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  1. I've been flying planes without SAS more frequently to obtain a smoother flight, and now with 1.1 there's an option to dedicate the reaction wheel control to SAS only, Pilot only, and normal. However a few things are missing I believe. 1) Ability to set Pilot control, SAS control, or Normal control to control surfaces. 2) Ability to change Reaction wheel mode to Dampener, allowing you to dampen your rotation along the x,y, and z axis. This would allow for smoother craft turning, without the jerky movement we have currently. 3) Ability to adjust the dampener of reaction wheels (along x,y and z axis individually or as a whole),engine vectors, steering wheels, and control surfaces so you're not forced to change your attitude quickly and suddenly if you dont want to. I know how stubborn you are. 4) Ability to set the Vector control of engines to Pilot only and SAS only, as well as Normal. 5) Ability to create presets for control surfaces and bind them to an action group.
  2. I do not know if this is possible for plugin so i'm posting it here. Also i don't know if this was already requested. When Kerbal goes on EVA, the action is performed instantly, there is no transition from IVA to EVA with for example animating hatches (this may even include "failed EVA" animation for blocked hatches due to obstruction or mechanical failure). Also, this transition event could be used by plugins for various other events. Another stock game example would be animating enter/exit actions for standard aviation cockpits with raising/lowering canopy and animated Kerbal that enters/exits the cockpit. Note: Even if animating a Kerbal would be too much work (or too complex / prone to bugs) delayed transitions would still provide enhanced gameplay for airlock type hatches where Kerbal enters an intermediate chamber which then closes, hiding him/her so it can just disappear inside without animation. Player won't notice this and gameplay won't be broken. Extension of the above : Animations for kerbals in first person view (via plugins, stock is not a must) and transition enter/exit animations in portraits.
  3. Having been bombarded with two requests, I am following in the footsteps of the Wright brothers. Or possibly Icarus. What follows is an informal introduction to planes and flying things with wings in Kerbal Space Program 1.05. In episode 1, I explore how to make your first plane, where your CoL and CoM need to be, and how (not) to land. This mini-series (expected to be four episodes, according to the napkin I made notes on) will walk you through the steps to building and flying an SSTO that's actually useful. And with a mic that works, it's much easier to listen to me drone on! Success!
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