Jump to content

xptical

Members
  • Posts

    7
  • Joined

  • Last visited

Everything posted by xptical

  1. I'd like these parts to be able to be semi-automated. Script the flaps/slats to start deploying under specific speeds. The (real life) F-16 does this IIRC. Some other things to bring in would be a computer flight stability system. The ability to "read" accelerometer/pitch/roll/yaw status and automagically apply input to the flight control systems. Sort of how the B-2 or F-117 are too unstable for human pilots. I'm thinking more of quadcopter style VTOL vehicles like the mars rover lander vehicle.
  2. This may be what I'm experiencing too. ATI video card. When I use the "-force-opengl" option, AA turns off in the game. The options are still enabled, but AA is *clearly* not working. IIRC, the ATI CCC tool will not apply "3D Application Settings" to any OpenGL app. FYI running fullscreen here. My desktop is 720P, but I play KSP at 1080P; I don't think windowed mode is an option.
  3. Thanks Pebble. I don't know what I'm doing right or wrong. I know the sim is still alpha, so I'm being patient. I was able, last night, to relocate a single detachment ring to the stage above it. So I'd fire the detachment ring and the next engine was ready for throttle up. I tried to make it so I had three SRBs, three detachment pylons, and then a large gimballed thruster all in the same trigger stage. I wasn't able to do this. With all three pylons selected, I couldn't drag them to the stage above. Maybe I'll shoot some "let's play" vids this weekend and try to upload them so others can see what I'm trying to do and explain why it doesn't work. Anyway, thanks for the awesome videos for getting started. I was able to get my munitar in orbit last night. Unfortunately, I was orbiting Kerbal north/south. So I still need to learn to read the gyro during launch...
  4. Forgive me if this has been answered; I searched this thread for "decoupler" and didn't find the answer. At about 3:40, you talk about around to trigger the next stage.I've only had the sim a few days, but I have no idea how to move these components like you did. Can you explain?
  5. xptical

    Hi All

    I'm kinda doing my own thing. I'm just figuring out things from scratch using a bit of inspiration from others. I have: parachute 1 crew module --- decoupler stability module liquid fuel X 3 vectored thrust module --- Then, from the third fuel module I have 2 detachers and 2 SRBs. --- From the SRBs I have two supporting gantries. The whole thing looks like a letter "A". I hope that makes sense. I click on the SRBs, hit <space> and I'm away. As those burn out, I click the detachers. The SRBs go away and I click the gimbal engine and hit <space> (and throttle up) but they won't start. Like I said, I passed 11KM and then triggered the third detachment ring and parachuted to relative safety. I just don't know why the llast engine didn't start. I thought I saw in the Munitar video that you can trigger an event based on the previous stage automagically. Like when the SRBs are empyt, I can detach them without having to do it manually.
  6. xptical

    Hi All

    Keyboards are mostly fine. But my setup is a Media Center PC/gaming machine. So sitting on the couch with a controller is usually more comfortable. Anyway, as it stands now, I have yaw mapped to the left thumbstick. Oh, can you guys point me to a simple tutorial for building and staging a rocket? I made a two-stage rocket (solid first then liquid) but I don't know how to trigger stages off each other. Like, when solid fuel runs out, I want to trigger the decouplers and, maybe, fire the next stage automatically. I got to about 11KM before I gave up on firing the liquid rocket. I clicked the engine and hit space (and throttle up/down) but it didn't seem to work. Maybe something about fuel pipes? Hmm... Also, a better description of the components would be awesome. I can flub my way through it, but it would be nice to know why I'm selecting X vice Y.
  7. xptical

    Hi All

    I was stranded at the ER last night (long story) and figured I'd finally look into this whole KSP thing. Saw some of the Youtube videos (Munitar?) and thought it looked cool. Anyway, got home, bought the sim (game?) and ran into my first issue: the controller. I'm using a Logitech 710 wireless controller. It has four "shoulder" buttons. Two of these are regular on/off switches. Two operate as one half of the "Z" axis. In the Windows USB Game Controller, mashing one button moves Z to the left; the other to the right. I mapped this, in-game, to the yaw axis. Problem is that the ball will only move in one direction. Any ideas?
×
×
  • Create New...