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Kerbal Flight Simulator player since 0.18
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Somewhere where the Kraken can't find me
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Quick question: I saw that dynamic deflection used to be based on dynamic pressure rather than airspeed - is this something that can be restored? I'd like to base my control surface deflection on dynamic pressure rather than airspeed.
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[1.0.2] Firefly - Revamped Atmospheric Effects
Nyxilo replied to MirageDev's topic in KSP1 Mod Releases
You may be looking for this : -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Nyxilo replied to Boris-Barboris's topic in KSP1 Mod Releases
Oh well. Never heard of it, but sounds like exactly what I was looking for MODERATEAOA - Boolean - toggles AoA moderation for the craft. MODERATEG - Boolean - toggles G-force moderation for the craft. Thanks !- 977 replies
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Some patches have been made by @MrShelter here They have been added to the Default Config (as specified on the git) for the most part (SWE, Waterfall Restock, Avalanche) but for whatever reason fixes for Restock Waterfall Expansion slipped through - maybe some others did. Else, try uninstalling both SWE and RSE then reinstall them using CKAN - or triple check your versions, as SWE should've been patched five months ago Hope that helps.
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Nyxilo replied to Boris-Barboris's topic in KSP1 Mod Releases
Hey, do you think there's an easy way to add more shortcuts to AA ? I'm usually always having G / side-G moderation turned on, but sometimes (for aerobatics, of course ) I have to deactivate sideslip moderation and aoa moderation aswell in a split second The thing is, if I use the moderation toggle, I loose G-limits, and usually end up in a RUD (or is it RPD then ?) so, yeah. That's just a smol QoL thingy, but would be nice if it could be available. Anyway, this mod is awesome. Never going back to the OG SAS- 977 replies
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Do you think this mod could be updated to use [KSP 1.1.3] RSS DateTime Formatter v1.0 - KSP1 Mod Releases - Kerbal Space Program Forums ? I don't know if that could even be possible but... you know.. for those kind of players...
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Small other issue I found, the Aerodynamic Nose Cone - Kerbal Space Program Wiki when switched over to "paint" resets back to Restock's white config (which I would guess is the second in the slider, so in the same place as "paint" ?) Changing back to stock color then paint again seems to solve the issue, but it is quite inconsistent. Replacing the part does work, tho.
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- textures unlimited
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Hey @MrShelter, just remembered that someone already did a few configs for TURD / Restock (including that goddamn Small Nose Cone) I don't think they are aware of your new initiative to make configs for Restock. Maybe they could be merged in your configs ? As far as I know there is no conflict between both sources of configs - and it allows me to recolour most of the parts I use (said, all the aero ones ) Thanks for your amazing work !
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Nyxilo replied to Gameslinx's topic in KSP1 Mod Releases
This is quite stunning, to say the least... That's not maybe where to ask for this, but do you have any update on Parallax Continued / RSS Reborn compatibility ? Or maybe it's on RSS Reborn's side and it has nothing to do with Parallax Continued, uh.- 3,167 replies
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totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
Nyxilo replied to Halban's topic in KSP Fan Works
Okay. This time is the right one, I'll hit every single building in the KSC. Right ? Right ? On the technical side, I've swtiched again to RSS and changed the livery + a ton of internal stuff no one cares about -
[1.12.x] Textures Unlimited Recolour Depot
Nyxilo replied to Manwith Noname's topic in KSP1 Mod Development
Just save the craft and reload it, should disappear It happens only when you add / move a part like intakes or jet engines That is due to the depth mask of Restock, if I'm not wrong -
Hi, I was recently looking at the console and my KSP.log and it looks like RSE is throwing an exception every fifteen milliseconds while in flight It is the following : NullReferenceException RocketSoundEnhancement.RSE_PartAudioManager.LateUpdate () (at <80da5f92e59a4e1e8c62d932c2676817>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) I know nothing about Unity so, could someone help me figuring out what this is ?
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Is there a methodology somewhere on how to configure dynamic deflection? I haven't found anything on the forums and, apart from testing all the control surfaces and limiting them to the edge of the stall, I don't really have any idea how to proceed.
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If it's linked to the physics frame rendering that means your delta-time per physics frame also impacts a lot, because else if @MrShelter is speaking about in-game seconds, IRL it could be delayed by a lot. I've made some tests and at 0.12 it's real time (but my GPU is bottlenecked by the dying CPU so I have "stutters") and at the lowest, 0.02, the game runs at 0.55 speed, i'd say. Two hours of flight turned into 3 and a half... So, if you were to increase the in-game voxel update time for FAR, that would require you to decrease the delta-time per physics frame for the whole game, meaning in-game FAR would be updated faster but you would "see" IRL the same speed because you've reduced the game's speed. Else you have a god-like CPU who eats KSP's physics frame and you don't care.
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A nice addition to FAR would be modifying the sliders in the elevon's settings. I.e. : instead of setting the deflection to +/- 40° having something similar to BG Servo's where you can set for example +10°/-50° I see a good use for AOA Slats for example, because they should be able to deflect downwards but not upwards. Anyway, awesome mod, been using it for years now !
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