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Angelo Kerman

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Everything posted by Angelo Kerman

  1. I can fix the crew transfer problem but the original problem with the Grizzy will return. Thoughts?
  2. Ok, I think I might have fixed it in the latest WBT. Give this a try, it is a pre-release of WBT 1.2.2.
  3. No worries, it's an issue in Wild Blue Tools. What version of WBT do you have?
  4. Well some good news at least, I found and eliminated some NREs in Wild Blue Tools and eliminated the Input is null errors. Next update will have those fixed. But also ran into problems with crew transfers not working between the crew cab and command cab. It stems from the fix I did to make grizzly wheels work. I will likely revert the fix and see what else I can do to make the grizzly wheels functional. @nexus9d be sure to update to the latest version of the Buffalo: https://github.com/Angel-125/Buffalo/releases/tag/v0.2.13 Without that you may as well uninstall the mod, because I only support KSP 1.1.2 and Buffalo for KSP 1.1.2
  5. Could you please delete the log or hide it behind the hidden text fields? And post the entire log file on Drop Box or something. There's not enough there for me to tell what is going on.
  6. The seat inventory issue should get fixed next release of WildBlueTools.
  7. I should have that fixed in the next update. The NREs aren't fatal, but I'll look into it.
  8. I keep both Pathfinder and Buffalo in sync. Easier on my sanity that way.
  9. Looks cool! Glad you're having fun. Once I get the Saddle and Switchback 2 sorted out, it should make base building easier again.
  10. Buffalo doesn't do anything with TweakScale, maybe remove that Examples.cfg?
  11. I've noticed those too, they started showing up when KSP 1.1 arrived. I'm still tracking done the root cause. Does not seem to affect game play that I've seen though.
  12. First! Or something... Makes me think: what if Kerbulus is the result of Kenlie's overactive imagination, like Michael Crichton's Sphere?
  13. Looks like there are still some issues with Pathfinder working with KIS. I just tried the Saddle and it attaches just fine, albeit floating above the surface. The Switchback 2 appears below the ground, then pops in and won't attach. I'll need to speak with the KIS folks to figure out what's going on. Stay tuned.
  14. Hm, ok, I'll have that sorted in the next update. Thanks for the feedback.
  15. Not sure how to describe it. You add details to your work that are interesting to look at and creatively break up the typical cylinder design. It keeps my eyes wandering over the models instead of "yup, seen that" that happens with things I've done. Again not sure how to describe it, but it's one of those things that you know it when you see it.
  16. Heh, yeah, I had an idea to do the MOL for a long time but the project was always on the backburner until relatively recently. I started fleshing things out when I realized that MOLE could take the place of Pathfinder's orbital elements and save me a lot of duplicate effort. There are similarities but that is inevitable given that we all work from the same source material. That's similar to how there are several ISS mods, some russian station mods, SLS mods, and so forth. It all depends on what people are looking for. The quality of your work is stunning though, I have seen art directions in your work that I would not have thought of given that I still think like an engineer.
  17. MOLE is still in development, but it lets you create early to mid game space stations. It has parts to build stations, a Gemini-like command pod, 1.875m fuel tanks, an inflatable space dock (for use with Extraplanetary Launchpads), and more.
  18. For awhile this sounded like some kind of code phrase, heh!
  19. Argh. I actually had it changed to 2000 before the whole 1.1.1/1.1.2 business. I had to both change the model and the static break force on the Saddle and Switchback 2. Thanks, I didn't realize that about the survey module. I'll add crew capacity and an IVA to it in the next update. For now you could change the crew capacity to 1 and add: INTERNAL { name = mk1PodCockpit } for a temporary IVA. And thanks for the info about the Switchback. I don't know what causes it to be a locked part but I'll see what I can figure out.
  20. Hey all, I know that @RoverDude added some hooks into the game for inflatable modules, but there wasn't much on what those hooks specifically were. One I just found is Part.habitableVolume, and I know you can call Part.SpawnIVA() and Part.DespawnIVA(). I'm wondering if there are other hooks. Specifically, is there a way to tell the editor to get rid of available crew slots?
  21. Here's how WBILight does it: https://github.com/Angel-125/WildBlueTools/blob/master/Parts/WBILight.cs
  22. Hopefully 0.9.22 will help: - Fixed an issue with the Switchback sliding around after being bolted to the ground. - The original model for the Switchback is back temporarily to help allieviate some of the issues found. - All buffalo parts now have drag cubes.
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