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Everything posted by m1sz
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[1.1] AFBW v1.7-beta (Joystick & controller mod)
m1sz replied to nlight's topic in KSP1 Mod Releases
I've a x-55 hotas, and KSP gives the same name to the axes of both the throttle and the stick (they are 2 separated usb controllers), so "joystick axis 0" is axis 0 in the joystick AND axis 0 in the throttle..., not very nice. I can't really understand why it's not working in a 1.0 release!!!, it's a space game, we need full joystick support ^^.. AFBW made it for me in 0.90, I hope it works now too, I don't want to be using virtual joysticks to make it work! -
[1.1] AFBW v1.7-beta (Joystick & controller mod)
m1sz replied to nlight's topic in KSP1 Mod Releases
Great nlight, I'll update rightaway then :-) Thanks a lot for this mod -
[1.1] AFBW v1.7-beta (Joystick & controller mod)
m1sz replied to nlight's topic in KSP1 Mod Releases
Do I lost my pre-sets by updating from 1.5 to 1.51? :-), not using CKAN, but I could if it's the only way (got it installed anyway) -
[1.1] AFBW v1.7-beta (Joystick & controller mod)
m1sz replied to nlight's topic in KSP1 Mod Releases
at the moment works like a charm, except for one little thing: The throttle stick is working only in the (0,1) margin, and not (-1,1), so half the length is being wasted. Man this is hard to explain in english. Anyway, it's a common issue with ksp (maybe unity) and joysticks, so I'm sure you know what I mean. edit: the configuration tool recognises the full movement, from (-1) to (1), but the throttle moves only with the top half side I used to use vjoy and ujr to solve this. Is there a way in this mod to solve that?, thanks :-) edit: I calibrated the throttle again, and now it recognises the full real movement only as a half of the virtual movement (-1,0), so it works (with a little bit too much death zone, even if it's set to 0) edit2: Ok, now it's working in the (0.25,0.75) area. Still using only half the movement, but now in the middle of the physical axis -
[1.1] AFBW v1.7-beta (Joystick & controller mod)
m1sz replied to nlight's topic in KSP1 Mod Releases
yes!!!!!!!!!!!, I'm gonna try this new version :-) -
[1.1] AFBW v1.7-beta (Joystick & controller mod)
m1sz replied to nlight's topic in KSP1 Mod Releases
I stopped playing KSP since I got my X-55, I want to come baaaack! ehehehe -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
m1sz replied to K.Yeon's topic in KSP1 Mod Releases
Ok thanks, i'll try that! -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
m1sz replied to K.Yeon's topic in KSP1 Mod Releases
Hi!, I just wanted to post here what I posted several days ago in the FAR thread. I think I've encountered a bug with one of the engine mounts. HEre's an album: http://imgur.com/a/En8XD despite the masive TWR, it won't get speed at all, due to drag issues. Don't know if it's a known thing, if it's not, I can post with more detail or do more tests :-) love the mod, cheers! -
[1.1] AFBW v1.7-beta (Joystick & controller mod)
m1sz replied to nlight's topic in KSP1 Mod Releases
Same here, but it only happens with the stick. The throttle buttons seems to randomly go nuts, but usually the X55 software mapping works fine. The thing is, If I set the trigger to the letter "T", it will click it like fifty times in 1 second, making it sparkle a lot..., and sometimes, it won't stay ON. I don't know what's wrong, but proper joystick support should be given in 1.0 -
[1.1] AFBW v1.7-beta (Joystick & controller mod)
m1sz replied to nlight's topic in KSP1 Mod Releases
crap... I have my logitech extreme 3D, which works fine..., but I've just spent 170€ on a joystick, and I want to use it!!! Anyway, I'll need to wait for a AFBW fix, or for the KSP devs to add proper joystick support. (Or even Unity devs?) -
[1.1] AFBW v1.7-beta (Joystick & controller mod)
m1sz replied to nlight's topic in KSP1 Mod Releases
The SAS bug is still present for me. Doing it on a clean 0.90 install with just AFBW and CKAN. I can rebind most of the controls on my X55 HOTAS, but the SAS won't work properly. I can't override it with my input, just a little bit, making it really slow to change direction. Also, some buttons on the HAT are always pushed, so when trying to preset the axis, I get the "axis 0"+"hat button 0"+"button X" (3 things). This makes the axis stop working when I change the view. Saw this bug in many other comments and reddit posts. Thanks! -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
m1sz replied to ferram4's topic in KSP1 Mod Releases
I tried this, but nothing changed ^^- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
m1sz replied to ferram4's topic in KSP1 Mod Releases
Ok I read everything you put in your guide, and checked my graphs. They look wonderful, plane flies very nice, all derivatives are good, is stable at low and high speeds..., The thing is, the engine mount is generating as much drag as the cockpit. That doesn't seem very realistic, might be a problem OPT and FAR. What do you guys think?, if it looks like that, I'll post it in the OPT forum thread. Thanks a lot! Here are the screens in an album:- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
m1sz replied to ferram4's topic in KSP1 Mod Releases
I am a little bit confused about that "pitching moment too close to zero AoA" thing. I know what a momentum is, and also what AoA is, but I don't get what that means. I'll check your signature links and see what I can do. Also, I'll check that debug options you said about FAR!, thanks !!- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
m1sz replied to ferram4's topic in KSP1 Mod Releases
Hi guys!, I'm having a little problem with drags in one of my planes. Is there any way to check what parts are generating the drag, apart from the aero viz? I need to know some numbers, as I'm getting massive drag without any obvious source. Here are two pictures of two planes. The first one, we can see a Cd=0.257 at his terminal speed, about 230m/s, which is very slow considering the TWR of 2. Also, the Cl=0.129. On the second picture, the Cd=0.017 and the Cl=0.004, at the terminal speed, about 1000m/s, with a little bit more TWR (RAM engine so it's about 2 at 230m/s). I'm not sure if it's a compatibility issue with OPT mod, or if this would be better posted there. And here's an album of what the aero viz shows when flying the "bad" plane:- 14,073 replies
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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
m1sz replied to nli2work's topic in KSP1 Mod Releases
YEah, but whenever I go inside the cockpit (IVA) it resets :-(, I want to change it in first person mode too -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
m1sz replied to nli2work's topic in KSP1 Mod Releases
Hi!, I'm using your cyclops command pod, and was wondering if there's a simple way of changing the navball reference. I find it odd that you are facing horizontally, and the navball is pointing up!, I want to use it to make a robot, and need the navball to point where the kerbal is looking from inside I took a look on the CFG, but couldn't find anything useful. Thanks a lot, love the mod. -
[1.0] StripSymmetry - remove symmetry (v1.6 - 2015-04-28 20:20 UTC)
m1sz replied to Biotronic's topic in KSP1 Mod Releases
absolutely essential mod. love it! -
[1.0.4]Better Buoyancy v1.4 - obsolete as of 1.0.5; 7/29/15
m1sz replied to ferram4's topic in KSP1 Mod Releases
Lovely mod as always ferram http://gfycat.com/BrokenImprobableAnaconda -
deberÃÂas haberlo llamado de otra forma, da a entender que es para argentina!, un saludo
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does he like star wars? :-)
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
m1sz replied to sirkut's topic in KSP1 Mod Releases
I need to learn to use kOS, I think it could be used as a stabilization system for robots... mmm, must try it someday! -
the key in random failures, is capacity to repair... 5thhorseman, if you could repair that with an EVA Kerbal with a few spare parts, would it be funnier?, I think so!, or even, if you had to launch a support ship to repair the broken one, I find it funny :-)
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100% agree with this..., I don't get that loose of opportunities. I made a cup using DYJ procedural wings. no way I could do that with fixed parts!!
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really nice one!, I built some my own before, but my next goal will be to make a 4 engine one