klgraham1013 Posted March 2, 2018 Share Posted March 2, 2018 Stop being so good at things. Quote Link to comment Share on other sites More sharing options...
sebam1975 Posted March 2, 2018 Share Posted March 2, 2018 Good job. You could upload some pre-designs (.craft file). I have problems to make them work. Quote Link to comment Share on other sites More sharing options...
GrandProtectorDark Posted March 2, 2018 Share Posted March 2, 2018 Using the claw mechanism as trailer hitch. Different kind of approach than how Felinerovers does it, but it's a pretty darn clever usage of stock stuff. I'd wish more people would have thought about doing it like this. Quote Link to comment Share on other sites More sharing options...
Bobomir Posted March 2, 2018 Share Posted March 2, 2018 Is there a bug? I am stucked at the runway, cannot move with those wheels. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted March 3, 2018 Author Share Posted March 3, 2018 @MaxPeck Well, there is truth in that @sebam1975 Maybe soon in the future, but I could help your problem if you want, you could ask for help here. @Bobomir Your wheels are sideways. Make sure the suspension is pointed downwards. It is quite difficult to tell so I might add a guide for that in the future. For now, the squarish corner of the attachment point of the suspension should be the top side. Quote Link to comment Share on other sites More sharing options...
Bobomir Posted March 3, 2018 Share Posted March 3, 2018 Thanks Quote Link to comment Share on other sites More sharing options...
GrandProtectorDark Posted March 3, 2018 Share Posted March 3, 2018 About the Wheel Issue. Some Kerbal Foundries Tracks/wheels have little "this way up" arrows which are only visible in the editor. Maybe you could take a look at how it is done there. Quote Link to comment Share on other sites More sharing options...
Sixshot Posted March 4, 2018 Share Posted March 4, 2018 (edited) Pictures from the 2018 Kaker Rally! Few Suggestions: Perhaps an Aircraft Handling Tug, Catering/Cargo Truck and/or Airstairs? Edited March 4, 2018 by Sixshot Images Broke Quote Link to comment Share on other sites More sharing options...
Mnh224 Posted March 4, 2018 Share Posted March 4, 2018 (edited) Maybe a fuel tank, like those on the trucks, that drift in the SPH, and a slim cockpit. Other things, could be more science-related parts and wheels. Edited March 4, 2018 by Mnh224 Quote Link to comment Share on other sites More sharing options...
GrandProtectorDark Posted March 4, 2018 Share Posted March 4, 2018 So, I've played around with this mod for a bit and can tell, those parts are pretty versatile for what they are. Little Fuel delivery truck Pimp my Ride, KSP edition. Personally, I do think that some small essentials are still missing. Things like large fuel containers, servicebay/cargobay(one that is modular extendable), and maybe an optional patch to apply KIS storage to the container. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted March 5, 2018 Author Share Posted March 5, 2018 @GrandProtectorDark That's the plan, I know that layer tag for that, I just gotta remember. And I do agree that there are parts that still need to be done. Though I just release early for a working version to be out. @Sixshot Airstair is totally planned, bet on it, it will be adjustable, I'll make sure of that. But the tug/pushback idea is kind of crossed out right now. The wheel and landing gear colliders don't behave well to being touched by another craft. Initial tests using Klaw yields explosions, and no docking occurred. @Mnh224 There are more parts to be added. Though the initial plan was actually to fit the 1.25m tanks in the vehicles (it does right now). We'll see in the future how it turns out. May be I could have a plan. Quote Link to comment Share on other sites More sharing options...
Dimas152 Posted March 9, 2018 Share Posted March 9, 2018 (edited) i have a suggestion how about u make a wider+taller parts so we can make trucks and buses (they don't have to be fit inside Size 2 Cargo Bays) also why the tow hitches won't articulate even after i enable free pivot? tq Edited March 9, 2018 by [INDO]dimas_1502 adding issue Quote Link to comment Share on other sites More sharing options...
theonegalen Posted March 9, 2018 Share Posted March 9, 2018 (edited) I'm having a lot of problems with z-fighting as I aasemble these. Am I the only one? Also, I can't figure out how to place the wheels,so that they both movw the vehicle and turn. Although this is on 1.4, so maybe that's the problem... EDIT: yes, the problem is 1.4, as the same craft that works in 1.3.1 does this in 1.4, although the z-fighting happens in both. https://i.imgur.com/i4QYMzI.png @blackheart612 Edited March 10, 2018 by theonegalen Quote Link to comment Share on other sites More sharing options...
Turtles4Life Posted March 10, 2018 Share Posted March 10, 2018 Love the mod! Can't wait to see it updated for 1.4!! (Btw you should also let us download that skycrane in the pictures!! Looks awesome!!) Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted March 10, 2018 Share Posted March 10, 2018 On 3/9/2018 at 5:11 AM, [INDO]dimas_1502 said: i have a suggestion how about u make a wider+taller parts so we can make trucks and buses (they don't have to be fit inside Size 2 Cargo Bays) also why the tow hitches won't articulate even after i enable free pivot? tq If you have KJR installed, that might be the cause of the hitches not articulating. My guess, anyway! Quote Link to comment Share on other sites More sharing options...
Dimas152 Posted March 11, 2018 Share Posted March 11, 2018 4 hours ago, AccidentalDisassembly said: If you have KJR installed, that might be the cause of the hitches not articulating. My guess, anyway! hmm i see but i have LBP and SMMarine, without them my ships would wiggle after launch Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted March 11, 2018 Share Posted March 11, 2018 Just now, [INDO]dimas_1502 said: hmm i see but i have LBP and SMMarine, without them my ships would wiggle after launch Add this to the KJR/Plugins/PluginData/config.xml (or roughly that folder location ,I can't remember): <string name="exemptModuleType6">ModuleDockRotate</string> You'll see a list of those exempt modules, add this one to it. (Make the number work for whatever else is in the list, I guess - don't know if it matters). I think that's the right module to allow the hitch to move again. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted March 11, 2018 Author Share Posted March 11, 2018 @theonegalen Indeed, I've tested on 1.4, there's quite a lot of fixes including Airplane Plus. This might take a while... @Turtles4Life The skycrane is in KerbalX, click my Kerbal Standard signature. And 1.4 has quite the issues, especially because Unity is finicky and there's a new version I need to have, might take a while + real life. Quote Link to comment Share on other sites More sharing options...
Turtles4Life Posted March 11, 2018 Share Posted March 11, 2018 1 minute ago, blackheart612 said: @theonegalen Indeed, I've tested on 1.4, there's quite a lot of fixes including Airplane Plus. This might take a while... @Turtles4Life The skycrane is in KerbalX, click my Kerbal Standard signature. And 1.4 has quite the issues, especially because Unity is finicky and there's a new version I need to have, might take a while + real life. Alright!! Thanks! Quote Link to comment Share on other sites More sharing options...
memeconnoiseur Posted March 13, 2018 Share Posted March 13, 2018 having a lot of fun with this mod so far: Quote Link to comment Share on other sites More sharing options...
DocMop Posted March 16, 2018 Share Posted March 16, 2018 (edited) I have kind of a bug report but with some caveats. KSP Version: 1.4.1 (yeah I know) KSPWheels (Kerbal Foundries) installed The Wheels rotate on the wrong axis while steering. You can steer the vehicle though (to some degree). Screenshot: http://steamcommunity.com/sharedfiles/filedetails/?id=1332862791 Edited March 16, 2018 by DocMop Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted March 18, 2018 Author Share Posted March 18, 2018 Release 2.0 Here's the port and update for 1.4.x, and it's only for 1.4.x because of the features introduced to the version integrated within the mod itself. Go check them out when you download. Here's the changelog also on the OP: Updated to 1.4.x - Added G1 Access Ramp Added G1 Vehicle Command II Added G1 Service Command Added G1 Mini Service Command Added G1 Vehicle Passenger Habitat Added G1 Hatch Back Added Modular Platform Cap Added Modular Platform Cap Half Added G1 Service Bay Added G1 Hybrid Cell C - Added TR-1L 22.5" Ruggedized Vehicular Wheel Added TR-1L 25" Ruggedized Heavy Duty Wheel - Renamed TR-1L Ruggedized Vehicular Wheel to TR-1L 25" Ruggedized Vehicular Wheel - Fixed Modular Chassis Segment A-Half clipping on other parts Fixed Wheels on port to 1.4.x - Added Part Variant switcher to all parts I hope you all enjoy! Quote Link to comment Share on other sites More sharing options...
memeconnoiseur Posted March 18, 2018 Share Posted March 18, 2018 On 26/02/2018 at 12:24 AM, Daniel Prates said: What a most needed mod! Kudos! The parts look very handsome too. Actually, they look just right: stockalike enough to fit the rest of the game. An idea: modular tank hulls. BDA needs one of those. We already have tons of guns ans turrets, and tracks thanks to kerbal foundry, but little to put them on to. @Daniel Prates I agree with the whole stock alike tank hulls idea but: BDarmory weapons are built to human scale (for some reason) so there a bit bigger than stock craft which I think would ruin the design and BDarmory's going through a large damage system overhaul at the moment that requires parts to have hitpoints and armour calculations which I'm not sure @blackheart612 is really wanting to add right now. still, good idea. Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted March 18, 2018 Share Posted March 18, 2018 3 minutes ago, memeconnoiseur said: @Daniel Prates I agree with the whole stock alike tank hulls idea but: BDarmory weapons are built to human scale (for some reason) so there a bit bigger than stock craft which I think would ruin the design and BDarmory's going through a large damage system overhaul at the moment that requires parts to have hitpoints and armour calculations which I'm not sure @blackheart612 is really wanting to add right now. still, good idea. Great, lets see how this evolves. Actually I was not even thinking about damage models, only something that looked like a proper tank hull. And yes, the parts size is indeed a bad match! Ladies and gentleman, the best thing that the koviet east-keuropean auto industry can give you: the kerbal yugo! THE KUGO! Quote Link to comment Share on other sites More sharing options...
memeconnoiseur Posted March 18, 2018 Share Posted March 18, 2018 28 minutes ago, Daniel Prates said: Great, lets see how this evolves. Actually I was not even thinking about damage models, only something that looked like a proper tank hull. And yes, the parts size is indeed a bad match! Ladies and gentleman, the best thing that the koviet east-keuropean auto industry can give you: the kerbal yugo! THE KUGO! However, I did strap some BDarmory warheads to a rocket-assisted rally car and used it as a high-speed driftable car bomb. now THAT was fun. Also, digging the new parts. Now I can reenact Speed (the movie)! P.S. Lada is best Quote Link to comment Share on other sites More sharing options...
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