Angel-125

[1.7.x] Buffalo: NASA Inspired Modular Space Exploration Vehicle

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On 7/11/2019 at 12:54 PM, Space Kadet said:

Hello all, its been some time, and im finally getting back into this.......

so as usual i had a weird idea / request. a while back i thought of and cant remember if i mentioned rotatable vtol engines  like the prop ones you make.
the idea i has to save time, was basically the saddle tank with a nozzel on the back that could rotate round from backwards facing to down wards facing.  maybe a veriant for get and rocket.

The reasoning is that your rotating props are solid, but making rotating engines with robotics is unstable as hell. and i need landing engines for some fun craft :p 
https://steamcommunity.com/sharedfiles/filedetails/?id=1797885959&searchtext=Transred
they could fit on a craft like this, and make it stable, or on the buff frame.... im also a willing tester :D  as im in craft development at the moment and making weird shiznae! 

At present the parts list is finalized, with the possible exception of a lab in the style of the Wagon, and a DLC related big rig trailer swivel. I tried the dlc servos with stock jet engines and they worked, what was the issue with your attempts?

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On 7/16/2019 at 8:52 PM, Angel-125 said:

At present the parts list is finalized, with the possible exception of a lab in the style of the Wagon, and a DLC related big rig trailer swivel. I tried the dlc servos with stock jet engines and they worked, what was the issue with your attempts?

oh so many issues! they arent stable. they seam to be weaker that IR joints, so their either tearing them selves appart or creating yaw that makes them unflawable.  and thats when i can use them, 90% (and thats probably an understatment) of the crafts i make wont launch and i just get kicked back to the ksc. ive literally just made on with mk3 parts and 4 pistons working as gear. not even 20 parts and it crashed to ksc

I genuinly hate this DLC. if its not crashing then its ripping its self appart. i use to do alot with Infernal robitcs and got a problem occasionally, but these parts are basically unusable.

Kase in point that craft i linked only launches 1 in 3 times. Thats why i figured id ask cause your rotating props work beautifually, so i figured (i know this is more work than im making it sound like) but if you pulled the code from the prop, placed it in a saddle container, added a nozzel that rotates and a jet effect , and jebs your uncle theres a decent rotating vtol engine for some madness :p 

But if the parts list is all complete thats fair play. I just thought id try my luck. 

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4 hours ago, Space Kadet said:

oh so many issues! they arent stable. they seam to be weaker that IR joints, so their either tearing them selves appart or creating yaw that makes them unflawable.  and thats when i can use them, 90% (and thats probably an understatment) of the crafts i make wont launch and i just get kicked back to the ksc. ive literally just made on with mk3 parts and 4 pistons working as gear. not even 20 parts and it crashed to ksc

I genuinly hate this DLC. if its not crashing then its ripping its self appart. i use to do alot with Infernal robitcs and got a problem occasionally, but these parts are basically unusable.

Kase in point that craft i linked only launches 1 in 3 times. Thats why i figured id ask cause your rotating props work beautifually, so i figured (i know this is more work than im making it sound like) but if you pulled the code from the prop, placed it in a saddle container, added a nozzel that rotates and a jet effect , and jebs your uncle theres a decent rotating vtol engine for some madness :p 

But if the parts list is all complete thats fair play. I just thought id try my luck. 

Fair enough. It might be relatively quick to use the gas turbine model as a basis for a rotating tilt jet. Then something like the AV-8B Harrier jump jet engine. I will consider it.

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Just now, Angel-125 said:

Fair enough. It might be relatively quick to use the gas turbine model as a basis for a rotating tilt jet. Then something like the AV-8B Harrier jump jet engine. I will consider it.

thats genious, i never thought of a harrier engine! and if you where goin for realism they still kicked out air for the balance system... well thanks for the thought. and as usual im lovin the mods. im messin about with KFS alot now, and usin snacks instead of TAC!

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Posted (edited)

I wonder if the latest version works in 1.6.1, guess I'll test it and report my findings.

Finding: Not only does the 1.7.3 version work with 1.6.1, but one of the other rover part mods that was mentioned also still works despite being for 1.3.0

Edited by Nyarlathotep-

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@Angel-125, I'm having trouble using Buffalo in 1.7.3.  It's really putting a load on my system.  The game runs fine for me despite lots of mods until I start messing with Buffalo.  Even in the editor, just selecting the Buffalo cab causes a huge FPS hit, which then continues through flight with the thing.  I uninstalled Buffalo and this problem went away.

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46 minutes ago, Geschosskopf said:

@Angel-125, I'm having trouble using Buffalo in 1.7.3.  It's really putting a load on my system.  The game runs fine for me despite lots of mods until I start messing with Buffalo.  Even in the editor, just selecting the Buffalo cab causes a huge FPS hit, which then continues through flight with the thing.  I uninstalled Buffalo and this problem went away.

I would definitely need to see logs to see what is going on. Be sure to update to the latest including Wild Blue Tools.

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@Angel-125 think I found a typo in GuppyCab.cfg - you have PARTUPGRADE wbiGuppy1 twice at the end of the file.  I'm guessing it was supposed to be wbiGuppy1 and wbiGuppy2?  That's what's previously listed in the UPGRADES module.  My game started throwing an exception tonight out of the blue because of this, not sure why it started doing it, worked fine last night, I updated KSPI and then this.

For reference, here's what showed up in the log:

LOG 23:37:16.884] [KSPI]: PluginHelper indexed PARTUPGRADE wbiGuppy1 with techRequired fieldScience
[LOG 23:37:16.884] [KSPI]: PluginHelper indexed PARTUPGRADE wbiGuppy1 with techRequired advScienceTech
[EXC 23:37:16.886] ArgumentException: An element with the same key already exists in the dictionary.
	System.Collections.Generic.Dictionary`2[System.String,PartUpgradeHandler+Upgrade].Add (System.String key, .Upgrade value)
	FNPlugin.PluginHelper.get_PartUpgradeByName ()
	FNPlugin.PluginHelper.UpgradeAvailable (System.String id)
	FNPlugin.Wasteheat.FNRadiator.DetermineGenerationType ()
	FNPlugin.Wasteheat.FNRadiator.GetInfo ()
	PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part)
	PartLoader+<CompileParts>c__Iterator1.MoveNext ()
	UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress)

 

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On 8/10/2019 at 1:09 AM, MaxPeck said:

@Angel-125 think I found a typo in GuppyCab.cfg - you have PARTUPGRADE wbiGuppy1 twice at the end of the file.  I'm guessing it was supposed to be wbiGuppy1 and wbiGuppy2?  That's what's previously listed in the UPGRADES module.  My game started throwing an exception tonight out of the blue because of this, not sure why it started doing it, worked fine last night, I updated KSPI and then this.

For reference, here's what showed up in the log:


LOG 23:37:16.884] [KSPI]: PluginHelper indexed PARTUPGRADE wbiGuppy1 with techRequired fieldScience
[LOG 23:37:16.884] [KSPI]: PluginHelper indexed PARTUPGRADE wbiGuppy1 with techRequired advScienceTech
[EXC 23:37:16.886] ArgumentException: An element with the same key already exists in the dictionary.
	System.Collections.Generic.Dictionary`2[System.String,PartUpgradeHandler+Upgrade].Add (System.String key, .Upgrade value)
	FNPlugin.PluginHelper.get_PartUpgradeByName ()
	FNPlugin.PluginHelper.UpgradeAvailable (System.String id)
	FNPlugin.Wasteheat.FNRadiator.DetermineGenerationType ()
	FNPlugin.Wasteheat.FNRadiator.GetInfo ()
	PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part)
	PartLoader+<CompileParts>c__Iterator1.MoveNext ()
	UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress)

 

Exact same issue & error log here. I changed the advScienceTech part upgrade from wbiGuppy1 to wbiGuppy2 and now KSP finishes loading with the latest KSPIe (1.22.5.4)

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4 hours ago, Aerospacesmith said:

Exact same issue & error log here. I changed the advScienceTech part upgrade from wbiGuppy1 to wbiGuppy2 and now KSP finishes loading with the latest KSPIe (1.22.5.4)

I made the same change.  Weird that it suddenly started out of nowhere.  Buffalo hasn't updated recently, as far as I know...

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