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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:]
    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!]
    [Spoiler: Known Issues]
    [Spoiler: ChangeLog]
    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
    Junior Rocket Scientist N3X15's Avatar
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    Re: [PLUGIN/PART 0.14] Cart

    I think I love you.

  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
    Hello.... I dont know what to put here..... whatever.

  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 ***** can happen.

  7. #7
    Former dev 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
    Former dev 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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