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Jeb!

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Everything posted by Jeb!

  1. Ok then, I guess I'll just go back to simulators.
  2. Hi, I'm having a problem with setting up my joystick in 1.3.1. I move the stick to set the axis, but the menu box gets real finicky (spazzing numbers) and shows a different axis than the one I am actuating. Similar to this guy's unresolved problem: https://forum.kerbalspaceprogram.com/index.php?/topic/166279-joystick-axis-mapping-broken/&page=0#comment-3189356 Instead of showing "X" or "Y" axis, it shows "joystick 0.1" and numbers similar to that. In game, the controls are all whacked out. Using a Microsoft Sidewinder Force Feedback 2 joystick, in very good condition. Have no problems with it in several other games, and in-game calibration from my flight sim says all is as it should be. I've used the old Logiteck 3D Pro stick in KSP with no problems. So I suspect this is a problem with the game. Using 1.3.1 64 bit, problem persists regardless of mods. Now before you suggest that I need to press the Apply button, I will tell you that I have already tried this. I have used this game for quite a while, and I know what I'm doing for the most part. I'm getting sick of using the keyboard for my control axis. Not how a real plane flies. Being a flight sim guy, this game is unplayable for me if I can't use a joystick. Any help appreciated... Thanks!
  3. Ok, that makes sense. But are you sure SVE and EVE are not compatible? I used to use them together fine, and I see other sites which say you can use them both. Can someone explain to me these 5 mods shown? All of them come up when Scatterer is searched on. For other vismods, they also have some different configs. What are these different configs for, and how do I know which I should use? Does it depend on what other vismods I have enabled? What is this "SVE Scatterer"? I know I'm missing something important, but it's not popping out at me. I wish there was a little more explanation in CKAN. Thanks
  4. Hi, I'm not new to KSP, but I'm still having troubles. I want my planets to look like in Matt Lowne's videos. But it's obviously not as simple as just enabling EVE, Scatterer, etc on CKAN. The mods I'd like to use are: EVE, SVE, SVT, and Scatterer. I don't really care about any other mods, I simply want my universe to be moar realistic that the lame stock planet graphics. So, when I enable EVE followed by Scatterer, I get the realistic atmosphere look I wanted. But when I go to enable SVE, the "Apply changes" button is grayed out. If I enable SVE first, it says it includes EVE, however when I do this I get SVE but still have the lame atmo-less look to Kerbin, Eve, and Jool. This is just one example. Then we have stuff like: "SVT (for Windows)", and "SVT-High Res". No indication of what the differences are, what dependencies they have, if they are compatible with SVE, etc. I have Windows, and I want High res. But it won't let me pick both! How on earth do I know which to use? And what does it mean when one of the mods in the list turns red for a second? For each mod, it seems there are several secondary "config" and "component" mods with them, and others I have to select from. I have no clue which of them to pick! This is probably part of my problem. This is all very annoying because every time I have to update KSP or build a new install, I have to remember all the same stuff I did last time... before I realize it looks totally different than last time! (Why can't they just make standard things like good visual mods stock?) Now before you suggest it, yes, I know I can just download the individual mods and apply them one by one. Problem is, I can't get the mods to work out correctly seeing as some parts of them override each other. I also don't have the time to be re-doing this all over again for every update. So I use CKAN, for no other reason than that! Can someone help me understand what all these little mods alongside SVE, Scatterer, EVE, etc are, and tell me what I need to do in order to enable all the main mods at the same time? Thanks
  5. Thank you for your reply! From what I can infer from the discussion you linked, PartCrewManifest, and varying crew with the part size is now hopeless in 1.2. So looks like I will have to do without again. I think Jebediah Kermin is experienced enough now to go to the Mun all on his own I suppose.
  6. Hello, I recall when using Tweakscale before, if you made a capsule or lander can bigger, you could fit more crew in it. Of course, in Tweakscale when changing the size of fuel tanks, larger tanks carry more fuel and are heavier. This should go without saying. But now, no matter how big I make the capsule, I can only fit one crew! The crew tab only allows one passenger. This is not economical, since I need more crew in a larger capsule! I KNOW it is possible to fit extra crew in Tweakscaled parts, I have done myself before on a lost install, and I have seen pictures of other players who have done this. Does anyone know how to fix this? There is nothing that should conflict with this mod, I only use stuff like SVE, BD Armory, and Space Y. Thanks
  7. Yes, I did try installing the mods individually, with the same result. There was no difference with or without EVE, Terrain Replacer, Scatterer, etc. I've narrowed it down to SVE as the likely culprit, since it only happens with SVE in the combination of mods. This happens on all the installs I've tried as of yet on this computer. I think I might keep trying different install orders for awhile and see if it changes anything. If I can't resolve this by more testing, I may ask in the SVE section... I don't believe I made any install mistakes, but you are right. Doing this would settle once and for all whether the problem is with my KSP mods, or my computer. I will try this, thank you!
  8. To clarify this a little, my brother also has a computer with similar specs, and he has no problem with SVE and scatterer, same mods I have enabled. This only happens on my machine, and it's got plenty of power to run KSP. Is EVE or Terrain Replacer affecting my graphics?
  9. Hello, I'm wondering something about the atmosphere mods. I've been using SVE, EVE, Scatterer, Terrain Replacer, and all combinations of them, along with using CKAN to enable them. But I still have a problem. See here: With all due respect to whoever made this texture, I personally think it looks weird. Especially because I can still see Eve's surface, which is dumb considering how thick its atmosphere is. Is it really suposed to look like this with SVE? I remember having Eve with the thick non-see-through atmo before with these mods awhile ago. Something is conflicting in my mods? This is what I want it to look similar to (and what it should look like in my opinion): I'm not that picky. I would like it if it looked one pale flat color, like in Matt Lowne videos. Can't find a pic, but you know what I'm talking about probably. So I'm not just talking about Eve here, I also have other issues, such as not having the haze along the line between the day and night sides. Should look like this, as shown on the SVE page: I am always able to see Kerbin's terrain as if it were lighted somewhat, even on the night side, unlike above picture shown... I've tried the manual approach, and CKAN, and it always turns out the same as in first pic... Any suggestions? Thank you
  10. I must confess I laughed at first, but this really is not a bad idea for quick and painless crew-to-orbit transit.
  11. Thank you! Perfect timing, I'm just now updating to 1.2.2. I've played KSP enough now to understand fairly well how to pilot rockets and aircraft. What I want now is to be able to take some of the difficulty and monotony away from escape and capturing burns. I spend way too much time fiddling with the orbit change thingy and it sucks up all my game time.
  12. LOL Oh my goodness that's hilarious! I must confess I wasn't really trying to suggest anything in my name, simply saw an opportunity for a parody. And congrats to the President-elect, he's definitely better than a Kerbal in office.
  13. Thank you! MechJeb sounds like a really useful mod. I think I will start using next time I rebuild my install.
  14. Thank you for your reply! What sort of information does it provide specifically? How does the autopilot work, and can it complete entire missions from takeoff to landing by itself, or do you have to train it somehow?
  15. Hello I'm fairly new to modding in KSP. I've seen that a lot of people use MechJeb, and some see it as an essential mod for their install. I don't really know much about it, could someone explain to me what MechJeb is, what it does, and why I should (or shouldn't) use it? Thanks!
  16. A new long-range delta wing prototype I'm working on, loosly based on the cool looking Avro Vulcan: 4 Junos, and a LOT of fuel. The Junos probably use the least fuel of any engine. Of course, they aren't the most efficient considering they're way under powered for pretty much any plane larger than small. This whole plane is pretty under powered, but once at cruising speed, it uses practically no fuel at all considering the amount at its disposal. I wanted the engines and intakes to blend in with the wing, which I seemed to accomplish with this plane. I have a feeling this will have sick range. I can't actually 'fly' it per se except for quick screenshots because of the terrible lag on this laptop, but maybe I'll try flying around Kerbin with it when I'm back to my new computer. So overall, not all that great in performance, but it looks kool, so I like it!
  17. :/ Ja but then it wouldn't look like a real plane anymoar... Thanks for the tips anyways! I may try that on a different craft!
  18. O_o But where would I put the one remaining engine 'appropriately' where it wouldn't look weird? One engine would not be sufficient for this large of a craft I suspect, especially if fully loaded. Remember it is moar important to look kool than have range... and it already has decent range. I could live with removing 2 engines and leaving the other two for a long-range variant. That I will try I think. But then again, I already can shut down the two outer engines for fuel efficiency on long flights, and having the 4 engines (along with their thrust reversing) is valuable for short takeoffs and landings.
  19. Hmmm, Maybe. Actually I don't have access to my new PC right now so I'll have to wait a while anyways. Plenty of time to make new smaller planes while I'm on my old laptop. SSTOing is basically impossible on it due to lag. I'll be hanging around Kerbin for now! As for the trim, I assume you are talking about control surface adjustments to maintain level flight? I didn't know KSP had an option for that! Is this a mod, or a stock setting?
  20. Ok, I really feel like I want to call this SSTO KS-13 Razorback. But it doesn't have a razorlike back. But fear not, we can fix that! I'll just switch the shock cone intakes with ram intakes and turn them upside-down! Build the plane to reflect the name. Now that's what I call true reverse engineering!
  21. Hmmm, I'll think about that. Sounds cool anyways!
  22. Next up: the C8 'Kerbmaster' cargo plane This craft was inspired by the C-17 Globemaster. Whether or not this influenced my name choice for this plane, I'll leave that up to you to decide. The FAT-455 wings are just not big enough when it comes to a proportionally correct Mk.3 transport plane, so I built my own even better ones! With a bit ton of hidden struts, the wings are plenty strong enough to lift the weight of the fuselage, while still allowing for at least some flexibility. The single LF tank behind the cockpit is quite enough for it to make long distance flights over the seas of Kerbin, and also keeps the center of mass forward to allow more added weight in the rear cargo hold. 4 large flaps on the trailing edge of the main wing help the pilot to keep control at speeds under 50m/s and acheive quick take offs and landings. Pitch authority is not too bad for a plane of this size. The C8's flight performance is quite unlike a real cargo aircraft however! The 4 VERY over powered 'Goliath' engines can propel it to incredible speeds for its size, and even allow this plane to maintain a greater than 45 degree nose up attitude while still gaining airspeed! With all the cargo space and the aft ramp, there are numerous uses for this aircraft. I've made a small military style jeep and decent sized box truck, and several of both can fit in the ample cargo bays. Drogue chutes pull the vehicle out the open cargo ramp, and from there roof mounted parachutes take over and give it a 'safe' landing. In a slightly modified variant, I've created a realistic ICBM (Intercontinental Ballistic Missile) system deployed from the rear cargo ramp. Yep, that is a real thing in real life! Unfortunately, persisting glitches with the wheels I used for deploying it still cause it to not function correctly. (i.e., explode in a fiery inferno) Once I perfect it, I'll be sure to post it here! I love this plane. Not very flashy or performance intensive, but very reliable and fun to fly! Comments? Suggestions?
  23. I like the way you used wings to make a fairing over the intakes and engines. Out of curiosity, how high orbit can you get out of it and still make it back?
  24. Yes, didn't have the chance to get screenshots, but it got into LKO and I brought it down again quickly due to time constraints. It survived re-entry alright. The narrow front section combined with the very wide wings in the rear give it pretty good stability in re-entry, closer I think to how a real world SSTO would have to be built. It's another story on climbing through the atmosphere at high altitude. High nose attitude combined with low speed (if I'm so unfortunate) means spinning out. Keep the speed up, and everything is fine. Still working on a solution for yaw stability.
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