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ratchet freak
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Everything posted by ratchet freak
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Help with flying planes with FAR
ratchet freak replied to BrotatoSalad's topic in KSP1 Gameplay Questions and Tutorials
I prefer using the trim controls to fly FAR, it's reeeeaaalllllllyyy slow to react but super precise (though a pain to know when you are back to neutral roll without screwing up the pitch trim) -
isn't that all already in the gameData folder, you can extract the data from there yourself
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All craft spin right in space.
ratchet freak replied to Kerbonaught's topic in KSP1 Technical Support (PC, modded installs)
in space, it's the key combination to null out any trim you may have set (using alt+[wasdqe]) -
Scratch style Action groups
ratchet freak replied to ZodiaK's topic in KSP1 Suggestions & Development Discussion
There is a dev thread for a mod like this: http://forum.kerbalspaceprogram.com/threads/98270-WIP-Plugin-DL-Flight-Computer-Fully-automated-flight-programmable-via-VPL and the other autopilot mod that uses text based language: http://forum.kerbalspaceprogram.com/threads/68089-0-25-kOS-Scriptable-Autopilot-System-v0-14-2-2014-10-08 -
How can you fall faster?
ratchet freak replied to Deseoso's topic in KSP1 Gameplay Questions and Tutorials
you'll need to thrust down or use a plane and do a horizontal test the issue is that the souposphere is slowing you down -
How do I use coordinates?
ratchet freak replied to Midnight Jade's topic in KSP1 Gameplay Questions and Tutorials
They are latitude and longitude coordinates just like earth's GPS coordinates, Every body has the same set You can find out your coordinates if you are landed and in the map view, -
No Control of ship once in space???
ratchet freak replied to sam1133's topic in KSP1 Technical Support (PC, modded installs)
"control from here" doesn't do what you think it does; all it does is change the orientation on the navball also see if you have any reaction control wheels active (in stock there should be some in each probe and crew pod, except the hitchhicker, unless a mod removed them) -
No Control of ship once in space???
ratchet freak replied to sam1133's topic in KSP1 Technical Support (PC, modded installs)
chances are you ran out of electricity (check the resource tab in the top right), without it the reaction wheels won't function you can prevent this by adding solar panels or some other type of electricity generation -
a targeted compressor can indeed make some impressive optimizations over a default general purpose simply because it has knowledge of the domain, the windows installer could for example use a compressor geared towards .net dlls and .exe for those files (and package a decompresser to use while installing), and a general algorithm for other things (models and textures) I can point to the pack200 scheme that can use knowledge of the java jar format to efficiently compress jars by (amongst others things) extracting the static string pool of each class into a communal pool
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Bring back the launch tower
ratchet freak replied to TeeGee's topic in KSP1 Suggestions & Development Discussion
too big rockets kept bumping into it, ergo most launches were a lottery outside the players control -
Upcoming refueling/resources/atmosphere system impact on mods
ratchet freak replied to dlrk's topic in KSP1 Mods Discussions
FAR just replaces the stock aero. it may take some doing but it's possible that the it will continue to keep doing so; if the 0.90 stock aero isn't up to ferram's standards then he'll likely keep maintaining it -
Help with quaternion multiplication
ratchet freak replied to pixartist's topic in KSP1 C# Plugin Development Help and Support
you can apply the rotation to the vector, (you know it's why the quaternion is even there: represent a rotation ) -
Speed electric generator?
ratchet freak replied to SlimeCrusher's topic in KSP1 Modelling and Texturing Discussion
anyone tested setting the resource of ModuleResourceIntake to electricCharge -
using a parking orbit is probably easier: get into interplanetary space in a matching orbit lower than the planet you want to encounter make a maneuver node to raise the apo into the planet's orbit (aka standard Hohmann transfer) move the node around until you have an encounter execute node then you will be on a collision course with the target's SOI
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The launchpad is too sensitive
ratchet freak replied to Kar's topic in KSP1 Technical Support (PC, unmodded installs)
except runways do deteriorate from the planes that land on them -
Help me turn my plane
ratchet freak replied to code99's topic in KSP1 Gameplay Questions and Tutorials
the B2 had differential thrust to assist in yaw stability -
Change the settings for gamemodes
ratchet freak replied to iStickyDuck's topic in KSP1 Suggestions & Development Discussion
you mean be able to remove all funds interaction and just play with rep and science? -
Is there a thrust balancer mod, or a mod to ....
ratchet freak replied to Entelin's topic in KSP1 Mods Discussions
yes it is compatible, you'd know if you checked the thread -
Save crew count with ships
ratchet freak replied to Spheniscine's topic in KSP1 Suggestions & Development Discussion
quick fix could be a "keep unmanned" tweakable on the pod that is only used on launch for filling the pods and prevent launch when no control pod with enough crew is assigned (and no probe)