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Found 12 results

  1. Hi Kerbonauts! :) When playing KSP, at some point I learned that you can use KAL-1000 to generate infinite thrust and fuel. It was fun at first, but very soon made playing the game non-immersive. If I can go anywhere with ease, it's not a challenging anymore. Taking away the struggle of a gravity-bound flight, you basically defeat the main boss of the game. That is why I want to CLIP the result values of the controller, so cheating is not to be possible. That should regain me will and joy of playing. :)
  2. Поставил kal1000, запихнул в него ограничение тяги двигателей, сам kal запихнул в ось тангажа. Вручную все работает. а вот когда оси под управлением SAS'a то никого эффекта не наблюдается. Это можно как-то поправить?
  3. Hi fellow exploiters! Today I finally discovered the art of air-less jet engines! (sort of, it doesn't work in space thou...) And Now, presenting the aircraft with the best name ever.... No Air Jet!! https://kerbalx.com/cant_think_of_a_username/No-Air-Jet All the info for the aircraft is written on the Kerbalx link. If you take it out for a flight on Eve, Duna, or, best, JOOL, Please take a video or picture and post it here! I would love to see some useful applications of jets without air! (It would also be good if you can fix this plane's aerodynamic model, as it is very bad) And Last thing: I think I know why this works, as written on the Kerbalx page, but I am not really sure why it doesn't work in space. If any experts here know, please tell me, or tell me your theory. Best of luck, CTAU (Can't Think of A Username)
  4. The Juniper-1, there it is sat on the pad, a small sounding rocket to test the abilities of such a mission, BigStar in the cockpit ready for launch! This would be the first rocket ever where he only had to press one button to make it work, here goes nothing! AND THERE IT WENT! off into the sky, SAS off for science reasons, no stability at all, it gains a heading of 273 degrees and continues heading west, the first stage decouples perfectly, and the launch escape system activates, due to drag the capsule starts flipping retrograde as the sepratrons are still running, the launch escape system decouples, and the capsule starts tumbling, slowly it reaches an apoapsis of 22,432 meters, still waiting for the parachute to deploy, it's been more than 30 seconds, BigStar might just have to save this one, 10 km in the sky and falling, in the background Bigstar hears the first stage hit the ground he gets scared and presses the staging button to deploy the parachute, falling still, chute ready to deploy, it deploys what feels a little late, and perfectly he touches the ground, seconds later the explosions from the launch escape system hitting the ground near by ring in his ears! WOW FOLKS! What a mission! And he only had to press two buttons! What a wonder! Stay tuned for more of BigStars KAL Kontrolled Rocketry Adventures!!!!! A comment from BigStar Kerman: It was quite the flight, I've never had such ease flying, or well, not flying a rocket before. I just pretty much sat there and let it do its thing. Jeb was of course jealous that I was the one that got to save the day this time hehehe. Once I hit 10 kilometres I knew for sure that the KAL wasn't going to deploy the chute, but I waited until 3 kilometres to actually press the button in case there was a malfunction in the timing ore anything else. I'll be speaking to the engineers on ways that this could be improved, such as an auto-SAS function, which sounds repetitive, but it might just work, some way to keep the capsule headed safely towards the eastern seas. Have a great night everyone, and don't forget to fly with BigStar Aerospace, we've got nothing short of adventure!
  5. Hello, like all ksp fans, I did a "perseverance" mission on duna. Except that when it comes time to activate the wheel deployment sequence, nothing happens. Then looking inside the controller all my presets have disappeared while during the design and the test phases on kerbin everything is going well. Moreover my rover is electrically powered and is connected to kerbin by three satellites in geostationary orbit. So I don't understand why it doesn't work XD Thanks for helping me and thanks in advance ;) PS: I can't change the angle of my rotors to put my straight wheels in manual mode
  6. I know how it works in theory, but I can't make it work right. In the image below I have controller 1's play position bound to controller 4 with action groups. When I move controller 4 it just sets controller 1 to the same time as 4 instead of setting the time to what I have set in the graph. You can see that 4 is set to the max position, and 1 has followed 4 perfectly instead of following the value set in the "Play Position" field. Does anyone know what I'm missing? Or is it just a glitch 1.12.1, I know I've seen Danny2462 do it in one of his videos.
  7. The primary feature of the DLC is, of course, that you can assign some variables for rotors and servos, such as target angle, target RPM, target torque, etc. as dependent variables in the KAL-1000 controller, where the independent variable is the play position of the controller. It is also possible to slave the play position to any of the game's available axes (main throttle, translatory controls, standard flight controls, etc). I am curious as to whether this relationship can be inverted - that is, whether the play position of a controller can be determined by, chiefly, the current angle of a rotor or servo, though I'm sure the other variables would have some uses. If this is not possible in normal KSP, is there a mod that provides a similar function? I ask this because, if this is possible, it may finally allow some aspects of lift dissymmetry to be solved.
  8. I've re-installed KSP via Steam (v. 1.9.0) as neither of the two dlcs were loading properly on start-up. The KSP log file is filled with errors, such as missing texture errors. I don't have any mods installed and I've tried to verify the integrity of the game files already multiple times without noticing any change. Furthermore, I can't place the KAL-1000 controller neither in the VAB, nor the SPH. Clicking it results in a click noise, but I can't get it out of the inventory. Is there any way of fixing this issue? I'd be fine with being able to make use of that KAL-1000 controller. This is the error that I'm getting on start-up: https://drive.google.com/file/d/1UWauzQ-F2PKMZDdf4z6fHmMIVrdHlNGB/view?usp=sharing This is the KSP log file: https://drive.google.com/file/d/1fNGJmguu_zBqxq3jy8k8vyOOD1zm1QiY/view?usp=sharing
  9. Hello, first time posting here I'd like to know if it's possible to change the direction of a motor in flight with the controller. I noticed in the KAL-1000 controller there's an option to "toggle motor direction" but I don't know how to use it. I included an image below: https://imgur.com/a/GigkXF0 I've tested it in flight and it doesn't change the motor direction when I play the rail. Any ideas?
  10. as the wiki page states you need to have a understanding of the forces at play to get the most out of your turboprop i want to use the kal-1000 to dynamically change my angle of attack relative to my air speed but cant find a way to do so. alternatives are welcome because i cant find any way to change the attack angle passively that would be effective.
  11. Hi everybody, I wanted to share something that on the surface seems very obvious but caused me some pain figuring it out. The KAL-1000 play position slider doesn't default to the start of the sequence when you launch. So if you forget to move it back to 0.0, it'll start from wherever it was when you left the VAB/SPH. It will seem like your craft is "forgetting" to perform the actions before the start point. I know, like I said, really obvious. But if you aren't thinking about it, it seems like something is wrong with the parts in the sequence rather than the sequence itself. Just wanted to share, hopefully someone else won't make the same silly mistake!
  12. The KAL-1000 is brilliant but it needs some work to make more complex contraptions. Specifically, we need a way to save/store/copy KAL tracks the same way we can save/store/copy subassemblies. Currently I haven't found any way to do this; even saving the entire craft then merging the save will have both KAL controllers talking to the originally-open version's servos. It's also super clunky to, say, replace a servo with a heavier version if the original didn't work, since you have to reprogram the new one from scratch. My proposal: Make KAL scripts persist when merging craft that contain them. As above, when cloning subassemblies that contain a KAL and all the parts it controls. As above, for subassemblies saved in the subassembly tray. Make KAL scripts persist even when the controlled subassembly is removed, and make it possible to assign another device to it. Feature (4) could work like this: When removing a controlled device, the corresponding field goes red in the action group window, with an "Assign" button appearing on it. When clicking on the "Assign" button, you're instructed to click on a device to link to it. When clicking on a device of a compatible type, it gets assigned to the field. All hinges, servos, pistons, and rotors are compatible with each other, but e.g. hinges aren't compatible with servos, nor servos with rotors. With these changes we could store KAL tracks like subassemblies, simply by saving the fully-programmed KAL as a subassembly, without its parts.
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