Saintednine Posted June 13, 2019 Share Posted June 13, 2019 Awesome! thanks so much for the Patch!! Link to comment Share on other sites More sharing options...
CirrusUpdraft Posted June 14, 2019 Share Posted June 14, 2019 Now we just have to wait for cameras (Whether they look like the cameras on Oppy and Spirit or Curiosity) To be added one day then We will finally be able to make the best Duna/Mars Rovers Link to comment Share on other sites More sharing options...
M.M.I Posted June 14, 2019 Share Posted June 14, 2019 (edited) 16 hours ago, MechBFP said: No one else has this issue... so not a bug. Probably a mod incompatibility. Verify your files if updated through Steam. After the update - Steam was not able to verify six files (for me), which were re-downloaded. Edited June 14, 2019 by M.M.I Link to comment Share on other sites More sharing options...
Aegolius13 Posted June 14, 2019 Share Posted June 14, 2019 On 6/12/2019 at 8:19 AM, UomoCapra said: * Made engine thrust limit, and cargo bay deploy limit, and control surface and airbrake authority limits bindable to axis groups. Easy way to throttle down core stages on a multi-stack LF rocket? Differential thrust for attitude control? Me likey. Link to comment Share on other sites More sharing options...
Majorjim! Posted June 14, 2019 Share Posted June 14, 2019 (edited) Can we please have a tutorial of the kal unit? @UomoCapra Edited June 14, 2019 by Majorjim! Link to comment Share on other sites More sharing options...
Spraki Posted June 17, 2019 Share Posted June 17, 2019 On 6/14/2019 at 5:00 PM, Aegolius13 said: * Made engine thrust limit, and cargo bay deploy limit, and control surface and airbrake authority limits bindable to axis groups So, will this allow us to use such like flaps in steps, so to speak? That would be cool. Usually had to pin a PAW and mess with the throttle a lot when landing. Fiddingly with control surface limits via mouse was always annoying since I only had two hands :p. This change would help a lot with that. Have a few axis buttons free that could be set for that :> Link to comment Share on other sites More sharing options...
Snark Posted June 17, 2019 Share Posted June 17, 2019 49 minutes ago, Spraki said: So, will this allow us to use such like flaps in steps, so to speak? Kinda, yeah. It goes like this: Control surfaces can work (and have always worked) in two different ways in the stock game: "normal" and "deployed". In normal mode, they default to 0 degrees deflection, but can pivot up and down (up to plus-or-minus the control authority amount) in response to SAS or player control input. In deployed mode, they default to going right to the control authority amount (or minus that, if the "deploy inverted" is turned on). So if you want them to act like "flaps in steps" (e.g. sorta the way IRL airplane flaps are used), you can do this: Set them to "deployed" Set the control authority to zero (so they're centered while in normal flight) Use this new 1.7.2 ability to bind them (in the editor) to an axis group. Pick whichever one you want. For example, you could use "Translate U/D" (i.e. the I and J keys). Then launch. In flight, you can then use the I and J keys (or whichever ones you bound in step 3) to adjust the angle of the flaps. Link to comment Share on other sites More sharing options...
Spraki Posted June 17, 2019 Share Posted June 17, 2019 1 hour ago, Snark said: Kinda, yeah. It goes like this: Control surfaces can work (and have always worked) in two different ways in the stock game: "normal" and "deployed". In normal mode, they default to 0 degrees deflection, but can pivot up and down (up to plus-or-minus the control authority amount) in response to SAS or player control input. In deployed mode, they default to going right to the control authority amount (or minus that, if the "deploy inverted" is turned on). So if you want them to act like "flaps in steps" (e.g. sorta the way IRL airplane flaps are used), you can do this: Set them to "deployed" Set the control authority to zero (so they're centered while in normal flight) Use this new 1.7.2 ability to bind them (in the editor) to an axis group. Pick whichever one you want. For example, you could use "Translate U/D" (i.e. the I and J keys). Then launch. In flight, you can then use the I and J keys (or whichever ones you bound in step 3) to adjust the angle of the flaps. Thanks. Sounds great. I like playing around with airplanes, and it was always a pain to get the right flap angles per plane in stock aero. I suppose I can have the leading edge set to inverted deployment at the same time. That should help get a neat AoA gradually. Will try it all out once I get back home next week. Link to comment Share on other sites More sharing options...
VoidCosmos Posted June 18, 2019 Share Posted June 18, 2019 Ok, now I am shocked. Link to comment Share on other sites More sharing options...
KNN Posted June 18, 2019 Share Posted June 18, 2019 On 6/13/2019 at 5:53 AM, zer0Kerbal said: hmmm... when will someone post a MM patch that changes suit color based upon class and rank? i dont need a patch for this. my colour setup is simple: pilot/command = gold, engineer = red, scientist = blue Link to comment Share on other sites More sharing options...
Quoniam Kerman Posted June 18, 2019 Share Posted June 18, 2019 Star Trek TOS style ! Link to comment Share on other sites More sharing options...
RealKerbal3x Posted June 18, 2019 Share Posted June 18, 2019 1 hour ago, KNN said: i dont need a patch for this. my colour setup is simple: pilot/command = gold, engineer = red, scientist = blue 44 minutes ago, Quoniam Kerman said: Star Trek TOS style ! I'm doing TOS colours for my Kerbals too, but the red still needs tweaking. Let's just hope all of my engineers aren't violently killed... Link to comment Share on other sites More sharing options...
eldeifo Posted June 18, 2019 Share Posted June 18, 2019 (edited) On 6/12/2019 at 5:19 PM, UomoCapra said: * Fix Surface Feature frequency math. Should be much easier to find now. * Remove crater bay from Laythe surface feature biomes. So just a quick follow-up question, do we need a new save for these fixes to have an effect? Or are they active for existing games? In any case, thanks for the great work, as always :)! Edited June 18, 2019 by eldeifo Link to comment Share on other sites More sharing options...
StrandedonEarth Posted June 18, 2019 Share Posted June 18, 2019 24 minutes ago, eldeifo said: So just a quick follow-up question, do we need a new save for these fixes this to have an effect? Or are they active for existing games? In any case, thanks for the great work, as always :)! I don’t think you need a new save. I didn’t see anything near my lander in Minmus, but when I went back to it after patching there were 2-3 objects nearby that I’m sure weren’t there before. The patch notes also have a warning to back up your save due to the tiny chance a new object may spawn under a landed craft. Link to comment Share on other sites More sharing options...
r4pt0r Posted June 20, 2019 Share Posted June 20, 2019 (edited) I see a facebook post from KSP's official page talking about work on 1.7.3, and in particular a feature called “Same Vessel Interaction”. Will that allow multiple Claws to grab the same item? Oh, i see the 1.7.3 post, i'll ask there. Edited June 20, 2019 by r4pt0r Link to comment Share on other sites More sharing options...
Cosmonauth Posted June 23, 2019 Share Posted June 23, 2019 And still no joystick/game pads support on Linux? Link to comment Share on other sites More sharing options...
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