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[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
DocMop replied to linuxgurugamer's topic in KSP1 Mod Releases
Make sure you install all the dependencies listed in the first post. They are not mentioned on the spacedock site unfortunately. -
This is offtopic but .. where the heck do you get all the time (and strength) to do that?!
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
DocMop replied to nightingale's topic in KSP1 Mod 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- 5,225 replies
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@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 the spring strength is higher. However I have no spring articulation whatsoever. I'll do some mod conflict tests. Edit: No spring articulation problem persists even with stock game. No sideways grip under low spring power persists with stock game
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[1.5.X] Rover Wheel Sounds v2.3 (2016-10-24)
DocMop replied to pizzaoverhead's topic in KSP1 Mod 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.
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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
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
DocMop replied to nightingale's topic in KSP1 Mod Releases
Wait. You can not use the Missionbuilder missions inside career?!- 5,225 replies
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@ryan234abc Try setting the "Gunrange" lower. As far as I remember, only targets which are further away than Gunrange will be attacked with missiles.
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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.
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It will work. But entities will not load before 2km. Even with WW2 style planes, that's not much.
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
DocMop replied to Shadowmage's topic in KSP1 Mod 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 propulsionFactor = 0.0; if(immersion <= 0.0) //above water return 0.0; if(waterPropulsionLevel <= 0.0) //no water propulsion return 0.0; if(immersion > waterPropulsionLevel) //to deep -> reduced propulsion propulsionFactor = waterPropulsionLevel / (toDeepFactor * immersion); else //not deep enough -> reduced propulsion propulsionFactor = immersion / waterPropulsionLevel; return propulsionFactor; } Disclaimer: Just a fast prototype, no actual KSP coding experience. Warning: toDeepFactor can not be 0.0 because of DBZ! -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
DocMop replied to Shadowmage's topic in KSP1 Mod 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