Nils277

[1.3.0] Feline Utility Rovers v0.5.1 [8. June 2017]

398 posts in this topic

HYWMzVh.png

oVyCGRp.png

Kerbetrotter Ltd. is happy to announce its newest creation from the Feline Utility Rover series: The Lynx Rover.
A medium sized versatile rover that is capable to operate independently in the harshest environments. It is mainly
designed to operate on other planets, but also in the outback of Kerbin. Depending on your configuration it can
contain crew cabins, a laboratory or even bellowed joints to be more flexible in difficult terrain.

Looking for help:

If anyone is interested to translate FUR into Russian mFRcn0a.png (in process), Japanese M93S44Z.png, Chinese JyqfJ1P.png (or the other
languages that will be supported), please let me know!

You can find all the texts that need translation here: Texts. (1968 Words)

Important: Please contact me, before you start with the translation. It already happend more than once that multiple
persons worked on a translation for the same texts and therefore their efforts were in vain.

O762Vfm.png

Features

J0Y2uGE.png

O762Vfm.png

Galleries

8SHPkw2.png pVShxBH.png

O762Vfm.png

Download

Please remove the folder of older versions of this Mod before installing!

qYx9XCm.png%5D m2mGwCV.png yF5F5Cc.png
The source code is available on GitHub    

O762Vfm.png

Instructions

For instructions on how to use the hitches and joints, please take a look at the KSPedia entry of Feline Utility Rovers

The hitches and joints are locked by default when you first launch your vessel. You have to click "Unlock" in the
right-click menu to unlock them.

O762Vfm.png

Languages

cXO4NUi.png by @bice

O762Vfm.png

Supported Mods

Life Support:
TAC-LS, USI-LS, Snacks!KerbalismIFI Life Support

Gameplay:
KISKeepFitRemoteTech, Connected Living Space, Pathfinder, Realfuels

Visual:
JSI Advanced Transparend Pods, Raster Prop Monitor, ASET Props

Supports resources from:
OSE Workshop, Extraplanetary Launchpads, MKS, Deepfreeze, Near Future Propulsion, Near Future Electrical

O762Vfm.png

Upcoming

Following additional features are planned for the future. The order of the list does not indicate when the new features
are added.

  • New Parts: Landing Thrusters, Legs, Docking-Bay

O762Vfm.png

Changelog

Spoiler

0.5.1 [Released: 8. June. 2017] --Speaking spanish--

Localization:

  • Added localization for spanish cXO4NUi.png. Thanks to @bice

0.5.0 [Released: 29. May. 2017] --Supporting localization--

Update:

  • Recompile for KSP 1.3
  • Adapted to new localization system (no translations yet)

Bug Fixes:

  • Fixed wrong name in readme (it was labeled "KPBS_settings.cfg")
  • Fixed resourced for USI-LS it used Oxygen and Water instead of Mulch and Fertilizer
  • Fixed lighs (they were able to illuminate Kerbin from orbit)
  • Fixed category for the SEP Canister (it's in Science now)

0.4.1 [Released: 4. Mar. 2017] --Fixing Life Support--

Bug Fixes:

  • Fixed the missing resources for the life support containers
  • Fixed the duplicate converter for the fuelcell when Kerbalism is installed

0.4.0 [Released: 3. Mar. 2017] --The FREIGHT update--

Enhancements:

  • The switch for the resources is not visible when only one resource is available
  • Moved the front AttachNode of the Cockpit to the height of the hitch nodes
  • Renamed some parts for a more reasonable placement in the Editor
  • Better clarity of the possible resource in the desctiption of the resource switch
  • Resources for the Container are now configured with templates
  • The bumper has an attach note for the adapter/decoupler now
  • Increased the weight of the canisters and wheels for a slighly lower center of mass

Mod Support:

  • Added support for Raster Prop Monitor
  • Added support for ASET Props
  • Added support for Surface Experiment Pack
  • Added support for RealFuels
  • Added support for Pathfinder
  • Added support for Kerbal Engineer (Redux)
  • Added resource support for Extraplanetary Launchpads
  • Added resource support for OSE Workshop
  • Added resource support for MKS
  • Added resource support for Deepfreeze
  • Added resource support for NearFuture Propulsion
  • Added resource support for NearFuture Electrical
  • The fuel-cell canister is now recognized as power producer by AmpYear and BonVoyage

Bug Fixes:

  • Fixed NRE in category filter
  • Fixed a bug where the KIS Container was available when KIS is not installed
  • Fixed stack nodes for wheels on the KIS Freight Container
  • Fixed distortion for the hitch/joint after docking/attaching parts
  • Fixed NRE in ModuleKerbetrotterInternalUpdater
  • Fixed error where the bellowed hitch is not updating when reverting flight
  • Fixed bug where the hitch/joint behaves weird when placed/moved by KIS

0.3.1 [Released: 21. Feb. 2017] --The KIS update--

Misc:

  • Kerbals cannot level up in the mobile lab anymore
  • Added surface scanner ability to the mobile lab
  • Removed Ore from the FuelTank. It is carried by the Freight Container now
  • Straightened roof of cargo ramp
  • The front piece now has switchable lights
  • Adjusted crash tolerance of many parts

New Parts:

  • Added small freight container
  • Added big freight container
  • Added small flatbed
  • Added big flatbed
  • Added Solar Panels (2x)
  • Added bumper (for Freight and Flatbed)

Mod Support:

  • Added support for JSI Advanced Transparent Pods
  • Added support for WheelSounds
  • Added support for KIS
  • Added support for BonVoyage

Bug Fixes:

  • Fixed the collider of the ladders
  • Corrected name of the cargo ramp (removed the "big")

0.2.0 [Released: 3. Feb. 2017] --The LIFE SUPPORT update--

Enhancements

  • Rebalanced the EC of the unmanned control units

New Parts

  • Added Canister with Fuel-Cells

Mod Support

  • Added support for Snacks!
  • Added support for TAC-LS
  • Added support for USI-LS
  • Added support for Kerbalism
  • Added support for IFI Life-Support
  • Added support for KeepFit
  • Added support for RemoteTech

0.1.1 [Released: 27. Jan. 2017] --Bugfix update--

Enhancements

  • The windows look more like glass now                          

Bug Fixes

  • Corrected texture on the Bellowed Joint
  • Fixed compatibility problem with RemoteTech

0.1.0 [Released: 21. Jan. 2017] --Going online--

  • Initial Release

O762Vfm.png

Support and bug reports

If you encounter a bug with Feline Utility Rovers, please follow these instructions to report it.
Most important: I need the LOG FILE. Otherwise i won't be able to help!

O762Vfm.png

License

Feline Utility Rovers is licenced under:

88x31.png

O762Vfm.png

Thanks

@sirkut and @Ziw for Infernal Robotics, which was used as reference/learning source for the functionality of the hitch.
Also thanks to @Snjo for the Firespitter mod. The Fuel-Switch is based on the one from Firespitter.

Last but not least thanks to @Rafael acevedo for testing and suggestions during the development.

Edited by Nils277
Update to 0.5.1
57 people like this

Share this post


Link to post
Share on other sites

Nice models, and I really like the flexible joints.

3 people like this

Share this post


Link to post
Share on other sites

Very very nice! :) 

1 person likes this

Share this post


Link to post
Share on other sites

Nils 

Congrats on the release. I had a blast putting this through its paces.  Thanks for the opportunity.

 

3 people like this

Share this post


Link to post
Share on other sites

Like the parts, wheels are also really nice! Keep up the good work so far.

Share this post


Link to post
Share on other sites

Wow. This looks amazingly similar to RoverDude's Malemute Rover. I'm insanely curious as to how well these 2 rovers would work together. Either way, I'm downloading and trying it out. :) 

5 people like this

Share this post


Link to post
Share on other sites
22 minutes ago, vardicd said:

Wow. This looks amazingly similar to RoverDude's Malemute Rover. I'm insanely curious as to how well these 2 rovers would work together. Either way, I'm downloading and trying it out. :) 

I think that's the case because the both mods used the rover from the last days on mars as inspiration. :wink:  RoverDudes version is way closer to the original though.
I have posted an image of the cockpit long before the MaleMute was released but unfortunately deleted the image while cleaning up my Imgur account :rolleyes: 

I don't think that you can combine the parts of both rovers seamlessly. They have quite a differend formfactor.

Edited by Nils277
2 people like this

Share this post


Link to post
Share on other sites
43 minutes ago, Nils277 said:

I think that's the case because the both mods used the rover from the last days on mars as inspiration. :wink:  RoverDudes version is way closer to the original though.
I have posted an image of the cockpit long before the MaleMute was released but unfortunately deleted the image while cleaning up my Imgur account :rolleyes: 

I don't think that you can combine the parts of both rovers seamlessly. They have quite a differend formfactor.

True, I didn't mean work together as in, combine parts, I meant how useful it would be to use both rovers in a career game, as in can I find a specific use for each one, or will they both behave and or have the same usage, and thus only serve as a cosmetic difference between the 2 rovers.

Share this post


Link to post
Share on other sites

@vardicd I guess at the moment there is nothing that the Lynx Rover can do but Malemute can't. In fact when you use MKS, then the Malemute is of more use for you because MKS is not yet supported by this mod.

Share this post


Link to post
Share on other sites
30 minutes ago, Nils277 said:

@vardicd I guess at the moment there is nothing that the Lynx Rover can do but Malemute can't. In fact when you use MKS, then the Malemute is of more use for you because MKS is not yet supported by this mod.

I'm not so sure.  That cargo bay looks much more useful than the Malemute's - and the Malemute doen't really havy any special MKS integration.  (It's considered USI's 'small' rover, so it doesn't have habitation or anything.  The science lab is a low-quality recycler, and the storage bays can hold MKS resources, but that's it.)

Share this post


Link to post
Share on other sites
10 minutes ago, DStaal said:

I'm not so sure.  That cargo bay looks much more useful than the Malemute's - and the Malemute doen't really havy any special MKS integration.  (It's considered USI's 'small' rover, so it doesn't have habitation or anything.  The science lab is a low-quality recycler, and the storage bays can hold MKS resources, but that's it.)

Yeah, the resource for MKS are the only thing i considered as support for MKS. :D 

Share this post


Link to post
Share on other sites

here are some of the rovers, boats, and planes built during testing. Unless noted These were built using a stock plus install the plus included following feline utility rover, KPBS,tweakscale,kis/kas,usi-ls,kJR,ampyear, scansat, and mechjeb.

Rover, cranes, and cargo.

qW8UMss.jpg

Inside hangar in preparation for launch

VqsQteo.jpg

Rover and cargo rover on minmus, hangar open

LyVK4gW.jpg

Crane with only 3 mods in use kis, kas and feline rover monopropellant tanks on arms serve as ballast

kMKziJg.jpg

Flatbed cargo with only 3 mods kis, kas and feline rover

mxkeTBO.jpg

HKNccTw.jpg

Ok minmus with a super modded install ( over 40)

Planes

jGiY4gQ.jpg

boats

UAj81aB.jpg

hope you all like them

 

 

 

 

 

Edited by Rafael acevedo
4 people like this

Share this post


Link to post
Share on other sites

Nice we can now have trains with those bendy passenger carriage connectors.

1 person likes this

Share this post


Link to post
Share on other sites

@Kombat engineer I already made a pull request for it on Github. It just needs some time until it is merged by the maintainers. Patience you must have young padavan. :wink:

1 person likes this

Share this post


Link to post
Share on other sites

Most impressive young modder.

Share this post


Link to post
Share on other sites

oooooh purdy!

Share this post


Link to post
Share on other sites

Will this work with 1.2.1 since its a part mod? (all supported mods I have the correct version of them for my version of game btw).

Share this post


Link to post
Share on other sites

Yes as 1.2.2 is a bugfix.

Share this post


Link to post
Share on other sites
2 minutes ago, nascarlaser1 said:

Will this work with 1.2.1 since its a part mod? (all supported mods I have the correct version of them for my version of game btw).

It should but I can't guarantee it because I haven't tested it with 1.2.1.

The code for the flexible parts is a bit more complex. But as said, it should work. Let me know if it doesn't. 

Share this post


Link to post
Share on other sites

I tried it in 1.2.1 with no issues ( stock with kpbs and feline rover mod)

Share this post


Link to post
Share on other sites
24 minutes ago, Rafael acevedo said:

I tried it in 1.2.1 with no issues ( stock with kpbs and feline rover mod)

ok thxs!

 

1 person likes this

Share this post


Link to post
Share on other sites

very impressed.

will try and great work.

cheers.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now