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Everything posted by ItCameFromDuna
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Here's a delightfully nerdy challenge for you geniuses: build a computer (or at least a proof-of-concept) that is Turing-complete in stock KSP (DLC allowed). Here's the wikipedia article on Turing-completeness to get you started: https://en.wikipedia.org/wiki/Turing_completeness. Basically, a computer capable of computing anything commutable. Numerous games, from Minecraft to Magic the Gathering have proven to be Turing-complete, so I have a question: is KSP? Could you build a complex marble run with mechanical logic gates? Misuse the KAL controller? There are numerous approaches that might work. I'm curious to see what you all come up with!
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I'm using a custom joystick made with an Arduino Leonardo. But wait! I'm pretty sure it's not causing the issue! When I open up windows game controller settings, I can see the troublesome axis (throttle) is being detected. I have also confirmed that it works in other games. However, it is not being detected within KSP. I have tried binding throttle to pitch, and it works just fine. When I try to bind throttle to the actual throttle, the game simply doesn't detect it. I've tried editing settings.cfg to the axis (axis 7) that the throttle shows up as in other programs, but it still doesn't work. Any help would be much appreciated. Thanks!
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's fine. Yeah... good ol' laptops suck at gaming! Kinda annoying. Thanks for all the help!
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"Landing" - KSP Animation Progress Thread
ItCameFromDuna replied to outflowphil's topic in KSP Fan Works
In case you don't want to have to go through all the work modeling the parts, here's a .mu importer for Blender. I don't know what sort of IP this would or wouldn't violate, but, since Blender is free, you could just use it as an import program. -
Just finished testing that per Electrocutor's reply. No change, it's still not reflecting anything. You want a third log?
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Tried a clean install; still no results. I couldn't figure out how to get it into dx11 mode; Command Prompt was giving me errors every time I tried to run the commands. Here's the new log: https://www.dropbox.com/s/et1ya0sbx0esxgw/KSP.log?dl=0 And the screenshot: https://www.dropbox.com/s/atselsby04cm8xg/screenshot178.png?dl=0
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I only have the one MM installed! And I'm waiting until it updates to reinstall far!! Unless the log is cumulative...? Sorry, I didn't see that request for the KSP.log. Anyways, here's the log you requested: https://www.dropbox.com/s/et1ya0sbx0esxgw/KSP.log?dl=0
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I think I was still getting this when I briefly tried it in 1.3. Maybe it's my crap Intel integrated graphics?
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The issue arises with both stock and the porkjet parts. And Shadowmage, I have realized that there are two possibilites; 1: I am an idiot. 2: I can't read. Anyways, here's the link: https://www.dropbox.com/s/dfws0kqx0hov7nu/output_log.txt?dl=0
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Back from dinner. Sorry for the delay. I'm not using any of the mods you listed (or any other graphics mod at all). How should I upload the log without freezing up my browser? It's 3.6 meg.
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I should be using Electrocutor's patch, for both stock and Porkjet's Overhaul. I'll try your fix and see if it works. Thanks! P.S. Just to clarify, the configs for the patches should just be in the GameData directory? Or is there somewhere within TU itself?
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I don't know if this is a matter of mis-installation, but I'm trying out the stock part conversion, and all the parts affected are extremely dark. They seem to be shaded properly, just too dark. Also, I have a TON of mods installed, it could be an incompatibility. I'm using game version 1.4.1.
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
ItCameFromDuna replied to Dunbaratu's topic in KSP1 Mod Releases
Cool! Thanks.- 1,361 replies
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- autopilot
- programming
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
ItCameFromDuna replied to Dunbaratu's topic in KSP1 Mod Releases
Is there any way of using another language with this mod? Perhaps c# or c++? Or at that point would it be better just to learn how to write my own autopilot mod? Thanks!- 1,361 replies
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Buggedt Aerospace presents... the J4NK37-A5S Regional Jet! Cost: 19,978,000 funds Fuel: 1,160 KAL Cruising Speed: 320 m/s Cruising Altitude: 2 - 3 KM (2,000 - 3,000 m) Fuel Consumption: 0.16 KAL/sec Range: 2,320 KM Flight Instructions: Throttle to 100% with the built-in stabilization systems enabled. Activate the main engine. Begin pitching up at 40 m/s, the aircraft will take off at 55. Climb at a 10 degree angle until cruising altitude is reached. Pitch to zero degrees, adjust trim as needed, and let the craft accelerate. Reduce throttle before trans-sonic effects begin.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ItCameFromDuna replied to ferram4's topic in KSP1 Mod Releases
So it's not doing anything when you sweep AoA or mach? Are you using KSP 1.3 or 1.4?- 14,073 replies
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- aerodynamics
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ItCameFromDuna replied to ferram4's topic in KSP1 Mod Releases
I'm confused as to what you mean. Are you saying that the Sweep AoA button gave you graphs, but not the mach sweep or the stability derivatives or simulation?- 14,073 replies
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- aerodynamics
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ItCameFromDuna replied to ferram4's topic in KSP1 Mod Releases
Uhh... stupid question, but did you hit "Sweep AoA"?- 14,073 replies
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Help me prioritize 76+ mod updates - Updated
ItCameFromDuna replied to linuxgurugamer's topic in KSP1 Mods Discussions
Definitely FMRS - creating re-usable stages is one of my favorite things to do in-game! -
Low tier SSTO Challenge
ItCameFromDuna replied to WolfCoAerospace's topic in KSP1 Challenges & Mission ideas
Cool! -
Low tier SSTO Challenge
ItCameFromDuna replied to WolfCoAerospace's topic in KSP1 Challenges & Mission ideas
Are difficulty-adding mods allowed? I.E. Principia, FAR, and Kerbalism?