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TheBard

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    Bottle Rocketeer
  1. Whoa. Just found this, as usual, great work Flip :V
  2. Way back when I played KSP last, on .22/.23 I used to use an addon, named Walike ( thread here ) It is not available anymore now, and I really miss the "lateral" landing legs that fold into the 2.5m part as they were really useful to place Labs and the RemoteTech command center in colonies and looked nice doing it as a plus. Is there any similar part available for .25?
  3. Looks nice to play with Interstellar and MKS, but I was wondering... why are the stars in orbits? Would it be possible for them to be stationary relative to each other or is there a game limitation?
  4. Great update! And thanks for the Joystick, now I'm out for the holidays so I have no way to test it, if it helps (and you haven't noticed already) from what I tested before leaving home some axis on the joysticks need an "invert" options, for example all the throttle levers on the Saitek X65F have a value of 1 on the "off" state, and decreases to -1 while you throttle up. A question out of curiosity, I've been looking at the code and I saw that (at least the .22 version) you added a module to the engines when the ship is loaded and saved in some strange way the values. I was wondering why is that, wouldn't adding the module to all engines using ModuleManager let you save all the configurations you need in the added module normally? Is it because that way you can add it to all engines without making a .cfg file for all engine/mods or is there another reason? Thanks again for the mod, I can't wait to test it properly, especially now with the improvements.
  5. is there any way to get the part a module is attached to? in my case... if I add a module to an engine using Module Manager, is there a way to access from the new module the methods and variables of the ModuleEngines of the same part?
  6. I actually tested out a bit, Input.GetAxis("axisname"); works, returns a float between -1 and 1 and the AxisName in kerbal has been configurated in InputManager as joyX.Y where X is the number of the joypad in the array you get with Input.GetJoystickNames() and Y is the number of the axis. Is it ok if I use the mod code to mess around a bit and see if I can do something with it? I doubt I'll be able to make anything significant since I never tried modding for KSP before but who knows PS: 0.23 broke the mod
  7. A bit late, but nonetheless, I felt again the need for that in a plane I was building so I looked a bit around... I noticed that on the sourcode for infernal robotics they call Unity's Input.GetKey function would adding on the OnUpdate override something like the line below work? (I'm unsure how you would go about to find the axis name, googling for it) if (joystickIsEnabled) throttle1 = UnityEngine.GetAxis("axisname");
  8. Up for this, I was just going to create a thread for it but I found this. While buttons are also a concern, I would add to this that it would be nice to be able to bind more axis than those now available and, while I won't ask that those can be used to control different sets of engine, but I'd like at least that mods can bind/use them, so mods like Davon TC Systems and Infernal Robotics could take advantage of those for a better control. It would be especially good for VTOL and SSTOs! By the way, the stick I'd like to use better is a Saitek X65F (No, I didn't get it for kerbal, I already had it, but if I could use it well it would be awesome)
  9. Is it possible to bind an axis of a joypad/stick/hotas to one of the thruster gauges created with this mod? (Or would at least be possible for a mod to do that )
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