JH4C Posted April 23, 2018 Share Posted April 23, 2018 Oh! I'm using 1.4.2, if that makes any difference. When the current draw remained on, it was directly related to speed: a small amount of speed, a small amount of draw (even if I'd not triggered the motor and it was due to gravity). SAS and all other electrical items were believed off to ensure I was only seeing what I needed to see. Still, as I've been unable to recreate it, I just can't be sure. AviationLights and SurfaceLights both include lights that change the colour of the lenses without the use of additional mods, so it is possible. But now I've installed those, I'll just switch over to them as it's simplest. Thanks for explaining the rest. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted April 23, 2018 Share Posted April 23, 2018 49 minutes ago, JH4C said: Oh! I'm using 1.4.2, if that makes any difference. When the current draw remained on, it was directly related to speed: a small amount of speed, a small amount of draw (even if I'd not triggered the motor and it was due to gravity). SAS and all other electrical items were believed off to ensure I was only seeing what I needed to see. Still, as I've been unable to recreate it, I just can't be sure. AviationLights and SurfaceLights both include lights that change the colour of the lenses without the use of additional mods, so it is possible. But now I've installed those, I'll just switch over to them as it's simplest. Thanks for explaining the rest. SXT (Lack's Stock Extension) has a cluster of truck parts also in the KSC style (they almost look identical), that still contain bumper parts that include working brake lights (with red glow and lens). In the mean time that will work fine! Quote Link to comment Share on other sites More sharing options...
Damon Posted April 28, 2018 Share Posted April 28, 2018 Ghidorah 9 booster spotted! Quote Link to comment Share on other sites More sharing options...
PowerPlay Posted May 3, 2018 Share Posted May 3, 2018 @blackheart612 I have a bug or sth where the wheels don't seem to work and they just spin in one place... what do i do ? Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted May 3, 2018 Share Posted May 3, 2018 2 hours ago, PowerPlay said: @blackheart612 I have a bug or sth where the wheels don't seem to work and they just spin in one place... what do i do ? They're probably installed "upside down" -- KSP wheels only affect/interact with the ground on the "bottom", even though there's a big, round wheel. Look in the editor for how the suspension is situated, and make sure the part that hooks onto the chassis is higher/in the "up" position. Ideally, @blackheart612 can add a visual "this end up" graphic for the editor view. Quote Link to comment Share on other sites More sharing options...
PowerPlay Posted May 4, 2018 Share Posted May 4, 2018 @Beetlecat thx it worked im sorry but im quite new to ksp Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted May 4, 2018 Share Posted May 4, 2018 1 hour ago, PowerPlay said: @Beetlecat thx it worked im sorry but im quite new to ksp No worries at all-- this problem with wheels on vehicles is pretty common on these kinds of mods, and I think everyone puts them on upside down at first since that's often how the editor "grabs" them to place them on the craft. Quote Link to comment Share on other sites More sharing options...
Antik Posted May 19, 2018 Share Posted May 19, 2018 (edited) Can you clarify some things about the hatchback- is it supposed to be so you can't place anything inside, unlike in storage trunk? And if you somehow drop or move something inside, you can no longer interact with it (e.g., right-click), although geometry collision is still registered. So, is this a bug/shortthink or intended behaviour for now? And if it will be "fixed", did you consider making slightly longer version, so KIS container can be fully fitted inside? Also, is there supposed to be fuel cell in G1 Service Bay- it's currently commented-out in .cfg- or it will be/was scrapped completely? Edited May 19, 2018 by Antik Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted May 19, 2018 Share Posted May 19, 2018 (edited) 6 hours ago, Antik said: Can you clarify some things about the hatchback- is it supposed to be so you can't place anything inside, unlike in storage trunk? And if you somehow drop or move something inside, you can no longer interact with it (e.g., right-click), although geometry collision is still registered. So, is this a bug/shortthink or intended behaviour for now? And if it will be "fixed", did you consider making slightly longer version, so KIS container can be fully fitted inside? Also, is there supposed to be fuel cell in G1 Service Bay- it's currently commented-out in .cfg- or it will be/was scrapped completely? That's an in interesting find. It would be nice to have additional power options, the current fuel cell components are chunky. Charge storage (battery) winds up being pretty limited, too. I often mix and match with the SXT vehicle components to get the battery storage features. Edited May 19, 2018 by Beetlecat Quote Link to comment Share on other sites More sharing options...
Antik Posted May 20, 2018 Share Posted May 20, 2018 Uuh, in terms of small batteries available under this mod, i think that they are merely the "buffer" and not the primary source of power for wheels, and it is intended to run fuel cells all the time or very, very often. Until any official explanations i'll take this feature as a way to simulate workings of internal combustion engine with some sort of flywheel-type storage. Quote Link to comment Share on other sites More sharing options...
XmxldyX Posted May 20, 2018 Share Posted May 20, 2018 Whats The Name Of The Part For The Ramp? Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted May 21, 2018 Author Share Posted May 21, 2018 @Antik Hatchback is meant to be a hatch... on the back. Which you can open and attach things inside. Kind of like a service bay for rockets. You're supposed to attach experiments there as it's made for career. @Beetlecat Well, it's just that the hybrids consume too much fuel for power right now. It's true that the electricity stored are in a way, just a buffer. An ever expandable buffer. What is needed is more ways of attach hybrid engines to a Grounded Vehicle. I need it to not be easily attached so placing it anywhere couldn't be exploited, though. @XmxldyX The one attached to the vehicle driving towards the Airliner in the OP? It's the G1 Access Ramp. Quote Link to comment Share on other sites More sharing options...
Antik Posted May 21, 2018 Share Posted May 21, 2018 Yes, i got that it's a service bay for ... "cars". But i actually can't attach anything inside, not in editor nor in field via KIS. Even when hatch is open, things can still be attached only to outside, as is there were a glass panel under the hatch. Tried both in editor and with KIS, with and without angle snap; things offsetted inside became untouchable- can't right-click on em. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted May 22, 2018 Author Share Posted May 22, 2018 On 5/22/2018 at 12:27 AM, Antik said: Yes, i got that it's a service bay for ... "cars". But i actually can't attach anything inside, not in editor nor in field via KIS. Even when hatch is open, things can still be attached only to outside, as is there were a glass panel under the hatch. Tried both in editor and with KIS, with and without angle snap; things offsetted inside became untouchable- can't right-click on em. I tested em and it works but indeed, it seems like the cover's collider does not animate with the mesh when it opens. For now, you can attach and interact with things inside it by clipping the camera inside. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted May 22, 2018 Share Posted May 22, 2018 On 5/21/2018 at 9:27 AM, Antik said: Yes, i got that it's a service bay for ... "cars". But i actually can't attach anything inside, not in editor nor in field via KIS. Even when hatch is open, things can still be attached only to outside, as is there were a glass panel under the hatch. Tried both in editor and with KIS, with and without angle snap; things offsetted inside became untouchable- can't right-click on em. 10 hours ago, blackheart612 said: I tested em and it works but indeed, it seems like the cover's collider does not animate with the mesh when it opens. For now, you can attach and interact with things inside it by clipping the camera inside. I also find a "part commander" type mod really useful for this type of scene. It's also far more convenient than having to manually click all the little science parts, or find the docking port I want to disconnect, etc. Quote Link to comment Share on other sites More sharing options...
Kerbinchaser Posted May 24, 2018 Share Posted May 24, 2018 We need kerbal emergency vehicles! On 4/28/2018 at 8:29 AM, damonvv said: Ghidorah 9 booster spotted! WHOA. Just of curiosity, does the booster texture change after reentering or do you need to configure it in the VAB? Quote Link to comment Share on other sites More sharing options...
Damon Posted May 24, 2018 Share Posted May 24, 2018 1 hour ago, Lo Var Lachland said: We need kerbal emergency vehicles! WHOA. Just of curiosity, does the booster texture change after reentering or do you need to configure it in the VAB? I change it in-flight during landing. Quote Link to comment Share on other sites More sharing options...
Barzon Posted May 24, 2018 Share Posted May 24, 2018 how do you do that? Quote Link to comment Share on other sites More sharing options...
Damon Posted May 24, 2018 Share Posted May 24, 2018 1 hour ago, Barzon Kerman said: how do you do that? just right click the tank and change the texture, only works if you have B9PartSwitch. Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted May 25, 2018 Share Posted May 25, 2018 Hey @blackheart612, I made and published a custom ribbons mod for 'final frontier', you know, medals badges and whatnot. For the ground vehicles badges, I used a grounded-looking image: Hope you approve! Btw, here is the mod: Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted May 25, 2018 Author Share Posted May 25, 2018 12 hours ago, Daniel Prates said: Hey @blackheart612, I made and published a custom ribbons mod for 'final frontier', you know, medals badges and whatnot. For the ground vehicles badges, I used a grounded-looking image: Hope you approve! Btw, here is the mod: 100% Approved Quote Link to comment Share on other sites More sharing options...
JRR Posted June 9, 2018 Share Posted June 9, 2018 On 5/24/2018 at 1:11 PM, Lo Var Lachland said: We need kerbal emergency vehicles! WHOA. Just of curiosity, does the booster texture change after reentering or do you need to configure it in the VAB? KSO has Emergency veichles (Cop car, firefigther truck, and an ambulance Helicoptter), tough it has gone without updates I hope Grounded adds Car parts and a few more texture colours, couple that with ''Strobe-O-Matic Warning Rotator Lights'' and you can build a wide array of emergency vehicles Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted June 26, 2018 Author Share Posted June 26, 2018 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. Quote Link to comment Share on other sites More sharing options...
Trevisan Posted June 28, 2018 Share Posted June 28, 2018 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 Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted June 28, 2018 Share Posted June 28, 2018 Oh my, what's this? Al Kapone's old car found in Abandoned KSC: Quote Link to comment Share on other sites More sharing options...
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