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m1sz

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Posts posted by m1sz

  1. 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!

  2. 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

  3. 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 ;)

  4. 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!

  5. While you are at Kerbal space center open FAR, there is debug option to provide more info on surfaces.

    Now, when you are in flight when you right click on craft part you will see current lift and drag for that part.

    Quick look at pictures, seems that you have placed neutral pitching moment too close to zero AoA. Because of it, your plane provides little to none lift most of times.

    Check links in my signature for more info if you are confused what I'm talking about.

    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:

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  6. While you are at Kerbal space center open FAR, there is debug option to provide more info on surfaces.

    Now, when you are in flight when you right click on craft part you will see current lift and drag for that part.

    Quick look at pictures, seems that you have placed neutral pitching moment too close to zero AoA. Because of it, your plane provides little to none lift most of times.

    Check links in my signature for more info if you are confused what I'm talking about.

    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 !!

  7. 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.

    3Im3EGx.jpg

    A3k7dI7.jpg

    And here's an album of what the aero viz shows when flying the "bad" plane:

    Javascript is disabled. View full album
  8. 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 :P

    I took a look on the CFG, but couldn't find anything useful.

    Thanks a lot, love the mod.

  9. 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 :-)

  10. Let's just say that I fundamentally disagree with that. There is nothing stopping people from making weird contraptions with multiple dynamic parts the same way they make weird contraptions with multiple static parts. What currently limits opportunities for inventiveness is more so a lack of detail by the simulation than too much freedom, right now there is no thinking involved with making a wing in the game, practically any configuration will give the same results. And as such the base game has no real need for the detail dynamic parts allow in this case.

    When it comes to customizing pods, engines and so on the game is however more susceptible to allowing the users more freedom to make the smaller detail choices dynamic parts allow.

    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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