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[Min KSP 1.12.2] Buffalo: NASA Inspired Modular Space Exploration Vehicle


Angelo Kerman

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Sorry to bring this up again, but there's still no interior view for the cockpit/cab portion, and hasn't been for a couple versions now. Is this something that's being worked on, or is it some sort of bug? I wouldn't make too big a fuss about it except I can't select any of my kerbals that are in that part; it's like they're not there even though I know I put them in prior to launch and I still have full control of the vehicle.

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9 hours ago, sirrliv said:

Sorry to bring this up again, but there's still no interior view for the cockpit/cab portion, and hasn't been for a couple versions now. Is this something that's being worked on, or is it some sort of bug? I wouldn't make too big a fuss about it except I can't select any of my kerbals that are in that part; it's like they're not there even though I know I put them in prior to launch and I still have full control of the vehicle.

Which parts? There is indeed an IVA for the command cab and crew cab:

87eoOor.png

I think there's an issue with your install. Do you have logs?

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3 hours ago, Angel-125 said:

Which parts? There is indeed an IVA for the command cab and crew cab:

87eoOor.png

I think there's an issue with your install. Do you have logs?

Huh. That's weird. It's the command cab (on the right in your pic, to be specific) that's lacking the IVA. That's very strange. I thought I'd installed everything properly, extracted everything to their proper places. And every time there's an update, I'm sure to delete my old Buffalo folder before installing the new one to ensure no conflicts or corruption.

I'd be happy to send you some logs. Forgive my noobishness, but where might I find them?

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1 minute ago, sirrliv said:

Huh. That's weird. It's the command cab (on the right in your pic, to be specific) that's lacking the IVA. That's very strange. I thought I'd installed everything properly, extracted everything to their proper places. And every time there's an update, I'm sure to delete my old Buffalo folder before installing the new one to ensure no conflicts or corruption.

I'd be happy to send you some logs. Forgive my noobishness, but where might I find them?

The Logs
These are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log:

  • Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit)
  • Mac OS X: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log )
  • Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log

NOTE: These logs are not the same as KSP.log, which lacks valuable data. Do not upload KSP.log; do upload output_log.txt / Player.log

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I'm having a little trouble building rovers in the field using KAS. I lock the wheeljack down and add parts, then try to remove the wheeljack. Problem is, It's now a wheeljack 'with attached parts' and wont remove. I've tried removing the vehicle from the 'jack, but then I wind up with something that won't go wheels down properly on the surface, but clips halfway up the chassis part, then kicks it up.

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10 hours ago, Sudragon said:

I'm having a little trouble building rovers in the field using KAS. I lock the wheeljack down and add parts, then try to remove the wheeljack. Problem is, It's now a wheeljack 'with attached parts' and wont remove. I've tried removing the vehicle from the 'jack, but then I wind up with something that won't go wheels down properly on the surface, but clips halfway up the chassis part, then kicks it up.

There was a change to KIS/KAS awhile ago, and the Wheeljack can no longer be the root part. Try putting down a ground pylon first, then setting the wheeljack on top of that. If that doesn't work, add the following to the Wheeljack config file:

    MODULE
    {
        name = WBISelfDestruct
    }


and simply blow up the wheeljack when you're done. See if that helps. :)

Edited by Angel-125
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3 hours ago, Angel-125 said:

There was a change to KIS/KAS awhile ago, and the Wheeljack can no longer be the root part. Try putting down a ground pylon first, then setting the wheeljack on top of that. If that doesn't work, add the following to the Wheeljack config file:

    MODULE
    {
        name = WBISelfDestruct
    }


and simply blow up the wheeljack when you're done. See if that helps. :)

Boom. Crash. Fade to black.

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19 minutes ago, Angel-125 said:

Ok, well if it happens again, then I'm guessing it's a no. :)

Retest. The planet seems to have gone....away. What sort of explosive are you using in your self destruct packages? Quarkium? Strangelet pairs?

 

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It looks like there is a problem with the Auxiliary Electronic Navigator probe core. When used, there is limited control over the vessel. In the upper-left next to the MET clock (where the KerbNet signal strength should be) there are no symbols - nothing for the probe, signal strength, transmission capability or Kerbnet visibility controls. The log reports no errors. I can turn on SAS & brakes, as well as set throttle to full/zero using the Z & X keys, but cannot steer, incrementally set throttle, etc. I did add an antenna to see if that was the issue, but no joy.

In my career save (heavily modded), it didn't matter if there were other probe cores or not - same issue regardless of number/type of probe cores - but I was not able to reproduce that with a clean build using just WildBlue mods, CRP & ModuleManager.

 

Wild Blue Tools version 1.9.0, Buffalo version 1.1.0 (installed with Pathfinder 1.4.0.0)

Edited by Bombaatu
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On 1/22/2017 at 1:45 PM, Bombaatu said:

It looks like there is a problem with the Auxiliary Electronic Navigator probe core. When used, there is limited control over the vessel. In the upper-left next to the MET clock (where the KerbNet signal strength should be) there are no symbols - nothing for the probe, signal strength, transmission capability or Kerbnet visibility controls. The log reports no errors. I can turn on SAS & brakes, as well as set throttle to full/zero using the Z & X keys, but cannot steer, incrementally set throttle, etc. I did add an antenna to see if that was the issue, but no joy.

In my career save (heavily modded), it didn't matter if there were other probe cores or not - same issue regardless of number/type of probe cores - but I was not able to reproduce that with a clean build using just WildBlue mods, CRP & ModuleManager.

 

Wild Blue Tools version 1.9.0, Buffalo version 1.1.0 (installed with Pathfinder 1.4.0.0)

Add the following to the config file for the auxen, just after the CrewCapacity line:

    vesselType = Rover


That will get fixed in the next release.

2 hours ago, SpaceBadger007 said:

So I had this problem of trying to save kerbals, and I thought a VTOL tilt-rotor would be perfect for rescuing kerbals, able to land anywhere, and get there fast if needed. So here is the prototype!

http://imgur.com/a/GUg4n  

Way cool! Do those fans come from Airplane Plus? I like the design you came up with. :) While I'm working on DSEV right now, the next non-bugfix release of Buffalo, Buffalo Wings, will have V-22-like parts to let you make your own Osprey like craft with the Buffalo. The prop-rotor engines will pivot just like the real-life craft.

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On 1/19/2017 at 10:08 AM, Angel-125 said:

Which parts? There is indeed an IVA for the command cab and crew cab:

87eoOor.png

I think there's an issue with your install. Do you have logs?

I did some testing with a fresh install. The issue occurs if you have Buffalo & RasterPropMonitor but *not* ASETProps. With RPM & ASETProps, the stock IVA appears. WIth both, the ASET IVA appears. If you just have RPM, no IVA appears. A warning in the log states the cab holds crew but has no interior space defined.

Link to log: https://www.dropbox.com/s/81nt71wq2ju1nzn/KSP.log?dl=0

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7 minutes ago, Bombaatu said:

I did some testing with a fresh install. The issue occurs if you have Buffalo & RasterPropMonitor but *not* ASETProps. With RPM & ASETProps, the stock IVA appears. WIth both, the ASET IVA appears. If you just have RPM, no IVA appears. A warning in the log states the cab holds crew but has no interior space defined.

Link to log: https://www.dropbox.com/s/81nt71wq2ju1nzn/KSP.log?dl=0

Thanks. I came to the same conclusion over the weekend. Next bugfix release will fix that. :) meantime, you change the MM patch at the end of the command cab file to read:

@PART[WBI_BuffaloCab]:NEEDS[ASET_PROPS]

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4 hours ago, Angel-125 said:

Way cool! Do those fans come from Airplane Plus? I like the design you came up with. :) While I'm working on DSEV right now, the next non-bugfix release of Buffalo, Buffalo Wings, will have V-22-like parts to let you make your own Osprey like craft with the Buffalo. The prop-rotor engines will pivot just like the real-life craft.

Yes those fans are from airplane plus, and they are very powerful, definitely for heavy lifting! Yay, cant wait for the V-22 inspired engines, will it need infernal robotics or nah? 

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11 hours ago, SpaceBadger007 said:

Yes those fans are from airplane plus, and they are very powerful, definitely for heavy lifting! Yay, cant wait for the V-22 inspired engines, will it need infernal robotics or nah? 

It won't need Infernal Robotics, it will be completely standalone.

6 hours ago, /not/pol/ said:

Any chance you could make an Infernal robotics version of the Grappler arm that can be controlled and grab things with a KAS Magnet?

Not sure why it would be needed. You can built an arm using IR parts and tweakscale. It has a magnet end as well.

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8 hours ago, Angel-125 said:

It won't need Infernal Robotics, it will be completely standalone.

Not sure why it would be needed. You can built an arm using IR parts and tweakscale. It has a magnet end as well.

Yes but those parts look ultra-ugly and are a pain to manage.

 

EDIT: Making a robotic arm from scratch, model is based on the grappler arm and so are the textures, but neither were actually taken from the modpack because i'm not sure what your license is.

rentest.png

 

Edited by /not/pol/
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19 hours ago, /not/pol/ said:

Yes but those parts look ultra-ugly and are a pain to manage.

 

EDIT: Making a robotic arm from scratch, model is based on the grappler arm and so are the textures, but neither were actually taken from the modpack because i'm not sure what your license is.

 

Looks good! :) While my artwork is ARR, the source is GPLV3. I hope you'll continue to develop your IR parts into a nice addon for Infernal Robotics; They look like they'll work well with the Buffalo too. :)

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9 hours ago, Angel-125 said:

Looks good! :) While my artwork is ARR, the source is GPLV3. I hope you'll continue to develop your IR parts into a nice addon for Infernal Robotics; They look like they'll work well with the Buffalo too. :)

Any chance you know how to make nodes rotate with the parts, anything special in unity or the cfg?

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