* Any other issues that exist with KSPWheel (see the KSPWheel repository/issues list) * GC-impacting issue when wheels are not grounded - under investigation. * Scaling balancing is WIP - scaling powers are not finalized (motor, mass, speed, load, etc), but can be configured in the in-game configuration settings. * Balance on parts is a bit arbitrary - can be changed based on feedback (especially the scaled balance) Please see the KSPWheel wiki for information regarding the features, functions, and configuration of the PartModules ( ). Source code and licensing details may be found at: Textures Unlimited is distributed under its own license (GP元). Source code and licensing details may be found at: com/sarbian/ModuleManager Module Manager is distributed under its own license (CC-SA). KSPWheel is distributed under its own license (GP元). Kerbal Foundries includes (bundles) the following libraries and dependencies. Include log files, a description of the problem, and screenshots if they will help explain the problem(s). Look for KSPWheel and all of the options will be under that tab, including scaling powers and damage model adjustments. Many options are available and configurable through the stock in-game difficulty options menu. Scaling of the parts is accomplished through the KSPWheel plugin's native scaling support, and includes configurable scale powers for all scaled variables (rpm, load handling, motor power output) (in the in-game difficulty menu). Tweakscale is not needed or supported for the wheel or track parts (though you should be able to have it installed without problem, the wheels will not use TS for scaling). Currently included are four wheel models, eight track models, three repulsor models, a single skid/ski, a single screw-drive, and three adjustable aircraft landing gear. For a list of features available to the wheels and tracks in this mod, please see the KSPWheels documentation ( ). This mod adds a variety of new parts to KSP that include wheels, tracks, and anti-gravity repulsors. Trying to pull a heavy object using the piston + addon will probably result in the top of the piston top breaking.This is the main release and development thread for the continuation of KerbalFoundries, originally created by Lo-Fi and Gaalidas, continued under new development with explicit permissions from the original authors and under the terms of the original licensing. Works on asteroids, small and large ships. if you do it the top part of the piston will break from the main part. I dont know the precise weight limit / piston, but if you use too few and activate the grav script they might break.Ĥ Pistons were able to lift Big red(2.6Mkg) wihtout problem using the grav script and didnt break when activated.ĭue to the recent rework of landing gears you cant use the piston version to lock on to stations. Use more than one to lift a ship since the pressure gets devided on all of them.īeen doing tests using both mass blocks and the enhanced gravity generator script. When using the piston LG the stability and reliability is increased by doing two things: The addon works as a normal landing gear but is designed to blend in to the design of the HLG(Piston) in order to make it lock onto surfaces. Since it isnt a landing gear you need to keep it in place using gravity, either by using the mass blocks or by using the enhanced gravity generator mod (read notes and issues) Works like a piston but got the landing gear design. Works like a normal landing gear but will be able to take a beating compared to vanilla landing gears (Mexpex quality engineering ) ) This landing gear mod includes the following blocks:
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