OHM AbsoluteKillrot v.1.2

OrbitHangar

Addon Comments
Joined
Apr 9, 2008
Messages
3,832
Reaction score
18
Points
0

Author: enjo

This plugin helps you to cancel all rotation, after regular killrot has finished its job and the ship still rotates, which is noticable under high time accelerations, thus during interplanetary travel. The inconvenience may also be spotted during docking.

Update:

1.2 24.05.2007:

- Bugfix: didn't work when surface reference was Sun
- Tweak: modified sensitivity a bit so the module should work in more cases.

Sources included

DOWNLOAD
 
Legacy Reviews

Legacy Add-on Reviews from Orbit Hangar Mods


Review by bullethead
Pros: Stops all rotation absolutely dead, just as advertised
Cons: none
Review:
I'm surprised this isn't a 10-ten download. I can't see how folks attempt long interplanetary flights without it.


Review by eveningsky339
Pros: Can't live without it
Review:
This should be a mandatory addon...
 
Stunning. I would recommend this for anyone. It works in Orbiter 2010P1 too. Really a must have for anyone. :speakcool:
 
Is it easier to press many buttons in the scenario editor or just to press Numpad 5 when you need it? ;)
 
Is it easier to press many buttons in the scenario editor or just to press Numpad 5 when you need it? ;)

:facepalm:

I have to admit, I was thinking it was a full MFD too, and I thought, "Why cycle up an MFD when scenario editor is just as good?"

But this is just a plugin that kills all angular motion after the regular killrotation has finished? Great idea and thanks Enjo!
 
This isnt like hacking the sim right? like manipulating numbers in a configuration file? Why didnt the original killrot do this? Is it realistic? Im not trying to be mean. I appreciate the hard work you did. :) This is indeed very usefull.
 
Hacking the physics using public API. And I do it only after the killrot is finalizing but doesn't get the job done right and that's because it's buggy. Question whether it's realistic shall be answered in our philosophic section :)
 
Last edited:
This mod is really useful.

Complaining that it isn't realistic is like complaining that time acceleration itself isn't realistic. It kills your rotation at high time acceleration when even the most tiny residual rotation would be apparent. Most spacecraft have precise attitude control or reaction wheels anyway, which isn't easily simulated otherwise.

With the deep space network now being simulated in Orbiter, I have a feeling that this mod is going to be even more valuable.
 
The wild spinning has stopped! now i can get Jupiter in a reasonable time without having to stare at some MFD the entire journey. or getting sick :sick:

Thank you so much for this
 
Back
Top