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DocMop

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Everything posted by DocMop

  1. Doesn't need to be more. That's all I was hoping for. Seems that my "Abort" button will actually do something in the future.
  2. Much Hype!!! KIS? And will we get some Action Group "Eject" stuff bundled with this?
  3. This should be stated more prominent in the OP imho.
  4. Science equipment not working can usually be fixed with a quicksave + reload cycle. No idea what causes the explosions though.
  5. Looking forward to this. Just post the weird stuff, I'm sure someone can make sense out of it. Will check this as often as I can
  6. My guess would be that the four values are asymptoteSlip asymptoteValue extremumSlip extremumValue as shown here: http://docs.unity3d.com/ScriptReference/WheelFrictionCurve.html
  7. I guess would party even if the forward and sideways grip is edible via .cfg only. Even if it's only the stiffness multipliers for both, it would be a big improvement imho. I'm looking forward to the stuff you can let us access
  8. I guess, for a start it would be good enough to enable the editing of grip inside the editor only.
  9. They have, especially the Tiny Tracks. See this simple rover below: http://steamcommunity.com/profiles/76561197968773291/screenshot/617346972284142375 Would be absolutely incredible if we could have two sliders, one for the forward/backward and one for the sideways grip. This way we could build rovers that can drive on Mun or Minmus and actually get somewhere and, on the other hand, race on Kerbin without the instant rollover by steering. Some speed adjustment slider ontop of that and you have all you ever need. In my opinion, this feature would make this pack absolutely stand out over every other wheel pack out there. Who doesn't get annoyed be the problems / lack of features (in stock wheels) stated above?
  10. Is there a way to allow the wheels some sideways drift capability? Like some of the tracks have.
  11. I have that same problem, thought it would be a general problem with OpenGL O.o Does it work when you ALT+ENTER (toggle fullscreen) in the main menu before you hit "Settings"? Have to test that.
  12. I've fixed some issues with the MK2 Cargo part. Here is my config, feel free to use it. PART { // Kerbal Space Program - Part Config // Fuselage Fuel Tank // --- general parameters --- name = SXTCargoBay2 module = Part author = C. Jenkins Lack // --- asset parameters --- MODEL { model = SXT/Parts/Hull/CargoBay1/model texture = mk2CargoBay , Squad/Parts/Utility/mk2CargoBay scale = 1 , 0.75 , 1 } rescaleFactor = 1 scale = 1 // --- node definitions --- node_stack_top = 0.0, 0.9375, 0.0, 0.0, -1.0, 0.0 , 1 node_stack_top1 = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0 , 1 node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, 1.0, 0.0 , 1 node_stack_bottom2 = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0 , 1 // --- editor parameters --- TechRequired = advConstruction entryCost = 14000 cost = 520 category = Utility subcategory = 0 title = Mk1B Cargo Bay LRG-02 manufacturer = C7 Aerospace Division description = Ever wanted to deploy slightly larger items into space such as SRBs and landers? This is just the part for you! // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0.45 dragModelType = override maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 100 breakingForce = 100 breakingTorque = 100 maxTemp = 2500 fuelCrossFeed = True MODULE { name = ModuleAnimateGeneric animationName = cargoanim startEventGUIName = Close endEventGUIName = Open actionGUIName = Toggle Bay Doors } } Changes: Altered the name to prevent issues with existing vessels Fixed the attachment nodes Changed stats (price, mass, strength) to be between MK1 and MK3 I didn't implemet the drag cube stuff because I don't know what those values mean and I'm short on time atm Works without problems with FAR.
  13. Dito. Blame them Americans, they're the only ones who need their own date format
  14. Woha, that was really fast, awesome! I'll notice you for sure if I find anything else.
  15. I'm having some weird stuff going on with some parts and FAR. Mainly the 2.5m cargo bay. I guess, pictures say more than words: http://steamcommunity.com/profiles/7...49045062868065 I don't know if it's FAR or something with the mesh of the bay. I'll post it here too, just in case. The texture is off too, but that could be something with ATM. And the attach nodes behave weird. Sometimes I can connect something, sometimes not. Rotating the parts seems to help with this in some occasions.
  16. I'm having some weird stuff going on with some parts. Mainly the 2.5m cargo bay from this mod: http://forum.kerbalspaceprogram.com/threads/79542-1-0-4-SXT-Lack-s-Stock-Extension-New-props!-SXT-21-04AUG15-KSC-v3 I guess, pictures say more than words: http://steamcommunity.com/profiles/76561197968773291/screenshot/621849045062868065
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