-
Posts
74 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by Trevisan
-
-
On 2/23/2021 at 12:29 AM, RoverDude said:
New Packrat is done
- Four cargo rack options.
- Three roof rack sizes.
- Optional chassis battery that makes it a long wheelbase.
- Fenders are gone, so use whatever wheels you want (above includes the DLC MH wheels as they match really well).
- Two RTGs, and three generators.
- Three fuel can options as well as extra batteries
- Inventory crates!
Wow, cant wait to drive one, Roverdude!
-
More performance improve improvements are always welcome too!
-
22 hours ago, klesh said:
Don't hold your breath. This Making History symmetry bug has been there since the release, and the report goes back to 2018.
https://bugs.kerbalspaceprogram.com/issues/20762
Never had that bug until this version...
-
Same here, ocean shaders turn water invisible.
-
On 11/21/2019 at 12:02 AM, DoctorDavinci said:
At the request of @PyjackMeat I have set up the project and compiled a working version of this mod
https://github.com/DoctorDavinci/WheelSounds/releases/tag/0.1.1.1
Cooked against KSP 1.8.1
WOW! Thanks for the recompile! Really missed the rover sounds, game isn't just the same without them!
-
Confirmed, the issue is gone! My bad, my install was missing some FS bits... Anyway I also find out that if you use the startup engine button your batteries wont recharge even with the correct plugin.
-
I just did some testing using the stock alternator after re downloading FS (my install was missing the FS core) and its working now. At least on one engine, will report back after I tested all the rotorwings!
-
10 hours ago, blackheart612 said:
@Trevisan Was it really generating electricity before? Last time I saw it not generate electricity was when I first released my Grounded mod. If it did then perhaps it's a good idea to report this issue to FS.
Last time I used your mod was back in early 2017. I remember building some long-range transport choppers to use in Kerbinside passenger and rescue missions. Tried to replicate an old design from that time and just found out they run out of EC before leaving KSC's proximity
Here are two examples of rescue/passenger choppers I used to use. Both were built in KSP 1.2.2:
Again, thanks for the help and for those wonderful mods!
Edit: I've been away from KSP for quite sometime, only got back in 1.4.X. So I was not aware of your grounded until recently, when I checked to see if this mod had any updates.
-
@blackheart612 No worries, take your time. And thank you again, been using your mods for some time and really enjoy them!
But is there a way to re-enable electric charge generation again like it was in older versions?
-
Hey blackheart612 , Is there a way to make the Rotorwing generate power? I even changed the config to include a "ModuleAlternator" and still dont work, the helicopter engines dont generate power.
-
On 7/13/2018 at 7:51 AM, Audiopulse said:
@Trevisan
Probably, seeing how Dewar just answered in may. Buuut I wouldnt mind him confirming this himself. ;-)
I am wondering, btw, is anyone playing this mod with the community-techtree and a light selection of essential mods? If so - what did you pick? I found my community-tree has quite some empty nodes....Well time to find out, will report back after trying
-
Is this still working on 1.4.x?
-
On 6/26/2018 at 5:10 AM, blackheart612 said:
Alright then, I'm adding two new parts which will solve the people's problems. It may look silly but it's KSP so what can I do:
That's a chassis containing an engine. The two tanks on the side are specifically made for it. Still finding purpose for it on another part. Will need some tinkering.
Also, I can't find a way for direction arrows to help wheel attachments without any plugins. I can only make them appear on the part catalog. Which might help ease the confusion at least, I don't know yet. We'll see. I'm developing this first before AirplanePlus because I just released. I didn't realize 1.4.4 was coming so whatever, everything's working fine anyway.
Ohhhh, cant Wait! This mod has really changed my approach to rovers and ground vehicles
-
Another question here: Can I use it just to change my Kerbals heads using a menu like in TR ou TRR? I just need that feature, the new TRR version file folder structure has changed I cant make it see my headtextures anymore
-
Can you guys help me out (again)? I've been away from KSP for some time and I cant make this mod work anymore. I read the OP and I know that this isnt fully compatible with KSP 1.4 but i keep seeing people who managed to make it work.
I tried everything, but my custom headtextures are not showing up! I'm using the "diverse kerbal heads" pack and some others, but looks like the folder structure changed from previous version and i cant for the love of Jeb find a way to make the game "see" the textures. On the other hand, I'm using a skybox replacement and its working fine. The "Texture replacement replaced" logo shows in the main menu too.
Thanks again, and sorry for being annoying, but I just cant play KSP without this mod, hehe
-
Wow, thanks for the update! Just saw this in CKAN again. This mod is one of those small things you never know you loved until you missed it!
-
-
22 minutes ago, linuxgurugamer said:
Interesting.
The next time this happens, please immediately exit and send me the log file.
It's not a priority for me, but if I see something, I'll see what I can do
Sure thing, will do!
-
2 minutes ago, linuxgurugamer said:
What cloning bug?
Sometimes the Kerbal gets duplicated when you enter a command Pod. Old versions did it a lot of times, your version did it only once in over 10 hours of gameplay.
I mean, the Kerbal enters the capsule/pod and leaves behind a copy of himself.
-
No issues here, although the old Kerbal cloning bug sometimes happens.
-
Hey Guru, thanks for adopting this mod and bringing it back! Will test when I got home and report if anything weird happens.
-
Yay, it worked!
Thanks for taking the time to explain me the issue, guys. Thats why this community is one of the best around, ever.
-
Hehe, silly me, forgot about that. Will get back in a few minutes to show the results
-
Hi guys, can anyone help me?
I transfered my savefile from KSP 1.2.2 to 1.31. but cant make my old female heads (necKros female heads pack) work right as before. I tried converting all textures to .DDS format using Paint.net, even putting them upside down like in the Diverse Kerbal Heads mods, but they end like this ingame:
They look OK in the texture selector:
Is there something else I'm missing here? Thanks in advance.
Also, Thanks HaArLiNsH for continuing this essential mod!
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
in KSP1 Mod Releases
Posted
Fantastic Mod, really a game-changer!
I have a request for the mod author, can we have a patch for Eve to remove only the bubbles but leaving the plants? Eve with bubbles reminds me of those anomaly planets on No mans Sky with bubbles everywere, hehe.