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  1. 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)
  2. 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?
  3. 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
  4. Dear all, I know I am being thick here, but I cannot work out how to remap rover controls so that something makes it go forwards, backwards, and turns. At the moment w and s just spin the rover. Lots of forums say remap the rover controls but I cannot find any mention of wheels in the options other than steering axis and throttle axis. If I click on the < button I get a window with three lights in it marked staging docking (translation) docking (rotation) and have no idea what this is or how it relates to making the darn thing move. Can someone please post an idiots guide to how to remap the rover keys, where it is in the options and how to get a rover to move rather than just spin on its axis. I have a Probodobodyne OKTO as the control pod and this is sitting upright in the center of mass. Is this the problem? or is it that I just dont understand how to control a rover? Help!
  5. I encountered an issue with a probe last night, wondering if anyone else has experienced it. I haven't played around yet to understand how repeatable the issue is. I had a probe on a fly-by of Mun, where it lost comms on the back side of the Mun. I time warped past this, and when comms came back, I stll had no control over the probe. (Comm's showed full signal, etc). Returning to tracking station, and reloading the craft fixed the problem. I encountered this again when trying to land the probe, time warping through the entering Atmo I passed through a ground station comm blackout spot, once in the atmo I had no control again, and the game wouldn't let me return to tracking station (without reverting to last save), and the probe crashed. Anyone else experienced this? Is this a known bug with the new comm system? My install is mostly stock (KER, Automated Science Sampler, Better Burn Time, MM (no scripts))
  6. Somethin I would like to see would be an SAS mode where the SAS tries its hardest to stay pointed at the angle it was facing in when enabled. Even if the player provides input, on release the craft would try to re-orient back to its initial angle. To actually change the craft's angle you would need to change the SAS mode or switch off the SAS, which can easily be done quickly with the F button. I think this would be useful for those crafts where you want to stay pointing in one direction, but the SAS slowly creeps away and you have to keep correcting it, leading to a loss of efficiency.
  7. I had a break from KSP for the best part of a year and so I'm still learning the differences between that and the current version. I'm sure I remember that it was possible to change the orientation of a Kerbal using a jetpack whilst in space. Now, it seems the little fellow will always snap back to its original orientation when you hit any thrust key. Is there a way to get him to face the way the camera is pointing, or otherwise change the direction she/he wants to face? If you are helmet first, trying to grab onto a ladder seems pretty impossible. Also, is there a way to make fine adjustments to your capsules orientation during re-entry? Cheers for any tips & advice Clipperride./ Withnail67
  8. So when I activate the decoupler my command pod and science lab seperate but camera and control stays with Rocket engine and fuel tanks. This happened after I restored a quicksave. It has also happened in the past after I reverted to the launch pad. I am sure there is a simple fix (I hope) but not seeing any key commands that transfer controls from one unit while in flight. Please help and thank you.
  9. Hi all, I got some problem about guidance and control with the vector. After nearly two years of gaming I decided it should be time to finally make a first trip outside of Kerbin sphere of influence and due to a closest launch window have chosen Duna. Here is the launcher : It's full stock and got a total of 12 Vectors with 4 at the main core and 8 in side boosters. Now here is the problem, the launcher use to be uncontrolable once it reach approx 100 m/s, it start to lean on pitch or roll without any inputs from me and with the SAS on and staying on manual (with a smooth less than 2g acceleration at 60% of thrust). I've read many other topics before where it was wrote to limit the engines gimbal to 5 or less, I tried it but she still was flipping quickly after 100 m/s, I even deactivate the gimbling on the boosters and just keep 5 fore the core vector, same results. So I've tried another version of it with 4 Mainsails and 8 Kickbacks to confirm if it was a design fault, in that configuration she flies pretty well and is stable, just a bit underpowered. It's enough for a Duna ride but for the next flight I would like to go to Moho and here will need the Vectors again. What can do that ? It's not an unique case for me, each other craft made with KS-25 used to be uncontrolables in any configuration tried, 1 central, 2 to 8 on sides. I use these mods : - AB_Launchers - AtomicAge - B9_Aerospace - BahaSP - BobCatind (the Soviet engines pack) - BoulderCo - CactEye - Chatterer - CommunityResourcePack - CrossFeedEnabler - CryoEngines - EnvironmentalVisualEnhancements - ETC - FASA - Firespitter - FuelTanksPlus - HGR - HGR_Redux - HorizonAeronautics - InterstellarFuelSwitch - JarDev - JSI - KAS - KAX - KerbalJointReinforcement - Kerbaltek - KIS - Klockheed_Martian_Gimbal - Klockheed_Martian_SSE - Kopernicus - KWRocketry - MechJeb2 - Mk3MiniExpansion - ModuleAnimateEmissive - ModuleRCSFX - MP_Nazari - NASA (it contains the Shuttle by Mike-NZ) - OPM - OPT - PersistentThrust - PortraitStats - ProceduralFairings - QuizTechAero - SmokeScreen - SolarSailNavigator - StockPlugins - SXT - Tantares - TantaresLV - TextureReplacer - Trajectories - TweakScale - UmbraSpaceIndustries (SrvPack) - WaypointManager Thank you in advance.
  10. Hi folks, I thought about a nice way to play a career for reality and for challenging reasons: I was wondering if it would be possible to have kind of a "Control Center" for your vessels, where you can - get a life-stream from their onboard-cameras (multiple vessels at once, different small windows) + time-delayed, - can send commands like in kRPC or kOS with RemoteTech handicaps- can store scripts for automatic execution (kOS, Remotech, MechJeb) - crewed flights can just be controlled via IVA(or remote and just with pilot on board - background processing (my sat on Duna changes inclination via script while i am controlling a rover on the mun via onboard-cam. - science experiments can only be done in EVA or via remote control - all together no 3rd person view and a command center to control all of them and check all their stats whenever u want. no "vessel switching". basically a combination of kOS, RemoteTech, MechJeb & kRPC but not just for the current vessel. Do u think something like this would be doable? would u liek to play this way in RPG-style? Edit: another way to describe it: -Imagine Telemachus combined with -kRPC and RemoteTech -some life-camera-feeds. and this for multiple vessels. There is no "current vessel" until u change to IVA in a pilot-crewed vessel
  11. Do you guys know how to use rcs on a kerbal?
  12. Hi everybody. Ever Since version 1.1 I'm having trouble flying my spaceplanes. I really have to pitch slowly in order avoid flipping the entire vessel .i've tried lowering and increasing the authority limiter but that didn't help. The only workaround seems to be to use more SAS units, which doesn't feel right ... is there something I'm missing?i hope ypu guys can help. Here's an example of a typical plane:
  13. I've been flying planes without SAS more frequently to obtain a smoother flight, and now with 1.1 there's an option to dedicate the reaction wheel control to SAS only, Pilot only, and normal. However a few things are missing I believe. 1) Ability to set Pilot control, SAS control, or Normal control to control surfaces. 2) Ability to change Reaction wheel mode to Dampener, allowing you to dampen your rotation along the x,y, and z axis. This would allow for smoother craft turning, without the jerky movement we have currently. 3) Ability to adjust the dampener of reaction wheels (along x,y and z axis individually or as a whole),engine vectors, steering wheels, and control surfaces so you're not forced to change your attitude quickly and suddenly if you dont want to. I know how stubborn you are. 4) Ability to set the Vector control of engines to Pilot only and SAS only, as well as Normal. 5) Ability to create presets for control surfaces and bind them to an action group.
  14. I love the rocket physics, but airplane are still unrealistic. Real airplanes should recover the roll and pitching moments, with a decent design of the center of mass and lift, and use the engine thrust to increase or reduce the altitude. Right now it is more like an arcade game to struggle with the controls while the airplane spins uncontrollable.
  15. I launched a mission in career mode recently, as a flyby of Minmus. I intercepted completed the flyby, and on the way back, I got the message "Jebediah Kerman refuses to work." I had forgotten about my install of USI-LS, and it seems I had exceded the time that a Kerbal could go without "snacks". I uninstalled USI-LS, and rebooted the game. I went to the tracking center, selected my craft, and tried to take control. The "Fly" option was greyed out, and I could not take control of the craft. I looked at the crew menu for the craft, and it said that Jebediah Kerman was a tourist. I returned to the main menu, edited the perisistent.sfs file (crew section) and change 'type = Tourist' to 'type = Crew' and 'trait = Tourist' to 'trait = Pilot'. I loaded the save, went to the craft in the tracking station, and it told me Jebediah was Crew, but it still would not let me fly the craft. What variable do I have to edit to make it let me control the craft? If there isn't one, is there a variable that I could change to let me recover the craft?
  16. I've been working on some parts for a mod I'm making, and I'm having trouble with my control surface part. The part is similar to the delta-deluxe winglet in that it has a built-in control surface, which I attempted to do by having the control surface as a separate mesh which I assigned the module to. It is mostly working, but it rotates around the wrong axis. I tried re-orienting it in Unity, and it didn't change, and I tried re-doing the axes in blender but it didn't carry over into Unity. How can I make the control surface rotate about the correct axis?
  17. 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 Blizzy's Toolbar mod and will display it's button there if installed. If Blizzy's toolbar is not installed, the button will display on the stock toolbar. Modulemanager is a required dependency. Want to control your vertical velocity? Automated Vertical Velocity Control Button when showing Blue. Button also shows Red and Gray (or transparent to show window color technically). The button has 3 colors: Gray: Mod is off and will not activate. Left-Click to go to Zero Mode (Blue) Right-Click to go to Location Hover mode (Red) Blue: Mod is activated and will cancel your horizontal velocity as fast as it can Left-Click to turn mod off (Gray) Right-Click to go to Location Hover mode (Red) Red: Mod is on and in Location Hover mode. Left-Click to turn mod off (Gray) Right-Click to go to Zero mode (Blue) Yellow Border: When the mod is actively controlling the vessel, the icon will have a yellow border around it. Engage Height: Regardless of which mode the mod is in, it will not activate unless you vessel is within 1000 meters of the ground. As the mod zero's out your velocity relative to a point on the surface, zeroing out too high wastes fuel as your vessels' sideways velocity is higher the then sideways velocity of the ground under it. This limit is adjustable by right-clicking the LA button and entering the height you wish to engage at. SAS: SAS must be enabled to use the mod. In fact, the mod works by controlling the SAS direction. This means that while this mod is enabled, the vessel control keys (WASDQE) are not effective as the mod will override their inputs as soon as you release them. RCS: While vessel tip is the primary method of control, if the RCS system is on and there are RCS blocks on the vessel, the mod will use the RCS to help out. Particularly on lower gravity worlds, this speeds up the rate at which the vessel responds as even the maximum default tip of 20° only provides a sideways acceleration of about 15% the force of gravity currently pulling downwards on the vessel. Note that the RCS system does not affect if the mod is engaged or not, it is optional. (Unlike the SAS system which must be engaged for the mod to control the vessel.) To Use: Zero Mode (Blue): In this mode, the mod will simply cancel your horizontal velocity. Once canceled it will keep you hovering over whichever point on the ground you are over. This is intended for landing a skycrane with a horizontal velocity of zero so there is no chance of tipping over from having too much sideways momentum. Location Hover (Red): When you enter this mod, a red arrow will attach itself to your mouse. Left-click on the ground to set a target location, the red arrow will now attach itself to this point. This mod will then take your vessel and attempt to hover over the red arrow. Note that it is likely your vessel will overshoot on its first approach I am still tweaking the move-to-point math to get it exactly as I want. I will further tweak this based on people's reports. Note: For the purposes of location, the part you have selected as the "Control From Here" part is what the mod will keep above the target. If you have a docking port on the side of your vessel, you can "Control from Here" and rotate your vessel around that point for a precision landing. Note2: Right clicking to enter Location Hover mode also opens the settings screen. Settings: (Saved on a per vessel basis) Engage Height: The mod will only take control at or below this height above terrain. Note that the default altimeter at the top of the screen displays height above sea level. Defaults to 500m. Max Tip: How far off vertical the mod will allow the vessel to go. Defaults to 20° Larger vessels with a slower torque response may wish to lower this. Speed%: This is the speed with, or the aggressiveness, the mod uses. A lower number will result in a slower approach to target and a slower max speed while traveling. In percent, defaults to 100%. Really large vessels, or odd configurations (such as engines above the center of mass) may benefit from changing this number but player preference will vary. Use RCS only?: You can have this mod use the RCS only to move your vessel if you set the max tip to 0 and engage the RCS thrusters. Note that this will be highly vessel dependent, it can be painfully slow on larger vessels as effective RCS thrust is so low.
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