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Thread: [PLUGIN, PART 0.16+] Carts v1.34: Cruise Control, Compatibility, and More

  1. #1
    Curious George Tosh's Avatar
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    [PLUGIN, PART 0.16+] Carts v1.34: Cruise Control, Compatibility, and More



    Carts Collection
    v1.34

    Collection Includes:
    • A reference 4-wheel Cart,
    • Heavy 8-wheel Truck,
    • Soviet military jeep UAZ-469 (yes, it's back!),
    • And small folding Mün Rover, shipped with Propane Tank & Thruster to bring it home from the Mün.

    Controls:
    • 'Translate Up/Down' (<I>/<K> by default; may be remapped in the PART.CFG file) to move,
    • 'Translate Left/Right' (<J>/<L>) to turn,
    • <B> to brake and <N> to toggle handbrake (may be remapped in the PART.CFG too),
    • <U> for headlights,
    • <O> for Cruise Control,
    • And 'Landing Gear' key (<G> by default) to deploy/retract Mün Rover's wheels.

    New in v1.34:
    • Added Cruise Control. It maintains the speed (to within 0.5 m/s) that cart had at the moment of activation.
      Warning! Don't exit the cart while it's moving on Cruise Control!
    • Movement and turning now can be mapped to any of KSP's control axes. See PART.CFG file.
    • Cart now can be controlled, if the vessel has
      • a crew aboard (not necessary in command pod!), even a crew in the Cart itself (of course, if someone models a Cart with an airlock...),
      • braaains-in-the-jar aka MechJeb (tested with v1.9.1),
      • or RemoteTech with active relay route (tested with v0.34). Thanks JDP for the code!
      Sadly if the craft requires crew (and there's none aboard), then neither MechJeb nor RemoteTech will work. It's KSP's limitation, not mine
    • Carts can be controlled from other plugins. See Modelling Guidelines for complete programming reference.
    • Carts no longer deploy/retract wheels when exiting time warp or switching vessels.
    • Orange kerbanaut removed from truck's cabin. It looked funny in KSP 0.16 .
    • UAZ-469 was re-included into the package.

    [spoiler=In v1.33:]
    • Carts now have context menu with lights and handbrake toggles, and enabling/disabling motor and steering for individual carts. Works even when there's no crew aboard ;).
      This allows carts to form a controllable multiple-unit systems: disable steering for all the carts but the front one -- and an entire "train" will follow the "leader":[spoiler=how?][/spoiler]
    • Plugin now supports .MU models in addition to .DAE. I.e. we may have normal maps, ladders and such :)
    • New shiny textures for Mün Rover, and a working ladder!
    • UAZ-496 removed. It was kinda... useless.
    • Package is now GME-compatible.
    [/spoiler]
    Download 3.1 Mb from Google

    To install, unzip Cart134/ directory's contents into KSP/ folder, or use Generic Mod Enabler. Parts go to KSP/Parts/ folder, plugin cart.dll goes to KSP/Plugins/, source code can be found in KSP/Source/Cart/.
    Game version 0.16 or higher!

    Cart.dll plugin is universal, which means that developing a new vehicle requires just a new model, not a new .dll. Here are the Cart Modelling Guidelines.


    (except for .MU and .MBM files, which cannot be modified. They're under CC BY-ND license.)

    [spoiler=Thanks Kerbal Automotive Team!]
    • Sordid for Cart & Truck tyre pattern,
    • Prefim for a dummy kerbanaut that sat in the Truck's cabin (even though the dummy was removed in v1.34),
    • Andrey Makrushin for an original UAZ-469 model,
    • NovaSilisko for an idea on how to prevent a cart from exploding on launch,
    • Sal_vager for original Propane Tank & Thruster idea and models.
    • And JDP for providing RemoteTech compatibility code.
    [/spoiler]
    [spoiler=Known Issues]
    • Keep your little kerbanauts away from cart's wheels and suspensions levers! They kick painfully.
    • Even though the cart can be controlled by MechJeb or RemoteTech parts, you need to remember one thing: if the vessel requires crew (i.e. there's at least one part with non-zero CrewCapacity parameter), then the crew must be aboard. Don't expect MechJeb to do pilot's job while the pilot going EVA!
    • Carts are totally helpless in water.
    • Propane Tank & Thruster are very fragile and do not survive even a slightest contact with the ground.
    • Rover's wheels must be retracted before Propane Thrusters can even lift a craft from the Mün. Yeah, wheels do apply 'magic force', I just can't get rid of it %).
    • When the cart stands right near the hill's summit it may spontaneously climb that hill. It seems to be some weirdness with game physics; there's nothing I can do with that at this moment.
    • Sometimes carts jerk weirdly when hand-braked on the hillside.
    • Headlight glares are still visible on the planet's surface when orbiting at x5 time warp.
    [/spoiler]
    [spoiler=ChangeLog]
    v1.34.1:
    A small fix in inter-plugin interface.
    v1.34:
    Cruise Control. RemoteTech and MechJeb compatibility. Programming interface. Remapping controls to any axes. UAZ-496 returned back.
    v1.33:
    .MU models support. Context menus. Engine/steering controls remapped to Translate Up/Down and Translate Left/Right. Rover re-textured and supplied with ladder, UAZ-496 removed.
    v1.32:
    Added sal_vager's Propane Tank & Thruster; remapped headlights to <U>.
    v1.31:
    Added an option to orient a cart in any direction at launch; fixed a couple of minor bugs.
    v1.3:
    Added support for rotating levers, foldable carts, and point lights. Added Mün Rover model.
    v1.22:
    Added handbrake, fixed some serious bugs.
    v1.21:
    Lights and brakes status now saved in the flight state.
    v1.2:
    Carts no longer explode on launch (thanks NovaSilisko!). Limited cart's top speed and added CFG switches for 'magic force' pushing cart to the ground. Added UAZ-469 model.
    v1.1:
    Plugin made universal, published modelling guidelines. Added Truck model.
    v1.0:
    First cart release
    [/spoiler]
    For the case that someone has troubles with the latest release, here are the older versions:
    Last edited by Tosh; 26th August 2012 at 18:39.

  2. #2

    Re: [PLUGIN/PART 0.14] Cart

    I think I love you.
    Views expressed are those of the author and may not necessarily reflect the views of Squad.



  3. #3
    Spacecraft Engineer
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    Re: [PLUGIN/PART 0.14] Cart

    Quote Originally Posted by N3X15 View Post
    I think I love you.
    Same here no HOMO
    Check out my Mini City and make your own at http://fails.myminicity.com and http://fails.myminicity.com/ind
    http://fails.myminicity.com/tra
    [img width=240 height=150]http://cloud-2.steampowered.com/ugc/558692204752116536/739D396EDD3BEDFBABD58239B5E9B3ED0A9CD04F/[/img]

  4. #4
    Rocketry Enthusiast
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    Re: [PLUGIN, PART 0.14+] Cart

    Oh god yes. I\'ve been waiting for this.

    What happens if the cart and RCS are enabled at the same time?

  5. #5

    Re: [PLUGIN/PART 0.14] Cart

    [quote author=Shuttle 18 link=topic=8431.msg122851#msg122851 date=1331255992]
    Same here no HOMO
    [/quote]

    God the last time i said that the whole thread with hay wire about homo and stuff.......


    OMG ROLLING WHEELS I LOVE YOU LUNAR ROVER HERE I COME
    Yes i'm your mom but then who's your mom that isn't your mom if i'm your mom??

  6. #6
    Curious George Tosh's Avatar
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    Re: [PLUGIN/PART 0.14] Cart

    Quote Originally Posted by N3X15 View Post
    I think I love you.
    IIRC it\'s you who added plugin loader to a game allowing us to create such a things 8)
    Love ya to

    Quote Originally Posted by ToxicFrog View Post
    Oh god yes. I\'ve been waiting for this.
    What happens if the cart and RCS are enabled at the same time?
    Nothing special if cart\'s in space: no ground, no thrust from wheels (RCS still works). If the wheels touch the ground then sh*t can happen.

  7. #7
    Propane NovaSilisko's Avatar
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    Re: [PLUGIN, PART 0.14+] Cart

    Welp. There go my plans of making rovers for Probodobodyne.

    Excellent work, regardless.

  8. #8
    Curious George Tosh's Avatar
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    Re: [PLUGIN, PART 0.14+] Cart

    Quote Originally Posted by NovaSilisko View Post
    Welp. There go my plans of making rovers for Probodobodyne.
    I plan to make next plugin release universal and model-independent. Then... just use any model you like ;)
    Or just modify current code to work with your model. It\'s BY-SA.

  9. #9
    Propane NovaSilisko's Avatar
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    Re: [PLUGIN, PART 0.14+] Cart

    Quote Originally Posted by Tosh View Post
    I plan to make next plugin release universal and model-independent. Then... just use any model you like ;)
    Or just modify current code to work with your model. It\'s BY-SA.
    But, then I\'d feel cheap for using someone else\'s code...

  10. #10
    Curious George Tosh's Avatar
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    Re: [PLUGIN, PART 0.14+] Cart

    Quote Originally Posted by NovaSilisko View Post
    But, then I\'d feel cheap for using someone else\'s code...
    This code is supposed to be used. Moreover as you can see the current model\'s quite primitive... and I don\'t plan to make realistic ones ;)
    So there\'ll be a part class with a list of requirements to the model (what objects, with what names and where to place their origins...) -- and an ability to create new models for that class (just as we did before 0.14 release).

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