Jump to content

Variables for Kerbal movement


Recommended Posts

You probably want to tie into the flight control system rather than trying to move them in space directly (depending on what you're trying to do ofcourse). You can effectively emulate input to any loaded vessel which means there won't be any issues with animations and such.

Add your function to the control event for each vessel you want to work on (you can do it without the event, but I don't have an example onhand)

The event passes you the current control state of the vessel, and then you can modify/override that control state as you wish (to modify, you just need to add your value to what it already was eg. state.pitch = state.pitch + ...).

So if you set the value corresponding to walk left == 0.05, the kerbal will walk left @ 5% speed

I can't test anything right now, so hopefully thats not a wild goose chase...

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...