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ratchet freak

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Everything posted by ratchet freak

  1. 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)
  2. isn't that all already in the gameData folder, you can extract the data from there yourself
  3. in space, it's the key combination to null out any trim you may have set (using alt+[wasdqe])
  4. 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
  5. 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
  6. 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,
  7. go to "<steamFolder>/SteamApps/KerbalSpaceProgram" and there you will be in the root of the KSP install, most mods are installed by dragging stuff in the GameData folder
  8. if you are using shortcuts then double check the "start in" setting; that may be ruining your day
  9. "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)
  10. 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
  11. 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
  12. because the windows installer probably downloads several assets during installation and doesn't need to include the linux specific stuff
  13. I've heard that unity (and by extension KSP) ignores windows calibration settings and instead uses the raw inputs.
  14. too big rockets kept bumping into it, ergo most launches were a lottery outside the players control
  15. 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
  16. you can apply the rotation to the vector, (you know it's why the quaternion is even there: represent a rotation )
  17. anyone tested setting the resource of ModuleResourceIntake to electricCharge
  18. 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
  19. except runways do deteriorate from the planes that land on them
  20. just the granularity of the marks would explode the memory usage if stored by texture (like the height map and the ground texture) it's cheaper to make "Mark" game objects that put themselves in the correct spot and render there and age and fade away
  21. the B2 had differential thrust to assist in yaw stability
  22. you mean be able to remove all funds interaction and just play with rep and science?
  23. yes it is compatible, you'd know if you checked the thread
  24. 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)
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