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Zidane

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Everything posted by Zidane

  1. http://cgterminal.com/2011/12/02/3dconnection-announced-spacemouse-pro/ Ultimate KSP orbital maneuvers joystick
  2. That was fast. A shame too, i can press the joysticks down, but i can't really twist them. I guess i'll have to use the Dpad on the controller to get the 2 remaining axis. I'm assuming they use one as rotation and one as translation then, right? Thanks ^^
  3. Hey there So i've been trying to create a realistic as possible playthrough and after about 48 hours installing mods and resolving issues i was trying to solve one last puzzle in my head. So in the movie gravity (i don't know if you've seen it, but in most videos about space maneuvers) they use 2 joysticks for orbital maneuvers with RCS. Now i have a gamepad and it has 2 joysticks. In case anyone's wondering, i'm using motioninjoy to help ksp recognize all the buttons and it works pretty damn good. I wanted to mimic the orbital rotations and translations with those joysticks as in real life. However, here's what boggles me. For full rotation controls one needs 3 axis. For full translation controls one needs another 3 axis. That's a total of 6 axis. Yet 2 joysticks only allow for 4 axis, so how do they do it in actual spacecraft? Do they have pedals? Do the joysticks move up and down too? It's not really about the buttons, i have free buttons to spare if i count in the keyboard and the gamepad. I just wanted to get a realistic experience. Thanks for any input.
  4. I don't get it. Is it done online with KMP? Will the astronauts and the enginners be the only ones actually playing?
  5. This one https://www.dropbox.com/s/hwkmzoc0a2ldnyt/screenshot20.png
  6. Since I always liked Wayland's station ring and since it was kinda outdated , i tweaked it to make it work with .22. I also added a center attachment point to it, disabled collisions and upped the mass to 5 ton since 2.5 was kinda too low for a station ring. I also integrated it in the tech tree. I hope you like it. All credit goes to the author as the part and every right to it belongs to him, i'm just trying to contribute so this awesome part isn't lost in between versions. PART { name = wayland_StationRing module = Part author = Devo mesh = model.mu scale = 0.19 node_stack_right = 39.4, 0, 0, -1, 0, 0, 1 node_stack_right02 = 20.4, 0, 0, 1, 0, 0, 1 node_stack_left = -39.4, 0, 0, 1, 0, 0, 1 node_stack_left02 = -20.4, 0, 0, -1, 0, 0, 1 node_stack_top = 0, 39.4, 0, 0,-1, 0, 1 node_stack_top02 = 0, 20.4, 0, 0, 1, 0, 1 node_stack_bottom = 0, -39.4, 0, 0, 1, 0, 1 node_stack_bottom02 = 0, -20.4, 0, 0, -1, 0, 1 node_stack_back = 0, 0, 3, 0, 0,-1, 1 node_stack_front = 0, 0,-3, 0, 0, 1, 1 TechRequired = advConstruction entryCost = 1000 cost = 900 category = Structural subcategory = 0 title = 15 Metre Station Core. manufacturer = Wayland Corp. description = This 15 metre station core will hopefully support your large space station installations. Surface Attachable, dock attachable, in fact most items should attach somewhere, somehow. Ideal for multiple housing units and connecting to other wayland O-rings. attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 5.0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 19 breakingForce = 200 breakingTorque = 200 maxTemp = 4200 } Copy and past that to part.cfg and it'll work. If you want i can tweak the other smaller rings too to make them work.
  7. There's an issue with a part from Nova punch called "Odin Command Capsule". The part is a command pod which has a built in decoupler. I think that messes up the calculations and KER stops updating numbers. Great mod, though, a must.
  8. ISA and Polar still not working. I deleted the mapsat plugin data folder and that fixed it but the problem returned...
  9. Idk if i'm doing anything wrong, but i can pilot unmanned vehicles without antennae. I followed the instructions just fine. I can't transmit science without antennae though. Scratch that, it was an unmanned cockpit from NP... Edit: anyone knows how to add a part to work with the mod? I've got a list of all the unmanned parts from my other mods but i'm not sure how to make the mod recognize them as unmanned...
  10. This is great! You're awesome. If you allow a suggestion, it's been quite a hassle lately with versions changing so often to update my whole list of mods, could you add some features regarding easing the work of updating mods? Something like a feature that would save the link to the spaceport/forum page of each mod and display the current version of the mod installed, allowing you to check, for each mod, if there's a new update to be installed. One could type the version manually upon installing the mod.
  11. I'm afraid there's an issue with version 0.21.1. I've got a lot of mods and for some reason when i started a flight sometimes the craft would disappear completely and the camera would pan off to the moon (literally, in direction to the moon and beyond). The gauges would mark 0 except your instruments. As i was using a lot of mods it took me so many restarts to find out the problem. I used the debug tool and got this error that this mod could not find the config.xml (It was in red, so it was a serious one). When the camera was panning away there was a lot of [Exception]: [NullReferenceException]. Just that, nothing else. Then the game just bugged out and forced me to restart. Once i removed it, i tried to reproduce the bug and i wasn't able. I have all the bug hazard mods (Lazor, Mechjeb, B9, ISA MapSat,...) so it might be a conflict. My two cents. Pity i really enjoyed this mod.
  12. This mod isn't supported by .202. I've been testing and, if included in the parts folder, KSP will load with no part at all (or only a few parts). Just letting everyone know. Please fix this as i really enjoy this mod as soon as your other affairs in your life allow you. Thank you very much.
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