-
Content Count
134 -
Joined
-
Last visited
Community Reputation
59 ExcellentAbout DocMop
-
Rank
Rocketry Enthusiast
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
This is offtopic but .. where the heck do you get all the time (and strength) to do that?!
- 913 replies
-
- renaissance compilation
- visual enhancements
-
(and 3 more)
Tagged with:
-
[1.8.x] KSPWheel - Physics Based Alternate Wheel Collider [API Only]
DocMop replied to Shadowmage's topic in Add-on Releases
That mod you mentioned should be this one: If that one will not be updated ... I would say that I would like it very much if you (or someone else) takes over the screeching and rumbling stuff. It adds so much feel to the not-so-good landings and stuff. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
DocMop replied to nightingale's topic in Add-on Releases
Got some random crash. Accepted satelite contract > Went to tracking station > Went to VAB > crash Log stuff: https://github.com/docmop/KSP_Logs/tree/master/Crash_2018-03-21_210628 Another one (on entering Tracking Station): https://github.com/docmop/KSP_Logs/tree/master/Crash_2018-03-22_210444- 4,907 replies
-
- contract configurator
- career
-
(and 1 more)
Tagged with:
-
@blackheart612 I have build one simple car and set the spring strength of all wheels to 0.2 for testing purposes. http://steamcommunity.com/sharedfiles/filedetails/?id=1337074481 The car is currently drifting sideways (in direction of the camera on the screenshot) with no friction at all. I removed KerbalFoundries for this test but that didn't make a difference. After some more testing: The grip is missing only in the direction perpendicular to the driving direction. This means I can accelerate and brake but have no sideways grip. This does not happen when t
-
[1.5.X] Rover Wheel Sounds v2.3 (2016-10-24)
DocMop replied to pizzaoverhead's topic in Add-on Releases
Works in 1.4.1 Maybe a recompile should be done just to be on the safe side. -
Is it just me or is there something off with the suspension? It looks like it's largely dysfunctional. And If I set it to a really low value to test if the suspension moves at all, the vehicle behaves like there is no grip at all.
-
I have kind of a bug report but with some caveats. KSP Version: 1.4.1 (yeah I know) KSPWheels (Kerbal Foundries) installed The Wheels rotate on the wrong axis while steering. You can steer the vehicle though (to some degree). Screenshot: http://steamcommunity.com/sharedfiles/filedetails/?id=1332862791
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
DocMop replied to nightingale's topic in Add-on Releases
Wait. You can not use the Missionbuilder missions inside career?!- 4,907 replies
-
- contract configurator
- career
-
(and 1 more)
Tagged with:
-
@ryan234abc Try setting the "Gunrange" lower. As far as I remember, only targets which are further away than Gunrange will be attacked with missiles.
-
In that case the landing point and trajectory are based on the current velocity and gravity only. Which means, as far as I know, it can not show the correct landing spot when the craft is influenced by aerodynamic drag / lift on its future flight path. Interesting non the less.
-
It will work. But entities will not load before 2km. Even with WW2 style planes, that's not much.
-
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
DocMop replied to Shadowmage's topic in Add-on Releases
For ease of use and extendibility I would suggest a part config value like "waterPropulsionLevel". That would be a float value which works like this: 0.0 = No water propulsion >0.0 to 1.0 = maximum percentage of part immersion depth for water propulsion to work I guess that would catch all possible use cases. Then, for propulsion effectiveness you can do the following: //immersion = percentage of part immersion in water //toDeepFactor = ineffectiveness factor of too deep immersion float getWaterPropulsionFactor(float immersion, float toDeepFactor) { float propulsionF -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
DocMop replied to Shadowmage's topic in Add-on Releases
@Shadowmage It should be considered that the screwdrives have no technical need to be partly over water for propulsion. Unfortunately no time for testing interesting stuff right now -
[1.8.x] KSPWheel - Physics Based Alternate Wheel Collider [API Only]
DocMop replied to Shadowmage's topic in Add-on Releases
The thing in question is: Should overspeed damage occur when the wheels are not under load? The wheels could as well hang in mid air. Note: Haven't tested wheels in water / in air yet. -
I wouldn't use this mod in 1.2.2. Its technically broken.
- 1,007 replies
-
- 2
-
-
- gap
- contract pack
-
(and 1 more)
Tagged with: