded section because I had a modded install, now, I have an unmodded game and still have this bug which apparently hasn't been solved in the patch. The MEM module has its control axis inverted, so when I want to pitch down it goes up and viceversa. Everything is set to default. Also the KV2 Pea and KV3 Pommergranate have the kerbals "looking" east when placed in the VAB, and then, when pitching up they yaw right.
  7. Kill your horizontal velocity before landing, or hover over a selected point on the ground. Found on the CKAN as Horizontal Landing Aid Latest Update: KSP 1.3: Current version works without requiring any updates. This mod requires a working SAS to function. Make sure you have a pilot kerbal or a high-enough level probe core along for this mod to function. Download Download release from GitHub here. Merge the GameData directory in the .zip file with your KSP-Install\GameData directory. Source code also on GitHub. License: GPL3 This mod supports
  8. A few points of note now I've been playing with the patched release for a while. 1. the GUI 'freezes', typically for half a second to a second. Doesn't seem to be related to the complexity of the craft being controlled, but does get worse as the save library of active missions get larger. note this is not the game freezing, just the GUI not updating. e.g. you are moving the cursor to the left, the pointer freezes, then jumps to its new location. Its not game breaking, but it does make fine control awkward when the inputs freeze then get processed after a short delay.
  9. Hello I'm Crawcik. This mod is did not come out. Come back later But I show you the prototype for testing mod:
  10. I am playing around with a 2.7 ton SSTO in sand box. The craft is 3 Oscars, a Spark, a basic solar panel, an octo2, a small inline reaction wheel and a small nose cone it has 3594 m/s dV which I'm sure I can get into orbit. I have comnet turned off, which means that require signal for probe control is off and no need for extra ground stations. yet I'm still losing control of the probe at 70km up. I've even tried with comnet on and extra ground stations enabled. I thought the octo2 would have enough internal antenna to cope with LKO? What settings do I use to completely ignore t
  11. I dont know how to used EAS-1 to put a pilot into my boat , i can launch it but i can't driver it... Can you tell me how can i create a pilot into boat??
  12. So lately I have taken to the habit of building many of my rovers with reaction wheels, and I set all the electric torque components to "SAS Only" mode. I find that this helps a lot on flat(ish) terrain, making the rover less likely to flip over when aggressively breaking or making sharp turns, as the torque of the reaction wheels in SAS mode helps cancel out forces that might send the rover spinning. But experience has taught me that on rougher terrain where gravity is lower and changes in elevation more sharp than on much of Kerbin (like, say, the Mun) I have to "pulse" deactivation of the
  13. Done some searching around but can't find anything on this... I'd like to assign "unset target" to a key in the keyboard setup, but it's not something that's available on the existing config screen. Is there a config change, lite mod or module manager tweak that would allow this? I'd like to skip the step of going to Map Mode and clicking and then returning to flight mode if possible. If not possible, it's something I've lived with so far. But if I had my druthers, I'd have a keyboard shortcut for it.
  14. I've been enjoying KSP since at least 2013. While I haven't posted much (only once, Intrepid E Series Interplanetary Ship) I have spent a lot of time lurking and reading these forums. Recently, I was looking at all of the neat control panel designs and decided to start my own. I decided to make it modular so that if I want to change something in the future, it will be as easy as removing one set of controls and replacing it with another. Today, I finished up some gcode and milled out the main panel. While it is only 12 inches by 6 inches, I can envision stacking them. He
  15. I'm having a frustrating problem. I have a lander in orbit around the Moon (this is with RSS). I cannot control the orbiter's direction, for some reason. I hit the normal keys to rotate, and it just won't move. I have MechJeb on it, and if I use Smart A.S.S. to orient to prograde, retrograde, whatever, that works, but other than that, the keys that orient the spacecraft don't work. It worked fine through several reloads, trying different landing approaches, but now it just... doesn't work any more. I have two different saves for this vehicle at various stages. If I load either of the
  16. Hi, i've got a simple rover build that i tested to work on Kerbin and it functions just fine, i use this rover to put my base parts into place. However i just got the rover and some base parts on Minmus but the rover is constantly speeding up. I can only brake it by hitting reverse. So basically the rover is uncontrollable. It might be something with Minmus or with the new update 1.3.1. Anybody an idea wat could be wrong, or is this a common issue? BTW. I have full probe control (most of the time) from the radio connection.
  17. I have install Weapon manager and AI autopilot but when i use Wing Commander and Select all > Take Off . Nothing happen , have module for WC??
  18. I am building a cargo plane with a rover inside, and I want to use the EAS-1 External Command Seat because it, well, looks cool. As far as I can tell, the only way for me to get kerbals into the seats is to exit the cockpit of the plane and walk all the way around to the back of the plane and manually board the rover. Is it possible to make Kerbals spawn in the seat instead? Thanks in advance, -Jagger
  19. Hi All, Long time since i been on the forums, how y'all doing. Just thought id check here before reporting a bug. It seems my old nemesis none controlled yawing is back. I encountered this in 1.11 with the wheel update when squad introduced friction and dampeners and such. Managed to find a work around at the time and then in 1.2 the issue wasn't there. Just updated to 1.3.0.1804 and it seems to be back. it might be because the craft was saved in 1.2 but thats something I still have to check. It seems though the issue has come back. With my craft is on the runway and
  20. I would like to add ailerons to my craft and assign joystick axis or setof buttons to directly control them. For example small ailerons for trimming, or some more complex shenanigans. Is there a mod that allows that? Preferably stock parts controlled differently, but ideas about part mods (infernal robotics for example) can be suggested also. edit: It seems that there is no mod like the one I want. Is there anyone kind and skilled enough to make this kind of mod? I would draw an owl for you if you do. There's oly two things I'm dreaming of: -In a setup menu
  21. Hello Guys, can anybody tell me why my Science-Lab-Base on Mun can't get a connection to my Mun-Relays? I have 3 Relays with an AP/PE of 3.5M km in inclinations of 90° so they form a kind of "sphere". But as you can see in the picture, the relays connect to each other, other relays in Orbit of Kerbin and Kerbin itself. Just not with my Lab on Mun. I am pretty sure the problem doesn't result from missing elektronic charge because even when the sun shines on my base and panels generate charge + full batteries I cant transmit my science. Because of that I am not able to transmit
  22. Hey folks, I'm having some quite random results when switching between ships with the '[' and ']' keys. A typical scenario: 1. Docked with my Mun station. 2. Undock a ship. 3. Switch to said ship with '[' key. 4. Attempt to fire engine to thrust away. 5. Observe Mun station engines also firing, as well as responding to control inputs. Is this supposed to be 'by design'? Surely not?? If I instead go to the tracking station, choose the newly un-docked ship, *then* thrust away, it's all good, and my Mun station doesn't go spinning off in some random direction
  23. If I right click in flight or anywhere, my camera rotates very crazy! With right click I doesn't mean something like "drag'n drop", noooooo, I mean a normal right click! And the rotation comes before the real "right-click" is executed, that means, "righ-click -> rotate -> click to open part gui". Can any body help me? OS: Windows 10 64-bit KSP: v1.2.2.1622-64-bit (unmodded)
  24. Hi everyone, Yesterday, I have just finished programming my Arduino Leonardo card to make my control panel send ALT combination keys to make it easier to avoid conflicts with other keys. Unfortunately, it doesn't work on KSP. It detects "left alt" then "numpad [number]" and once again "left alt". So, I just wanted to know if there is a trick or an add-on that make KSP able to get ALT combinations. Regards, Mopikel
  25. So I want to have an unmanned probe deployed by my ship that is orbiting Duna (with no connection to DSN), and I want it to have a connection with the ship so that I have full control. According to the Scott Manley video on the subject, your ship needs an advanced probe core (which I haven't yet unlocked in my career game). Is there any way to do it without that advanced probe core?
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