^^artin
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KSP2 Release Notes
Everything posted by ^^artin
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[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
^^artin replied to Crzyrndm's topic in KSP1 Mod Releases
Currently I've tested "Pilot Assistent" the first time. Works all fine so far. Then I thought about if even airbrakes gets affected automatically by speed/throttle control too. So that not just the engines throttling down if the plane gets close to target speed, but also airbrakes engages automatically, if the speed target gets even exceeded, for example in descending flight. But unfortunately it does not. (or does it somehow ?) I think it would be nice if there also would be an automatic airbrake controll combined to the automatic throttle control. Greetings Martin -
Thanks a lot ! I will give it a try. EDIT - Pilot Assistant does the job very well. Thank you again !
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does the plane flight model mix control forces correctly ?
^^artin posted a topic in KSP1 Discussion
e.g. when I hit Pitch and Roll together I got the impression the roll force is much to low (somehow Roll gets canceld out by the Pitch). What do you think about this ? Greetings Martin -
Is there any good "auto throttle" mod for KSP ? I need a mod where I can set a target speed by Shift/Crtl e.g.(or any other selectable keys) instead of just the throttle, and then the engine automatically does it's best to keep this target speed. Any suggestions what mod can do that ? Thanks in advance !
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Since 0.25 I'm somehow deeply missing the counterpart of "Structural Wing Type D". With counterpart I mean the particular part where the shorter edge of the triangle could be attached to a fuselage instead of the longer edge. Almost every wing part got such a "counterpart" to attache the wing even flipped, except "Wing Type D". Would be nice to have it someday ! Greetings Martin
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"...or when a spacecraft splits into multiple pieces." This may be the problem. I did a flight "B52 & X15 style", splitting into two. Also I quitted the game the hard way, by windows task manager, one time. So I possible need to save my space planes and and space ships, and start a new sandbox game now.
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Hello kerbonauts From time to time somehow I need to kill my crew members when abort a flight, even in sandbox mode. After loading a saved game for example, the option "revert flight" disappears, even in sandbox mode. Deleting the flight in Tracking Station seems to be the only way to abort a flight then. Since sandbox mode seems to be for experimental game play, but also the amount of crew members is not unlimited here as well, I don't think this behavior is approbiate. Why can't I revert a flight at any time without killing my crew members when I'm playing KSP in sandbox mode ? Greetings Martin
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Since 1.0.2 I got a problem with persistently glowing vehicle parts. Currently I updated to 1.0.4 but it's still the same: Once slightly overheated vehicle parts keeps on glowing slightly, no matter what, even after landing... Is this a bug ? Greetings Martin
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Is there any trick to select hidden parts (in the construction facilities)? For example - when a strut is attached to a wing part and it's root is neither visible nor selectable afterwards, or - if a landing gear has been offseted into the fuselage this far, that it's no longer selectable in a usual manner. Greetings Martin
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trouble accessing "kerbalspaceprogram.com" on Firefox
^^artin replied to ^^artin's topic in Kerbal Network
In fact my system clock was about 5 minutes late, but readjusting it did not fix the problem for me, unfortunately. -
Hi there Since the new site has launched I get a browser warning when I try to access "kerbalspaceprogram.com" telling something like "the certificate of the site is untrusted" and I need to set some odd permissions to access this site every time again when I restart my browser. This only happens in Firefox webbrowser, in IE it's working well, so it's possibly more a browser issue then a problem with the site or it's certification. However I prefer to use FF for webbrowsing but cannot make it, to trust this site by default. I was doing some search about this and there seem to be some issues with the certification source "godaddy" on other browsers too. I did some research on a Firefox Forum too, but still don't find any help by now. Does someone else got this problem and any idea ? Greetings Martin
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KSP - game or simulator?
^^artin replied to ArgenTum's topic in KSP1 Suggestions & Development Discussion
It's a simulation for me. And as such, aerodynamics and continously improving physics would be the most amazing thing could happen to KSP. The science/economic/career part itself is not as challenging without the technical/physical main aspect of the game and won't even work without it. On the other hand the sandbox mode works fine without any career mode stuff. Gets a bit boring sooner or later, possibly. When the first science update came out I was wondering if it was a suitable support for the game anyway. The contracts and it's challenging missions do much better then the science stuff itself. -
Mission accomplished now. I used 2 probes based on that boxy core thingy. For lateral montage to an radial decoupler I used an empty, tiny monopropellant tank, as well as one MK16 chute(set to 50m altitude), the pressure probe itself and some solar panels to keep it alive. Dropping it, as suggested, from a height below 100m to the sea. Then, at some distance (to get some time), I turned the plane, heading towards the probe again and tried to keep it at a most stable height below 100m. Below 100m I was able to directly switch to the probe by hitting the "accent key" (bracket key) when I was close enough. As I went higher I got a message like "Not able to switch to vessel while in atmoshere" but below 100m switching to close vessels worked for me. Then I performed the pressure readings and switched back to the plane. Luckily that worked pretty well without crashing the plane to the sea.
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How close to being totally out of fuel have you been?
^^artin replied to Randazzo's topic in KSP1 Discussion
My closest situation to get stuck into space was when I once returned from Mun. I ran out of fuel when periapsis was about 100000 m above Kerbin. That's when I discovered Jeb's been able to push his tiny return ship by using his backpack on EVA. -
Since this is the first time I use RSS at all, I do it on a game folder without further addons installed. First I thought all aspects, the changes of the planetary system physics come along with, may be taken in account by RSS itself. But apparently it does not. Sometimes I'm using FAR and MechJeb, so not all of them depends list is completely new to me. (and of course the Module Manager) To make sure all work well I'm going to install all of the addons in the depends list now I guess, even if a "Deadly Reentry" is not what I'm aiming for.
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Hello braininator Thanks for this hint. I'm about to give it a try. By the way, I'm not sure what those list of dependences mean. Does it mean I have to have installed all of those addons to get the Realism Overhaul addon to work, or do I have to have installed at least one of this list ?
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Currently I tested RSS v8.2.1 the first time. I'm a bit surprised about how huge a rocket needed to be to get me anywhere. By now I managed to get to the mun and back...to mun orbit, so far. The Rocket in use seems somewhat largish, even somewhat offscale compared to a real moon rocket, and I dont think I've builded it in a rather unefficient manner. Am I wrong or is the usual engine power and efficiency don't fit the RSS Mod conditions somehow ? Greetings Martin
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A real save feature!!!!!!!!!!!
^^artin replied to GangreneTVP's topic in KSP1 Suggestions & Development Discussion
I do like to support this proposal ! Add a simple and straight forward save/load system to KSP. It's annoying to have to leave the game, to save the "not so save games" manually.