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Jeq
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
Jeq replied to Dunbaratu's topic in KSP1 Mod Releases
Problems understanding lookdirup() command while using lock steering. It doesn't seem to work as i expect and i have no idea what is happening. i have first vector, which i want to go set to directionvector1. Then i want so my ships upvector points to target (so my wings are effective when turning into target). my command would looklike: Lock steering to lookdirup( directionvector1 , target:position ). it does lock steering to directionvector1 but doesn't seem to rotate vessel at all.- 1,364 replies
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- autopilot
- programming
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Jeq replied to Gotmachine's topic in KSP1 Mod Releases
SAS bug founded: 1) put your vessel on orbit 2) dont have reaction wheels on it. 3) turn sas on now press Rotation or Pitch buttons, and watch Yaw. Yaw seems to be twitching while it should stay still. this only happens with Yaw, if you press yaw button, rotation and pitch stays still as they should. edit 1: maybe never mind, fact is that when in orbit. sas tries to keep vessels orientation relative to body and keeps pushing controls more and more straight when vessel advances trought orbit. But it makes me wonder, should it do this? Why it is trying to keep its orientation balanced using orbit body, why not universe? edit 2: Not sure which method ksp uses to balance, but if vessel is stable(not rotating) at orbit then my logic SAS shouldn't do anything to it. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Jeq replied to Gotmachine's topic in KSP1 Mod Releases
edit: i dont know what is happening. i swear gimbals caused wiggle of my stations, i occasionaly had to turn gimbals off and suddenly felt stable. not happening anymore. Maybe another glitch in matrix. This was especially if having sas turned on. engine gimbals going grazy. It might be seeing those gimbals made my mind connect wiggling to gimbals. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Jeq replied to Gotmachine's topic in KSP1 Mod Releases
Going over LIGHTSPEED fix needed: 1) reduce all freshly spawned object go maybe 300m/s or not more than what original impact velocity was? This is related to physics bug where you crash something on mun and suddenly you get sun orbit/escape sun achievement because debris of your craft suddenly made impossible. 2) Reduce all thrust when vessel goes faster: Multiple thrust with (1-(Lightspeed/currentVelocity)) I believe this is formula for real physics too. faster you go, less velocity ejected by engines particles affects the vessel. So when you have reached half of lightspeed, you have half of thrust left. You never reach lightspeed as you couldn't in real life but you can achieve 99.999...% of it -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Jeq replied to Gotmachine's topic in KSP1 Mod Releases
Kraken related suggestion: Can we have fix which locks engine gimbals until they are actually fired? This is very often cause for stations wobbling when SAS starts to overcorrect everything. You have to manually lock engine gimbals. -
[1.12.x] AFBW Revived (Joystick & controller mod)
Jeq replied to linuxgurugamer's topic in KSP1 Mod Releases
BUG! This mod breaks how using Action Main Throttle works: Have a vessel where you have KAL controllers 'Play Speed' binded to action 'Main Throttle'. What i expect: Normally when throttle is at 0% KAL controllers play speed position will be at 0%. What happens: This mod makes when main throttle is at 0% then KAL controller play speed position is 50%. -
I made late refund for Valve, loss should be on intercept games when they "saves money", not on customers.
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It is easier to change direction of orbit because you are traveling slower. if you go straight 2200m/s, you need to burn 2200m/s left/right to get angle of 45degrees. If you go straight 100m/s you only need 100m/s to change angle to 45. If you are not moving anywhere, you would instantly get to direction of burn.
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Parts & Vessels Can't eva due to obstacle, but obstacle isn't obvious for user
Jeq replied to Jeq's question in Parts & Vessels
IDEA: How about highlight part which prevents Eva? -
Fixing the methalox engines
Jeq replied to MirageNL's topic in KSP2 Suggestions and Development Discussion
If add more poodles then it just adds weight very much. it would be same 3100-3500dv range if twr is same and doubled cargo, just twice as many engines.- 20 replies
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Fairing construction needs an overhaul
Jeq replied to hikerchick29's topic in KSP2 Suggestions and Development Discussion
I think fairing should be able to clip trought some objects at least, to make fairing making more simple. They should pass at least all sideral decouplers and maybe some structure parts which can be assumed to be vertical at some builds. -
Fixing the methalox engines
Jeq replied to MirageNL's topic in KSP2 Suggestions and Development Discussion
Without tier 3+ engines it would be: 2 nerv: 23,67t 3 terriers: 35,22t 1 poodle: 35,32t From 3100 to 3500dv poodle is slightly better than terriers but after that terriers are again better up to 4300dv, terriers also are better than poodles from 1dv to 3000dv, ofcourse there is other engines at this range which comes better, like sparks. Optimal dv for terriers are 2504 and 2541 for poodles, meaning after this dV they gains percentually more weight than dV. Terriers are lot shorter than poodles. What i get from this test is thought: Shouldn't bigger engines be allways most lightweight setup within their optimal dV range when twr is reasonable ? This could be done by adjusting their mass. As i said, poodle was nerfed too much with its added weight.- 20 replies