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Found 6 results

  1. 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
  2. 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 i
  3. 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?
  4. 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.
  5. 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 wa
  6. 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 con
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