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dr.phees

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Everything posted by dr.phees

  1. I am currently trying to add a right-click-switch to the part, to toggle radial placement. That could include changing the drag behavior. Regarding engines: I think in most cases the exhaust will collide with the parent part and would therefore produce no thrust. I am checking it, though, but still need some experiments done.
  2. Not-awkwardly clipping sure is fun! The best thing is, that there was no radial attachment enabled before, so, I did not change some behaviour, but only add it. If there are similar parts, I will gladly give them radial connectivity. So: I'm open for suggestions!
  3. Stupid me zipped the wrong file. This has been fixed, I double checked. Twice.
  4. Thanks! I use it quite often and try to run the game as vanilla as possible (not to play stock, but to reduce installed mods. The good thing about this is, that you can use the cockpit, delete my files and still use the craft. EDIT: I actually used the wrong file. This has been fixed and works as intended.
  5. You need a radially attachable Cockpit for your new Cruiser? Want to fly that big orange tank like a plane? This mod allows radial placement of the Mk2 Inline cockpit on any surface. That includes panels and large tanks. EVA is not affected and works fine! Another screenshot No new parts, just a fix of the original Mk2 Cockpit. Nothing else is changed and all your game saves will not be influenced! This mod makes use of the ModuleManager .dll (tested against version 2.5.1) by Ialdabaoth and Sarbian for easier use on both Steam and non-Steam KSP installs. Simply drag and drop the GameData folder in this zip file into your KSP install folder. You should use this together with Sam Hall's brilliant Mk2 Cockpit Internals! License: CC 3.0 Share Alike with attribution http://creativecommons.org/licenses/by-sa/3.0/ This mod was made without permission or knowledge of the original maker of the part it modifies (C7). It uses no assets from the original part except the .cfg file, which I will remove if asked to do so. ModuleManager, similarly, is not mine. Many thanks to Ialdabaoth for creating it and Sarbian for subsequently extending and maintaining it. Forum threads for ModuleManager: http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-6-%28Jan-6%29 http://forum.kerbalspaceprogram.com/threads/41616-Extension-for-ModuleManager-with-wildcard-and-conditional-v0-2-24-july-2013 http://forum.kerbalspaceprogram.com/threads/31342-0-20-ModuleManager-1-3-for-all-your-stock-modding-needs?p=386222&viewfull=1#post386222 Download Changelog: v.1.1 It works. EDIT: Also in 0.25. v.1.0 Included wrong file. [fixed]
  6. What does "out of sync" mean? I was returning to KSC using my hover program and suddenly, about 200m from the VAB, I got the message "out of sync" and my craft crashed.
  7. And that's my problem When launching a vertically built ship, everything works fine. But controlling a spaceplane via R(a,b,c) is more complicated. It basically is a vector-matrix multiplication, but I still have to figure out the matrix. (Both, to translate the Facing into Navball compliance as back.) As for the bootstrapping: Yay!
  8. I understand now, that Pitch, Yaw and Roll have to be read as the relation between vertical up (with inverted roll values) and the craft's root element. I am trying to get readings out of that, which reflect my navball readings (pitch, heading, roll). And, especially, I want to lock the steering to Heading, Pitch and Roll values that I can handle (aka Navball readings ). As I do want to set heading, pitch AND roll for a horizontally hovering craft, I cannot use Lock steering to Haeading(Pitch,Heading). (Maybe I am wrong here. If so, please enlighten me!) Does anyone have a sample code? ALSO: Is there a way to run an autorun.txt or so when booting a kOS unit? (I would mainly throw in a "switch to 0." command )
  9. Sadly this did not solve it. I did install in a fresh directory anyway.
  10. I am running Linux Mint 14 (Nadia), using the Mate Desktop. I know that KSP is not officially supported on my platform, but since Mint 14 is basically Ubuntu, it should be able to make it work. Version 0.19.1 ran fine (after tweaking the start command to LC_ALL=C ./KSP.x86 or LC_ALL=C ./KSP.x86_64) KSP starts up fine and I can get through the menu to create a new game. After naming it and selecting a flag it starts to show the nice new loading animation and then just closes. It also closes in the same way when entering the settings menu. I tried running both, the 32 and 64 bit version, both with the LC_ALL=C... commands and without (only ./KSP.x86). The result is the same for all my tries. The console output is the same for all as well: Set current directory to /home/user/bin/KSP_linux-0.20.0 Found path: /home/user/bin/KSP_linux-0.20.0/KSP.x86 Mono path[0] = '/home/user/bin/KSP_linux-0.20.0/KSP_Data/Managed' Mono path[1] = '/home/user/bin/KSP_linux-0.20.0/KSP_Data/Mono' Mono config path = '/home/user/bin/KSP_linux-0.20.0/KSP_Data/Mono/etc' /dev/input/js0: driver version: 2.1.0 (20100) /dev/input/js0: fd 3, buttons 12, axes 6, name Logitech Logitech Dual Action /dev/input/js0: axis 0: raw 0, mapped 0.000000 /dev/input/js0: axis 1: raw 337, mapped 0.000000 /dev/input/js0: axis 2: raw 337, mapped 0.000000 /dev/input/js0: axis 3: raw 337, mapped 0.000000 /dev/input/js0: axis 4: raw 0, mapped 0.000000 /dev/input/js0: axis 5: raw 0, mapped 0.000000 Aborted I have an Radeon 4870 HD graphics card and as I said before, 0.19.1 ran fine in both, 32 and 54 bit flavors. Does anyone have an idea how to solve this?
  11. Using latest KSP version (15.2), mechjeb, c7 flight pack and the rover addons. Ah, and Lazor I connect to the KSP base and select any target (click on 'target' as well as 'track', just to be sure). After that I select 'c' on the main panel and all lasers jump to the correct angles. After that only the main lazor keeps tracking. Clicking 'L' to lock does the same, after that, only the lead beam keeps on tracking. This happens no matter if I use the white (by the way, shouldn\'t this be a flickering lazor? Or maybe cyan? White laser is a bit odd), blue, red or green lead lazor. Beam selection is 'all'. Maybe I am doing this wrong?
  12. I love the Lazor System! I have three Lazor Fortresses, orbiting all three Planetary bodies (not the sun, though). Just a few thoughts: 1) Small unobstrusive, unanimated button (like MechJeb\'s side-button)? I would prefer that to the huge Lazor Button. 2) Shift the blue Lazor\'s color a bit to turquoise It would be better visible. 3) Is there a way to check if Lazor UI is behind the top height and vertical speed gauge? Lazor UI is often hidden behind it and I would prefer it to be in front of it. 4) Maybe a bit more fancy Color thingy. It could sparkle when turned on like the MechJeb modules? Everything else is cool, even though I cannot make my lazors lock permanently to a target. Brilliant plugin, thanks a lot.
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