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KSP2 Release Notes
Everything posted by DocMop
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Mmh strange, according to the contract pack I have not met the requirements to build a plane (missing the parts) although I have unlocked the complete Techtree (nearly). Only the last two nodes that concern airplanes are missing.
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- contract configurator
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[1.2.2] Kerbal Aircraft Expansion (KAX) v2.6.4
DocMop replied to keptin's topic in KSP1 Mod Releases
More stuff: The Node on the NS90 Tail Rotor is reversed. C2-B has not the right IVA (work in progress?) Version: KAX v2.6.4 for KSP 1.2.2 -
[1.2.2] Kerbal Aircraft Expansion (KAX) v2.6.4
DocMop replied to keptin's topic in KSP1 Mod Releases
Two things I notied with the T100 Turboprop: I hear the engine sounds even before the engines are actually staged. The engines produce thrust in their spinup animation when throttled up. Version: KAX v2.6.4 for KSP 1.2.2 -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
DocMop replied to stupid_chris's topic in KSP1 Mod Releases
I do it the other way around. Just sum up the dry mass of the jettisoned parts (at least the heavy ones like tanks and engines), input that as mass parameter into the RC config screen and let RC figure out the parameters. You have to switch to manual mass input of course. -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
DocMop replied to Shadowmage's topic in KSP1 Mod Releases
Just a heads-up: Tanks steer by braking the side which you want to turn to. Not by accelerating the other. Another thing: In the difficulty settings you can adjust the "resilience" of the wheels to the different damage sources. However, this can only be done in integer steps (0, 1, 2, ...) with he default at 1. That means there is currently no way to make the wheels slightly more resilient because it just jumps instantly to 0 (invulnerable). Correct me if I'm wrong. Imho a float would be much better as an input for the multipliers. Third: Much thanks for taking over the ALG! One of my top 5 mods. -
Is the log spamming intended? Using v0.4.0 http://images.akamai.steamusercontent.com/ugc/167031784773159763/5AC611D06E2AB476790669388513A5CA2167ECAB/ Logging is disabled! Settings: G-EFFECTS { gResistance = 300 //Expresses the ability of the blood system to resist G effects. Value of 100 is equal to a rookie not wearing a g-suit downwardGMultiplier = 1.0 //Multiplier of a G force that pulls a kerbal downwards upwardGMultiplier = 2.0 //Multiplier of a G force that pulls a kerbal upwards forwardGMultiplier = 0.5 //Multiplier of a G force that pulls a kerbal forward backwardGMultiplier = 0.75 //Multiplier of a G force that pulls a kerbal backward deltaGTolerance = 3 //The G effects start if the G value is below 1 - tolerance or above 1 + tolerance gDampingThreshold = 44 //Threshold for damping unnatural acceleration peaks caused by imperfect physics (in G per frame) gLocStartCoeff = 1.1 //How much more our poor kerbal should suffer after complete loss of vision to have a G-LOC gDeathCoeff = 20.0 //How much more should a kerbal suffer to die of a sustained over-g gDeathEnabled = true //Will the critical conditions and g-deaths take place or not IVAOnly = false //If set to true visual and sound effects will be rendered in IVA mode only but physical effects like G-LOC and loss of control will remain in all views //Greyout is a post-processing effect. It may conflict with other post-processing effects like b/w cameras etc, so disable greyouts if necessary. IVAGreyout = true //Greyout effect in IVA view mainCamGreyout = false //mainCam is used in 3rd person view. The effect is disabled by default because it eats up stock reenty and mach visual effects gLocFadeSpeed = 4 //Speed of fade-out visual effect when a kerbal is losing consciousness gLocScreenWarning = UNCONSCIOUS //Text of a warning displayed when a kerbal loses consciousness. Leave empty to disable. redoutRGB = 180,0,0 //Red, green, blue components of redout color (you can change it even to greenout in case you are certain that green men must have green blood) breathThresholdTime = 8 //Time threshold in seconds for a kerbal needed to breathe after AGSM maxBreaths = 6 //Maximum possible breath sounds to be played minBreaths = 2 //Minimum breath sounds to be played //You can disable specific sound effects by specifying 0 volumes. //Volumes are specified as a multiplier to KSP voice volume global setting (less than 1 means quieter, greater than 1 means louder) gruntsVolume = 0.8 //Volume of grunts and breath when a kerbal tries to push blood back in his head on positive and frontal over-G breathVolume = 0.8 //Volume of heavy breath when a kerbal rests after over-G heartBeatVolume = 1.0 //Volume of blood beating in kerbal's ears on negative over-G femaleVoicePitch = 1.3 //How much female kerbals' voice pitch is higher than males' one breathSoundPitch = 1.8 //Pitch of heavy breath's sounds //Kerbal personal modifiers are used as multipliers for the gResistance parameter and also affect the speed of G effects accumulation femaleModifier = 1.0 //How stronger are females than males //Modifiers by specialization traits. You can add any specialization here with the name matching its description in the game: TRAIT_MODIFIERS { Pilot = 1.3 Engineer = 1.0 Scientist = 1.0 Tourist = 0.6 } enableLogging = false //Enable this only in debug purposes as it floods the logs very much }
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@theend3r Maybe offer your help to the guy making the new KSPWheel stuff. I heard he will be trying to get them to work again.
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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
Yeah. Just a few hours ago I got annoyed by the silent driving to such extend that I quit the game. Thanks! -
I don't get any water sound besides the normal splashdown on "landing". Ill try to investigate further.
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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
Should have read a few post back -.- Thanks.- 5,225 replies
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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
Could you tell me more about the engine mod breaking things? Just so I can check my mod folder. Have some problems with contracts right now.- 5,225 replies
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
DocMop replied to nightingale's topic in KSP1 Mod Releases
+1 Opened an issue on the repository.- 699 replies
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Better TweakScale compatibility maybe. But that's just a wild guess on my side.
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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
Reading the title of this thread shows that 1.2 is not yet supported. And please don't ask when it is.- 5,225 replies
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[old thread] Trajectories : atmospheric predictions
DocMop replied to Youen's topic in KSP1 Mod Releases
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[old thread] Trajectories : atmospheric predictions
DocMop replied to Youen's topic in KSP1 Mod Releases
@AccidentalDisassembly @Deimos Rast @*MajorTom* Go back one page. There already is an answer. -
[1.1] VesselMover v1.5 (+Vessel spawning, toolbar ui) - Apr 25
DocMop replied to BahamutoD's topic in KSP1 Mod Releases
Give the guy some time -
Did you send BahamutoD the info about you changes? I'm sure he would appreciate it. I guess the pro way would be some "pull request" github stuff that I have no clue about
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[1.8.x] Targetron (continued-bis-wathever) 1.6.3 2019/10/23
DocMop replied to agises's topic in KSP1 Mod Releases
One of my most used, most needed and most liked mods. Thank you for continuing this. -
Airlock/ladder collider broke all command modules in game?
DocMop replied to spacetackle's topic in KSP1 Mod Development
Afaik it's a bug in one the latest prerelease version of 1.1. Try updating.