
- #Kerbal space program controls mod mod
- #Kerbal space program controls mod mods
- #Kerbal space program controls mod series
- #Kerbal space program controls mod free
#Kerbal space program controls mod mod
This is going to be a must-have mod for the game until it is properly implemented by the developers. Such as no damage, infinite propellant, infinite electricity, unbreakable joints and parts, no gravity, no aerodynamics, no thermodynamics and ignore max temp.

#Kerbal space program controls mod mods
Related: Kerbal Space Program 2 System Requirements – Can You Run It? Kerbal Space Program 2 Mods Cheats MenuĪ classic in gaming, cheats! This enables a menu which lets you turn off and on many different variables. This is our list of some of the Kerbal Space Program 2 mods we’ve come across. The developer, Intercept Games, loves to highlight community mods and the way the community solves the gameplay loop. Since Kerbal Space Program focuses on outside the box thinking it makes sense that mods are so common. A community who actively makes their own mods, add-ons and creations.
#Kerbal space program controls mod series
Currently the solution I have is to add an extra set of engines for each rotation / translation you want them to be a part of.Kerbal Space Program is an insanely popular video game series with dedicated fans. So if you have an engine being used for both pitch and roll, and you pitch forward, it will only be set to 50% throttle.

Your craft needs far fewer parts than it would if you were using RCS thrusters or reaction wheels, which helps reduce lag.In my experience, this is the most practical method for rotating extremely heavy craft.You can add more groups as well, such as for roll or lateral motion. This will allow you to enable and disable the RCS engines.Īnd you’re done! Before you activate the engines through staging, trigger the action group to make sure they don’t turn on without independent thrust.
#Kerbal space program controls mod free
Go to a free action group and, for every engine you bound to a controller add Toggle Engine and Toggle Independent Thrust. Now, repeat this process with any remaining sets of thrusters. You might need to reverse the direction to get the rotations to feel correct. This way, when you pitch forward, the timeline will jump to the beginning, pitching backward will jump to the end, and not pressing any button will keep the timeline in the middle. Also, make sure you change the right icon to Absolute Control. Action Groupsįinally, you need to bind the Pitch Axis Group to the controller’s Play Position field. Each set of engines that fire together should have 3 timeline values at the beginning, middle, and end: either or. Add the relevant engines to the controller, and make sure the controller is changing the Throttle.įor pitching forward, you want the engines on the opposite side of the craft to activate so they will produce a net torque. In this case, one for pitch and one for yaw. You need one controller for each axis of motion. Next, you should wire up the controllers. Just like with RCS, placing engines far away from the center of mass on opposite sides of the craft is recommended. To make sure all the engines are in the same relative position, you can radially place some structural components, then place the engines on top of them individually. The most important thing to remember is you cannot use symmetry when placing the engines. For this guide I’m using the Dart LFO because it has high thrust and a small form factor. Engine Placementįirst, you need to add the engines that you will be using as RCS thrusters.


You will need the Breaking Ground expansion for access to the KAL-1000 Controller. Perhaps this is common knowledge, but I did some quick searching on the web and couldn’t find anything about it. I quickly realized that it was almost impossible rotate, even with dozens and dozens of RCS thrusters. One time I tried to make a fuel shuttle with the largest fuel tank. Using Rocket Engines as RCS Thrusters Introduction
