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mech_engr

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Everything posted by mech_engr

  1. Built this controller last year for KSP2 and was super disappointed when controller support was nerfed. However, thanks to mods (InputBinder), I can finally play around with it. It was inspired by actual spacecraft docking controls, but I wanted a small gamepad-style controller. The translation, or docking, handle on the left-hand side moves forward, backward, left, right, upwards, and downwards. It took a lot of prototyping to get to work correctly... The joystick on the right is a standard analog joystick with 3 axes: pitch, roll, and yaw. If there's enough support, I could publish the plans and bill of materials. I estimate it's about $50 to build. Construction: 3D printed housing Arduino Pro Micro Custom code library for USB devices Standard analog joystick 2 x analog sliders 3 x toggle switches 2 x square push buttons 1 x round, recessed, push button 1 x custom 3DOF docking stick 6 x microswitches 2 x springs Plunger-handle 2 x pencil springs to center Z axis Lots of painful prototyping........ This is the translation controller on the latest Boeing capsule. I believe it also rotates for attitude control making it 6DOF.
  2. Awesome mod! Just a few things... 1) I use a wide monitor and it seems that is messing with the aspect ratio of this mod. I get a horizontally stretched window that looks really bad. 2) I'd recommend using similar symbology to DPAI from KSP 1 (credit to usnavyfish). In my opinion, the "X" is a difficult symbol to use. Using standard velocity vector symbols in DPAI was very easy for smooth brains like me. 3) Options for inverting the X and Y axes and adjusting the alignment angle would be amazing! Sometimes, I want a different alignment then what the docking port part body alignment is. 4) Where do I go to select the options? Like linear vs log. Keep up the great work!!!!
  3. Awesome mod!! I do have one issue though. I am using buttons to control RCS translations. I would like it to work like the keyboard - any press gives you 100% RCS in the desired direction. However, my button assignments don't behave impulsively like that. They only seem to throttle up the RCS in whichever direction you press. In essence, I have to hold the button down to slowly accelerate in any direction and then let go. I want full RCS thrust with every button click exactly like the stock keyboard behavior. Any help would be great! Thank you!
  4. A few years ago I started learning C# for the sole purpose of modding KSP. I quickly lost interest because I had to keep running KSP every time I wanted to visualize my plugin code. I've been away from KSP for awhile, and I apologize in advance if this has been answered somewhere, but is there an easy way to run code in Unity to quickly visualize, test, and debug code for a KSP plugin app? I know many aspects of plugins require interaction with the player in-game to work (like an autopilot) so, specifically, I would like to be able to develop a complex UI before I start running it in KSP. I develop simple games in Unity now, and it's so nice to quickly click the play button to see quick incremental changes in my code.
  5. Awesome mod!! One suggestion: it would be awesome to have a working IFLOLS lens (Improved Fresnel Lens Optical Landing System) on the ship (or a pop-out gauge), so we can "fly the ball." Here's what I'm talking about: It's basically a very precise VASI with a 3.5° glideslope. It's just a bunch of advanced mirrors and lenses that show a different "ball" depending on your height above it. There's 12 cells, so it splits evenly with 6 above the green line (datum), and 6 below. That means if you have the ball slightly high, you're perfectly on glideslope and should catch the 3 wire depending on hook-to-eye point distance. There's 10 amber cells, each with a 0.13° span, and two red cells on the bottom with a 0.2° span. So that's a 1.7° range, and if you're outside that you won't see "the ball". Here's some T45s doing Field Carrier Landing Practice with the MK14 field IFLOLS. That would also be cool to have as a standalone part to put on fields...
  6. Genius! Thanks Art! I might actually consider writing a mod to swap seats. Doesn't seem too difficult at all. Maybe after that I could write something for modifying seat transforms...
  7. Has anyone tried to implement a rotating or translating seat in IVA? I'm developing a part mod that uses a command pod for both atmospheric flight and vertical launch / landing and I think it would be awesome to have two IVA views (with controls) that can swivel the pilot's chair down 90 degrees so that landing a lander vertically would be much easier in IVA with windows. Is it possible to animate an IVA seat gameobject and bind it's state with say, an RPM switch? Or are these gameobjects static? Thank you!
  8. I am also experiencing the launch clamp bug with the US quad core in conjunction with KJR. Additionally, hyperedit orbit cheating causes the craft to explode but that's probably just because it thinks it's clamped to the ground - don't know.
  9. Has anyone been able to create a dial prop? Modelling and animation aside, how could I got about doing this? I would like to have a mouse controlled dial prop that is linked to a specific variable. My first thought was something similar to the mouse-controlled throttle prop but have it rotate on a different axis. How would I be able to make it rotate discretely like a selection knob? Any thoughts would be appreciated.
  10. How would a modder go about setting up a wing with animated flaps, slats, or spoilers to work with FAR? I'm trying to work out a concept for a new mod that incorporates the flight performance of FAR but has visually appealing and animated, dedicated flaps, slats, and spoilers that affect lift and drag separately. Anybody have any ideas on how to do this?
  11. Thanks a ton guys!! Still a few weeks out before I'm done with the modelling phase but this will save me a lot of time experimenting!
  12. hmm I've seen this! Really love it. But I was wondering if anyone could point me in the direction of making my own Kerbal suits. Any ideas?
  13. Where can I find information on texturing a Kerbal IVA/EVA suit? Is there diffuse/normal templates around that I can use and then throw them into TextureReplacer? Thanks!
  14. Thank you! Won't be testing it for awhile but just wanted to be sure of the best method before I got too far.
  15. Simple question: I understand that to create a contained cargo bay-type part, you have to use multiple primitive collider objects to encapsulate the interior of the cargo bay. I'm currently working on a part and before I get too far, I want to know the best way to position these colliders: How close can they be positioned? Can they overlap? should I leave a very small gap in between the colliders? Any guidance will be appreciated!
  16. Does anyone know where I can find a model of of Kerbal that I can use as a reference in my projects? An OBJ, FBX, etc would be great. Maybe I might not be looking hard enough, but I can't seem to find anything.
  17. When using the RC-L01 Remote Guidance Unit by itself with no Kerbals on board, I'm always getting "Local Control." I thought I'm supposed to have 6 Kerbals for it to become a remote control outpost. What's going on?
  18. artwhaley, I'd love to help you texture this project. I'm fairly new to modding so I have no work to show you, but I come from an animation background. I'm looking to get involved and help out on some projects. Message me if you're interested!
  19. Yesterday I started making my first mod. I come from a visual effects / engineering background so modeling and texturing was a breeze - especially since I had to minimize polys and texture map resolution (opposite from what I'm used to). I made two parts, a stackable hexagon core piece, and a radially attached arm piece that can be attacked to each of the six sides of the core. Briefly, I'm working on a system of parts that, because of their geometry, should only be attached at very precise locations. Naturally, I decided to make attachment nodes at each of the six sides of the core, and a corresponding node for the arm pieces. Here's a diagram of what I want: Currently, it works... but it's not ideal: the user has to manually rotate each piece around Y before it can be attached (this will be more and more cumbersome as I develop larger, higher-sided core pieces). And that's because of the last three numbers in the node attachment definition being "0,1,0" for up, correct? So I tried changing those vectors so that they point outward from the core piece, but that doesn't work at all because then it renders the entire core piece un-attachable to anything (even the stack top and bottom nodes). In fact, no matter what I change the attachment vector numbers to, the core piece becomes unusable. ALL of the nodes have to point up or down for anything to work. So, the big question is, how can I make radially-attached parts automatically snap to their parent, "core", part at desired angles? Also, what is the difference between a "node_attach" and a "node_stack_connect" definition? I haven't found ANY materials online that answer this, and both seem to work fine. Any guidance will be appreciated! Thank you!
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