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KSP2 Release Notes
Everything posted by DocMop
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Is this 1.05 compatible?
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
DocMop replied to stupid_chris's topic in KSP1 Mod Releases
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. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
DocMop replied to stupid_chris's topic in KSP1 Mod Releases
Much Hype!!! KIS? And will we get some Action Group "Eject" stuff bundled with this? -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
DocMop replied to Boris-Barboris's topic in KSP1 Mod Releases
This should be stated more prominent in the OP imho.- 972 replies
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- autopilot
- fly-by-wire
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[1.0.5] RadiatorToggle v1.1: Save electricity when not in use
DocMop replied to Snark's topic in KSP1 Mod Releases
Much needed! -
Science equipment not working can usually be fixed with a quicksave + reload cycle. No idea what causes the explosions though.
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[Plugin/Parts] Kerbal Foundries - Continuation [Latest: 1.9g]
DocMop replied to Gaalidas's topic in KSP1 Mod Development
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 -
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?
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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.
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
DocMop replied to ObiVanDamme's topic in KSP1 Mod Releases
Workshop looks way better! -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
DocMop replied to DasPenguin85's topic in KSP1 Mod Releases
Dito. Blame them Americans, they're the only ones who need their own date format -
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.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
DocMop replied to ferram4's topic in KSP1 Mod Releases
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- 14,073 replies
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- aerodynamics
- ferram aerospace research
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@Ironitaly Where is that part from?