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c4ooo

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Everything posted by c4ooo

  1. Not trying to be rude to the creater of the plugin, but to me adding more data to send seems trivial (while writing the code to send data between the arduino and the game hard). If I figure out how to comile c# code I may give it a shot. (The plugin is open source after all )
  2. Is this too hard to do, or did the developer just not get to it yet? And BTW, can the plugin set the SAS to prograde / retrograde etc?
  3. Can KSPSirialIO at least switch between surface, orbital and target speed mode?
  4. Well, that mod would definitely help me dock xD It would seem kinda hard to recreate that alignment indicator on a physical panel though Plus, the mod i am using doesn't send this sort of information.
  5. Great that i found this topic, all these projects are awesome and inspiring to me I was wondering, what would be needed on a custom control panel to be able to dock two ships? (Assuming the rendezvous maneuvers are made in map mode). Joysticks for rotation and translation are an obvious must. But the problem is, how will you know where to translate too? (Ime really a newb at docking so i don't know :/ )
  6. Can i change it to COM256? Anyways, i seemed to have changed the port successfully, and it seems to be working! O.O Edit:
  7. Hmm also not working for me [on windows 7]. Looking through the log file, i see this: The arduino sketch i am compiling is KSPIODemo13. (The arduino is connected through COM13) PS: for some reason i the reply box is glitched and i cant get rid of the thing quote below
  8. Ohh ok. I was worried i had to buy more hardware :/ @Sputnix i was refering to these icons: http://imgur.com/6cO721V.png
  9. Nice! I recently ordered some arduinos, so hopefully i'll be able to make a mini control panel or something (Unfortunately shipping from china takes ages ) To make sure i understand correctly, the arduinos and computer is linked via a USB cable, right? In the posts above there was a mention of a " usb->ttl adapter", not sure what that is Anyways, please do continue to work on this! I would love to see stuff added like time warp controls, the new 1.2 kerbnet icons (or whatever they are called) etc.
  10. Nice rovers I have a small(er) rover working, but i'm wondering how to get all the science from the rover and bring it back to kerbin. (I'm in sandbox so i don't mind impractical builds like this but i still want the rover to be useful in career/science ). On a side note, @Just Jim, how long did it take you to circumnavigate the mun? O.O Even with timewarp i would image it would take multiple hours?
  11. Yep time in 1.2 (I said this in the original post ) My goal was to build a large rover that could traval long distances, from biome to biome. Iirc there was a video of a similar planet exploration probe on YouTube that worked fine, except in older versions and probably with much smaller mass.
  12. I just built a fairly big rover (160 tons), and am having lots of problems with it. My issues are: 1) I am quite puzzled by the fact that turning (A/D key) requires more electricity than going forwards/backwards. 2) Probably linked to issue #1, going acceleration is very poor when i go backwards/forwards,; however, turning has much greater acceleration. I could go forwards faster by spamming A/D then by holding down 'W'. 3) Rover gets stuck very easily and can't go up hills. In the above picture, i was not able to climb onto the launch pad. However when i spamming A/D it went up fine. In this picture the rover is stuck between the two raised platforms, i can't go backwards or forwards, nor can i turn. A few things i should note: 1)The 4 horizontal wheels on the back are disabled. 2)I have plenty of electricity and 3)I am in 1.2 prerelease. Thanks
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