HagbardCeline
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KSP2 Release Notes
Everything posted by HagbardCeline
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Joystick mapping error
HagbardCeline replied to m1sz's topic in KSP1 Technical Support (PC, unmodded installs)
I got the same problem with my dual Thrustmaster T.1600M setup, really hope they can fix this. -
[1.1] AFBW v1.7-beta (Joystick & controller mod)
HagbardCeline replied to nlight's topic in KSP1 Mod Releases
I have a strange issue here with the mod refusing to detect my joysticks. I'm running Gentoo linux 64bit. The stock game detects the joysticks, and they work in other software, but this mod lists only Keyboard+Mouse controller. I'm using KSP 1.0.4 (both 32 and 64 bit version show same behaviour) and latest AFBW with the patched dll from taniwha. -
I've just installed a Linux box to be able to play 64bit, and had a faint hope that I also could escape the joystick issues in Windows KSP. The latter did not come true, except KSP does not randomize the the order of the joysticks at each start as it did in Windows. I have a Thrustmaster T.Flight Hotas X and two Thrustmaster T.16000M connected. The Hotas works as expected, the problem is with the two T.16000M; KSP is not able to tell their axes apart. Input-setup reacts to both T.16000M's axes when in assign mode. But the game itself reacts only to the axes of one of the two T.16000M. This is true for both Windows-32bit and Linux-64bit. In Windows version there was one additional issue with the joystick-buttons where the input-setup seemed to be able to diffrentiate the buttons on the two identical joysticks, but in-game a function mapped to button1 of the first T.16000M would also trigger when pressing button1 of the second T.16000M. And while I'm at it; TrackIR and 6dof can control the camera in the Space Center scene, joysticks can not. And joysticks axis assignment are limited to camera pitch/jaw; technically not a bug but I had to mention it as relevant.
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[1.3] The Plugin Workshop - Small plugins of varied function
HagbardCeline replied to Crzyrndm's topic in KSP1 Mod Releases
I think I stumbled on a bug in dynamic defection; Control surfaces in front of the CoM turns the wrong way when rolling. The problem went away when i uninstalled dynamic deflection. -
Nice, going to try this in my next game.
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[0.25] Orbit Manipulator Series (Updated March 12 2014)
HagbardCeline replied to HoneyFox's topic in KSP1 Mod Releases
+1 Need orbital decay. -
When using two identical joysticks, the axes of both are detected in input-setup, but in-game only one of them is working.
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Electric motors and propellers
HagbardCeline replied to finky45's topic in KSP1 Suggestions & Development Discussion
Yes, please. And let me add a request for propellers that can be mounted like on the "Dragon Assault" from Avatar, and a wing-with-propeller like on the "Skyranger" from XCOM: Enemy Unknown and the "XT-908" from Robocop. -
I made a request for this in the AFBW-mods thread. But considering that stock already has this support if you own a 6-dof device, and the fact that joystick support is apparently going to be upgraded for 1.0; I got a dual-usb-gamepad-controller that I was gonna take-a-part and make a 6-dof-joystick to go with the two Thrustmaster T.1600 and one T.Flight Hotas X that I bought for Kerbal. But then I discover that one can not assign more than pan and tilt camera controls to a joystick-axis. Please, when you upgrade the joystick support, let all camera directions/rotations and zoom be assignable to joystick-axes.
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Flaps, Slats, Airbrakes for v1.0
HagbardCeline replied to kookoo_gr's topic in KSP1 Suggestions & Development Discussion
I'm quite sure that flaps could have reduced my plane-crash-ratio from 90% to 30% Suggestion supported. -
[1.1] AFBW v1.7-beta (Joystick & controller mod)
HagbardCeline replied to nlight's topic in KSP1 Mod Releases
Might I please request the addition of camera controls in VAB/SPH to this mod? Stock will only let me assign joystick axes to pan and tilt while I've just connected enough joysticks that I got axes for forward/back, left/right, up/down and Zoom-In/Out too. -
I was wrong about the surface-stacked-tanks, must have been half asleep when i did that test. Tried now, and it did not work. But one other fact, if you manage to connect a external fuel duct to the lower part(original upper) of the upside-down tri-coupler; the fuel will flow the rest of the way (out of the original top end)by it self.
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The external fuel duct does this, so it can not be impossible. What I am suggesting is that if you line up two tri-cuplers with fuel tanks between, the non-connection nodes will auto-connect due to node proximity(or surface proximity if that is easier*), a two-way fuel-duct(eventually two one way ducts, if a two way is impossible) that has the same strength and rigidity as the connected node. Also i have tested the the fuel-flow is not dependent in the green balls connecting: Surface-stacking one full and one empty liquid fuel fuselage side-by-side, and connecting the engine to the empty one does give you a running engine. And contrary to liquid-fuel the air form the air-intakes will pass though a stack of tri-couplers like in the 2nd picture in my opening post. -HC
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Yes, but..... it is not exactly the nodes. It's the fact that the fuel flow is dependent on those nodes being connected and that it breaks due to the connection node being way off center. When I think about it;Both issues could be solved with invisible auto-struts with fuel cross-flow of max length 1cm at the center of the nodes of all two-, tri- and eventual-other-couplers. -HC
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...is that logic dictates that the following should work: And by the way, in the following picture all the green connection balls are in a position that should not break mirror symmetry. I'm aware that these issues might be deep buried in the underlying systems, but I find this worse of a problem then the fact that a plane with swept wings has the same top speed as one with straight wings. -HC