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Posts posted by luizopiloto
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Sr.Clampotrons needs a lot of precision to dock properly... if you'll redesign the lander, use normal clampotrons and add some medium sized legs to the rover... Adjust position of the legs, and raise the rover to the port, instead of moving the lander. and test it on kerbin before sending it to space.
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Death Island Resort requested a new science lab to study sea life...
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Download link?
If you really want to try this hud...
I use Hyomoto's add-on. So, I created it to work with Hyomoto's panels...
It needs at last one JSI camera installed to the ship, with Id1, to work properly.
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I modified that HUD a bit to look more like a Jet's HUD...
download link:
It needs Hyomoto's add-on, and at last one JSI camera with Id1 installed at your ship.
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...which will immediately get broken by plugins like RSS and KerbTown and I will get blamed for it.
I really want an ILS system for KSP...
one more thing...
I'v found a small error with Hyomoto RPM add-on... once you load KSP for the first time, RPM works without problems. But if you go to the Debug menu and reload the database, RPM stops working. looking to the logs I'v found this message right after the game loads Hyomoto's MFD40x20.cfg: [error] Invalid boolean value.
looking to it I'v found at line 19 the problem... it tries to set needsElectricCharge to '1', changing it to 'true' instead resolve the problem...
also that small ahd1601 add-on have this same issue...
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There is no way to target a spot on the ground at all without MechJeb -- stock code simply doesn't know what a spot on the ground is when it comes to targets. Making the plugin use MechJeb's targetable class would make it unusable without MechJeb. While the code that teaches it can be pulled from MechJeb, it would in turn make the plugin unusable with MechJeb.
There's no easy solution here, so no.
for ILS to works I think the plugin only needs to know the runway coordinates, altitude and hdg... and the ship coordinates, altitude, hdg... it's not actually a real target...
you can set some constants for the runways positions...
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I have a sugestion... is it possible to add on the target menu a Runway tab, where you can select between 4 targets, KSC 09, KSC 27, Island 09, Island 27... and then, when you approach the selected runway, the navball/apfd show some ILS indicators? and using that arrows change the approach angle?
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There probably is if you show me your KSP_Data/output_log.txt when it is not deleted.
Okay. "pretty much broken" is not a description of symptoms. "everything else" is not a description of what you expect to see that you are not seeing.
--- Something loose in cockpit.
--- Something tightened in cockpit.
Jeez. Ask good questions and I shall answer every one. Ask bad questions and I'll practice sarcasm on you, I'm sorely tempted.
Hmmm... l was looking arround to find why the glass panels was not working with the Cupola pod... the cupola-patch.cfg file have an error on the first line... it is @PART[*]:HAS[@INTERNAL[cupola]]{
but was supposed to be it is @PART[*]:HAS[@INTERNAL[cupolaInternal]]{... made the change and it works now...
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I tried to use my old Sidewinder Force Feedback 2 with ksp... do not works properly...
Xbox controler works partially... the trigger wont work properlly...
after some researching I found the issue... Unity do not support any kind of joystick properlly since it dropped directinput support... but it's possible to add it separately...
The most hard thing dev team did... 3D mouse support... but... I think we can count with fingers who plays ksp and have one of these mouses...
The most common... and I think... the most important to a simulator game is... Joystick support... flightsticks, yokes, rudder pedals... simulators have to support all this things...
best way to move your orbit from 90 back to 0
in KSP1 Gameplay Questions and Tutorials
Posted
no need to go to the mun... just burn to Normal+ - at the down and Up nodes... if you don't have a mod that shows it, they are half way between Ap and Pe... normal + and - are the direction parallel to the ground but perpendicullar to you orbit. enhanced navball draws it at the Navball...