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  1. I'm not liking that a quick look around with the mouse causes a frame of reference change for jet pack controls. Controls staying with Kerbal, not camera, is simpler and expected behavior.
  2. I appear to be losing control of my rocket whenever I enter map view with SAS turned on and set to hold position. SAS also appears to lose control of the rocket, as it drifts off course instead of holding like it should have. I regain control when I exit map view, only to lose it again once I re-enter. This has messed up multiple burns that I have used map mode to monitor, not realising until too late that the vehicle was uncontrollable, and I would be grateful if it was fixed soon.
  3. Space Shuttle RCS Nosecones (RCSN) Ever thought, that you need an actual nosecone for plane parts? This parts addon adds nosecones containing Monopropellant and mostly translational RCS-Thrusters. Ideal for keeping your nose up during reentry! By zer0Kerbal, originally by @Kamik423 See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 Supports On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Either 3 Module Manager Module Manager /L Tags parts, control red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @Kamik423for creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS: How to support this and other great mods by zer0Kerbal and it is true. Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  4. Here are three new and bigger Vernor RCS Thrusters: Vernor 10x 10 times stronger than Stock. Vernor 30x 30 times stronger than Stock. Vernor 100x 100 times stronger than Stock. Specs-comparison with the stock Vernor Thruster: Vernor 10x Vernor 30x Vernor 100x ---------------------------------------------------------------------------------------------- Thrust, Mass, Fuel consumption stock x 10 stock x 30 stock x 100 drag, crash tolerance stock x 4 stock x 9 stock x 20 scaling factor stock x 2 stock x 3 stock x 4.5 Download Bigger Vernor RCS on SpaceDock Installation Extract the contents of the GameData folder to your GameData folder. Structure should then read GameData\BiggerVernorRCS These are for huge vessels. Or you can make speedy thingies without main engines, heh. License CC-BY-4.0 (= do whatever you want with this mod) https://creativecommons.org/licenses/by/4.0/ Have fun . . .
  5. Reaction wheels in real life gets saturated when they spin too fast and have an external force applied to the craft. RW in ksp 1 are overpowered not because the amount of torque they can apply, but because they don’t get saturated. So you can use RW everywhere you want, some applications would be impossible in real life, like attitude control in aircraft. Add saturation to each of three axes of rotation of RW’s. Alternatives to RW: Add Magnetorquer "A magnetorquer or magnetic torquer (also known as a torque rod) is a satellite system for attitude control, detumbling, and stabilization built from electromagnetic coils. The magnetorquer creates a magnetic dipole that interfaces with an ambient magnetic field, usually Earth's, so that the counter-forces produced provide useful torque." https://en.wikipedia.org/wiki/Magnetorquer It would also be cool if it could take into account the amount of magnetic field on different planets, so it would be useful orbiting some celestial bodies and not so much on others. Add Reaction control system that uses only liquid fuel and intake air (for vtol aircraft, like the one used on the Harrier and the F-35B). On previous version of ksp1, the player could use the drain valve to drain intake air and create a little amount of infinite thrust. Create an RCS that uses intake air + liquid fuel would solve the problem. Make engines gimbaling more customizable. For vtol aircrafts with tilting engines the automatic gimbaling in ksp1 gets really confused and ineffective when control reference is pointing forward and engines are pointing down. If there was a way to manually set up where engines should point when player input a pitch-yaw-roll command it would open a lot of alternatives for attitude control.
  6. Here is the craft I wish to fix the RCS on: Okay ignore the spoilers I don't know how to remove them https://gyazo.com/978b6b2df2341543c813a553d69eb7b1
  7. I've been playing 1.11 w/ MechJeb2 installed for a few days. I've seen the warning at startup (of course) that MJ2 isn't compatible, so I've been proceeding w/ caution, but until today it seemed to function normally for executing maneuver nodes, landings, and ascent guidance. That ended this morning. I have two ships (A and B) docked in Mun orbit; I have a station waiting for them to return to it. I separate them, and use MJ2 to set up nodes for ship A to a) match planes; b) rendezvous with the station; and c) match velocity. I execute the first node, then manually warp up to 1000x to quickly get to the second node, then let MJ2 execute the remaining 2 nodes. When I return to ship B, I find that all four of ship B's RCS thrusters on the command pod appear to be firing. None of the other RCS thrusters appear to be active, just the command pod's thrusters. I say 'appear' because the RCS is turned off (according to the navball), and no monopropellant is being used, as evidenced by the resources pop-out (upper right corner), or the command pods info screen when I right-click. And the ship isn't changing position (as evidenced by the navball). But both the visual and audio indicators show that the pod's RCS is active. If I start with ship B, the same thing happens for ship A. I was in the process of trying to narrow it down , by restoring and checking back with the ship that was left behind after each node, and the problem seems to occur after warping up to 1000x. Unfortunately, I can't seem to verify that categorically because as I was repeating the scenarios, MJ2 began to fail to execute the nodes. I'd set up all the nodes as described above, MJ2 would warp to the first node, but then not fire the engine. I verified that there's plenty of fuel and the engine was active, but the candle won't light. I've used these ships and this sequence several times under 1.10. I've restarted both KSP and my computer several times. And I've verified the files from the Steam Library. I've not seen an update for MJ2 for KSP 1.11, but I wouldn't be surprised if I'm not looking in the right place; if one exists, I'd appreciate a link to it. I should probably try removing MJ2 altogether and setting the nodes manually to confirm whether or not MJ2 is really where the failure is happening, but I find that MJ2 makes the game eminently more playable by automating some of the more tedious tasks, now that I know how to do them, so I'm loathe to play without it. I'm a bit of a KSP newbie, so any suggestions, while they will be appreciated, may require some explanation.
  8. hello, I'm running RO in ksp 1.8.1 thought to launch sputnik but RCS does not work (i have chosen nitrogen tank with nitrogen rcs ) but when i launch rcs never works it is really frustrating. plz help
  9. Is Carbon Dioxide RCS feasible? For example, all the CO2 exhaled by the crew could go to a tank and be used for RCS. What do you guys think?
  10. Hi all, I'm playing KSP EE on PS4, and I'm enjoying it most of the time. However, there is one issue with RCS that really bothers me. When I activate it and use L1+R1 (or L1+R2), instead of pushing the craft only "forward" (or "backward"), it also generates a radial thrust that makes the craft rotate. The craft stabilizes itself right away when I release the buttons, but I'm wasting a lot of monopropellant because of this. Does anyone experience this issue, too? Is it a bug or does it have to do with the craft configuration? Thanks for your help.
  11. I don’t know if it is a glitch but when I eva my Kerbals and turn on rcs the Kerbal will not rotate. He/she moves forward, backward, etc without issues but they refuse to turn left or right. Does anyone else have this problem? I didn’t install/update any mods before then, it just happend randomly.
  12. This mod simply allows you to stage RCS / activate them by staging. So at launch, they'll be in a disabled state, until staged by user. You can re-order stages as any other engines in the VAB too. It's a simple MM patch that comes from Realism Overhaul mod by @NathanKell ,@RedAV8R and all its contributors. I simply wanted this handy feature available for non-RO users, all credits go to RO authors. Usage: -build a new rocket -Add a lot of RCS -Stage all that stuff -Enjoy Dependencies: -Module Manager by @sarbian DOWNLOAD: download : https://spacedock.info/mod/1900/SRCS - Stageable RCS Github : Releases · kurgut/SRCS-Stageable-RCS (github.com) CKAN available. Source code : kurgut/SRCS-Stageable-RCS (github.com) Installation: Merge the zip's GameData folder with your KSP/GameData folder. License: CC BY-SA ______________________________________________________ Thanks to @Kottabos for making a presentation video!
  13. Please excuse the noob question but, I'm adding a RCS function to a part for @FreeThinker and there appears to be a trick for naming RCS thrust transforms properly so the game recognizes them. I originally set them all up for the different directions with the exact same name, since that appeared to be the correct way. After investigating some old .mu files it appears they have to be named (something)thrusttransform.001 with the numbers indicating the direction. Would anyone happen to know the directions and their corresponding numbers?
  14. DOWNLOAD Click here to download FASA_RCS I decided to make some stock-like RCS blocks I thought were sorely missing from the base game. I like the new making history expansion but I didn’t like the absence of new RCS thrusters to go with it. RCS 45 is similar to the stock one just at 45 degrees. Lastly is a powerful single direction RCS for retro thrust applications.
  15. Is there a mod that will let me use RCS motors as main engines and equally choose other motors and tie them into the RCS ? In an ideal world I'd like to be able to make clusters of terriers or even poodles for instance and use them in place of RCS blocks. Equally I'd like to be able to take some of those bigger RCS engines and make them main engines for.. well actually the "Puff" is indeed a "main" engine so, see above But even place anywhere's would be cool to use as mains in low gravity environments and have them tied into the main engine schema. The reason I'm asking is that I'd love to make some "Eagle" style ships for my minmus and upcoming mun base that can do VTOL using ventral thrusters but also have forward and aft thrusters capable of getting a sizeable payload in to mun and minmus orbit. I could just use action groups to activate and deactivate groups of "main" engines but that's clunkier than just being able to hit R and use puffs of thrust.
  16. Hey all, been messing with my RSS/Stockalike/Kerbalism install and I'm learning a lot about writing Module Manager configs. I've got everything set up pretty much how I want, except one thing that's really bugging me. Note that I am NOT using Realism Overhaul, but used RF Stockalike configs as a template to make my own for the stock engines. My problem is that my RCS works when there are no highly pressurized tanks for it to draw from. If I have a rocket with a hypergolic stage, I can just set my RCS ports to use the same type of fuel, and voila, they work as if they had pressurized tanks of their own. This is not the case for pressure-fed engines, which won't work without a highly pressurized tank attached. I'd like to make the RCS behave the same way, but I think they use the stock ModuleRCS which doesn't care about RF tank type. Is there a Real Fuels RCS mod I should download? Or is there a way for me to write or modify a config to implement this? I'm not a programmer, so I don't think I'm really in a place to write my own whole mod, but minor Notepad editing I can do.
  17. Do I need to toggle RCS on at launch to enable my Vernors? And if so, what's to stop the monoprop RCS farther up the stack from firing if I don't want them to?
  18. Hello community members! I'm quite extensive messing around with mods on my RSS RO 1.22 Version. Recently I got the feeling it would be nice to have a fuel vent for getting rid of those toxic and reactive fuels in rcs systems etc. before reentry or recovery. Searches in the forums suggest mostly the http://kerbalspaceprogram.com/tac-fuel-balancer-v1-0/ which would do the job, but there is one thing that bothers me with it: no effects - there is no smoke tail coming with it... So here is my idea for a "simple" solution: Take a normal quad rcs asset, modify the .cfg with minimum thrust values and single fuel source modes (like the rcs selection in RO, just split the components up to prevent hypergolic reactions) and increase the fuel drain rates to realistic values. The rcs has already the beautiful firing effects and staging and enabling comes along with the "stock" version but what I have not figured out yet: Is it possible to modify a quad rcs so to use all four directions thrusters together so the total applied force is nearly 0? Fore by throttle and always full action would be preferred... After this I would try to link a different sound to the firing, would be nice tho. Otherwise, if anyone gets an idea for any other fuel vent solution for RO fuels I would appreciate your opinions.
  19. After upgrading to 1.3.1 I don't have any RCS sounds anymore. I've checked the sound settings and they're just on the defaults. Any ideas what's wrong?
  20. I am currently working on my first mod. I'm making a deep submergance vehicle (inspired by the Alvin) which has 7 thrusters which are used to maneuver. Since they are used similarly to RCS ports in KSP, I thought it would make sense to have them operate as such. But I'm wondering, should I animate the rotation of the blades in Blender just as you would for a jet engine? And then trigger the animation when the thrusters are used. Similar to how the RCS ports produce the thrust plume effect when they are being used.
  21. Backstory: Trying to dock a science pod to a space station/making a space station. RSC controls stuck in rotation mode and I can't really use ROT controls for docking. Before this the frames were jittering and basically going back and forth in time. Adjusted display settings, helped a little, then when docking it happened again. Don't know If this is important, but just recently updated to MacOS High Sierra, jittering happened a day before and stuck in ROT controls happened after. I'm really irritated that I cannot finish my space station, I had it in a low orbit. It was perfect. I launched a pod with a lab on it and as soon as I got close it got stuck in ROT mode and I couldn't make the right adjustments. I turned of SAS and RCS, but the SAS/RCS noises were still there. It was super annoying because I was so close to finishing my space station. Before this I also had problems, frames jittering left to right. I adjusted the texture quality and the resolution a bit, but to no avail. I'm not saying the dev. team is bad, but seriously. Please optimize it a bit better for Macs, or at least not the highest spec computers. I don't know if this is due to me updating the OS, but seriously. It sucked. I don't know if its my computer and I want to know if anyone is having these same issues after updating. Please get back to me or comment, Owen
  22. I remember back just before 1.0 there was a mod that allowed you to toggle a button in the hanger menu of a thruster or engine to essentially make it a giant RCS thruster as it it was controlled by the RCS system. I really think something resembling that would be amazing is the stock game for when you want to use RCS thrusters on a large to massive craft. The mod also auto adjusted the thrust of the thrusters on your ship during flight(if you wanted it to) so the center of thrust would always be directly on the mass. It was an amazing mod if someone can find an updated version of it. I would like to know if it would be possible for Squad to make it apart of stock KSP or any problems that may occur by trying to do so.
  23. Hey all, i seriously need a second set of eyes to help me see where i'm going wrong here, or if what im doing is even possible (im assuming it is, it's just that im more of a modeller than programmer and i'm missing something utterly obvious.) To the quick! The problem. I'm trying to create a "Spacebus" a small 6 man shuttlepod to ferry kerbals around Kerbin/Mun/Minmus stations. Everything was going fine until i tried adding the engines and RCS. Now, i've done a good bit of modding before so i know the pitfalls here, and i tried to cover most of my bases. =I tried adding in RCS, and it worked fine. I tried adding the engines, and it all bust. =I tried adding in the engines, and it worked fine. I tried adding the RCS, and it all bust. =I tried using both sets of engines in one cfg without any effects at all included. Both work --perfectly-- without any effects being added. To make the point easy, here's a video. As i say, this isnt my first rodeo. I've made sure both RCS and the engines have different sets of transforms each, and none overlap or are incorrectly named (as the video proves). The problem boils down to the sodding EFFECTS module, or so i think. I first copy/pasted seperate effects modules, and that just breaks everything. I then tried to merge the two effects modules into one "EFFECTS" in the cfg, and it still buggers up. It's like the game is saying "You can have one set of effects on this part, but not two." Below ive included the main starting section of the CFG (incase ive overlooked something bloody obvious) here. And here are the two separate Effects modules that i cant seem to get to play nice together. Main Engines : And the RCS part I've tried using just fx_whatevers at the start of the cfg, but unless im adding them in wrong, they dont play nice with the RCS Effects module. Thanks for taking the time to read this, and if you've any helpful advice or can see where i've gone wrong i'll be so SO grateful (and make sure to mention you when i release my main mod, of course!)
  24. Had a question about small craft in orbit. Trying to design a craft to land on Moho so I am trying to keep it considerably small and compact. Using a Mk1 lander can and putting most of the fuel tanks, batteries, etc. inside the can to limit physical size. The problem arises when I try to use RCS thrusters for any type of docking or maneuvering the craft literally goes crazy, and all the RCS thrusters are firing to keep it steady. I've basically done everything in the game unmodded, never had an issue with larger craft and docking, maneuvering etc. but have issues when I go small. Also have issues with it when I build HECS2 probes that are compact. I try to mess with the reaction wheels, turning them off and what not, but then lose the ability to easily dock and what not, should I just put a separate reaction wheel on the craft and turn the reaction wheels off of the lander can?
  25. You know how we now have a mode selection for reaction wheels (Full, SAS, Pilot)? Could we get something similar for RCS controls that can cycle through functionality (Full, Translation, Rotation) and be Action Group'ed? Generally speaking, thanks to the power of Reaction Wheels in KSP, I use RCS mainly for translation (docking and fine orbital adjustments) and rarely for attitude/rotation control. (For the latter, it'd have to be one heavy craft with relatively weak RW power, I'm in a rush to change attitude for some reason, I need supplemental control because my control surface aren't as effective in the current situation, or I'm controlling a VTOL.) I'm actually trying to build my first ever space station and I find it tedious to turn RCS on/off depending if I need translation or rotation. Yes, I know I can set the individual degree of control, but I'm not doing that for three degrees across 2 dozen or so RCS ports because my dumbass forgot to do that in the editor. (Even doing it in the editor could be tedious since I can't just click on one button to swap modes - it's four: one to show the open option to do so and one each for roll, yaw & pitch.) It's just a quality-of-life thing. Nothing urgent, but if RWs got something similar, why not RCS as well? (Kinda wonder if RCS should also get the Full-/SAS-/Pilot-control option as well since RCS is sorta tied to SAS in a way, like RWs.) In the meantime, I need to make a MM cfg that sets RCS ports to only translation mode by default...
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