PlaneControl 1.0 by KerbalSpaceMonkey

This mod adds to every installed Command Module the ability to switch to Spaceplane Mode.

Spaceplane mode swaps the Yaw and Roll axes. It also allows to utilize "squared control". Squared control maps the player input using a sign-corrected square function:
    output = sgn(input) * input^2
This increases the control accuracy in the low input ranges, while still providing full control range. This functionality does not apply very well to Keyboard control, is however quite usable for joystick control:
A joystick input of 0.5 (50%) produces a control input of 0.25 (25%). I.e. the first half of the control range is mapped to the first quarter, while the second half is mapped to the remaining three quarters.

This control squaring can be toggled for each axis independantly - in the editor and in-flight. Also the control mode itself can be toggled in the editor and inflight.
spaceplane control can also be activated, deactivated or toggled using action groups.

It is to note that only the settings of the part that is controlled from are active. All others are inactive. This also means that while controlling from a docking port, the spaceplane control is always deactivated, since docking ports are no command modules and all command modules are considered inactive while controlling a docking port.

While in spaceplane mode the SAS is overriden whenever a yaw or roll input is applied. This is a work-around is neccessary due to the current SAS implementation by Squad. A more comfortable solution is currently worked on.

COMPATIBILITY:

  - It is possible, that controll conflicts can occur when using another mod that takes over (partial) control over your craft (RemoteTech, MechJeb, ...).
  - Whenever any control conflicts occur, switching to Rocket mode should fix the issue by deactivating the functionality of this mod
