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fast_de_la_speed

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Everything posted by fast_de_la_speed

  1. Gotcha! However, to keep myself from getting backed up I'm going to limit each pack to 5 cars. Yours will be in the pack after next, if I can find models
  2. Yes, thank KSP's physics for that. Try pressing caps lock for precision controls or using a game controller for finer car controlling and less rolling.
  3. open settings.cfg in your favourite text editor ctrl-f type "wheel" (without quotes) press enter it should find it
  4. Ah... an update... I think we all expect one soon Is there any specific model of pickup truck you'd like? there's tons and tons of models available to download
  5. LOL, sure If you need some help please PM me so there's no thread spam Thanks! It was such a surprise!
  6. Nope, not yet. I'll be rescaling the models down to that in the next release, which will come in a bit because I've got exams to study for.
  7. If you look at the OP, I simply commented out the line in every car that makes the cars require intake air in the cfg. It's all functional, you just have to uncomment it. As for the wheelcollider thing, it does not work. the only solution is changing the values in the config (which sucks) I'll try and see if I can find a model for the Atom.
  8. Attention! The mod is released! Please do not comment on this topic and use the new one instead.
  9. Real Cars for KSP! Hey there! FASTCORP is back once again with a brand new mod: the Autogarage! The Autogarage is a compilation of real-life vehicles converted for use in KSP! I don't know if you got the memo, fast_de_la_speed, but it's Kerbal Space Program, not Kerbal Auto Program! Yes, of course. I knew that. However, I felt that it would be excellent if I could have a way to pick up landed Kerbals too close to pick up by plane and too far to walk. Also, it's for speedily tackling those long off- (or on-) Kerbin rover trips in style. So tell me more about this mod. Certainly! First off, none of the vehicles in the first release are originally created. They are converted from to KSP, from GTA format (or others), and used with proper permission. Take a look at the albums to check out the vehicles. Forums wont embed for some stupid reason so just click the links to be taken to the page Release 1 Release 2 Release 3 Most of these vehicles have alternate textures, using FSTextureSwitch from Firespitter. Almost all of the vehicles have an internal model, and most of them have a functional steering wheel, speedometer, fuel meter, and a car key, using RasterPropMonitor. The key is used to turn on the "engine", which works just like the Rovers'N'Roadsters mod. The Jeep Wrangler does not have any internal props at the moment. Most vehicles have toggleable headlights and work great at night. If you have TextureReplacer installed, vehicle side mirrors will have world reflections! What's New: All tires have been moved to the new "ground" category. Mach 5 model looks smoother. Vehicles added: Porsche 944 Turbo, VW Bus, Tesla, KITT, a Crown Victoria, F-1 1949, Corvette '59, BMW GTR, the Ecto 1, and a large Peterbilt truck. Last major update, bug fixes and compatibility updates from now on. Totalling exactly 200mb, this is the largest mod i have created. Nov 23rd update: changed the configs to allow tires to be unlocked at the start Prerequisites (1.1 ONLY!) Download Download RasterPropMonitor for functioning steering wheels, car keys, and dashboards, Firespitter for colour changing, and Texture Replacer for reflective mirrors. Spacedock MEGA MEGA - Singular downloads Anything else? Yes! Please remember to press the 'S' key right after selecting a tire in the SPH, or the tire will be rotated incorrectly and not work. Also, because KSP is not made for vessels such as cars, the tires will have wonky physics in certain situations! Lastly, think being able to drive a Corvette on the Mun is ridiculous? Simply go into the "body.cfg" of the vehicle and remove the '//' from each line in INPUT_RESOURCE: Remove these vv //INPUT_RESOURCE //{ // name = IntakeAir // rate = 0.0005 //} License This mod is licensed under CC-BY-NC-ND.
  10. Good! the forester is not going to be included because I screwed up the model and I want this to be released so it's going to come later. I'm just finalizing and fine tuning the rest of the cars (finalizing internals and making sure everything is perfect) the cars should be out in a couple days.
  11. yes, I am hoping to make some contracts that will require you to race or something. I've also thought that they could be used to recover kerbals that are too close to fly but too far to walk, yknow? (for people that don't want to use the recover option, like me)
  12. It should work, as none of the names of any props have changed between 1.0 and 1.1, and ASET hasn't been specially updated for 1.1 (also sorry for the spoiler below this, the forum editor on android doesn't let you delete it)
  13. @Galenmacil I actually don't know how to disable the interior Kerbal model. it's been bugging me too, especially in developing the Rovers and Roadsters internals. Maybe somebody with plugin writing skills could implement this fix. (as well as fixing the ridiculous clipping distance in the new version, I can't zoom in too close without seeing that nasty "inside-the-kerbal" view, who thought that was a good idea?)
  14. if you have ASET it should trump over the other cockpits as I don't think there are any other ASET based patches for the Mk1 and Mk1 inline. If that does not work, open the MMASET.cfg file and remove :Final from the two lines that have it, and it should work.
  15. yep! but I'm busy with other projects right now so I've put this on hold. don't worry, I haven't forgotten
  16. Hmm.. I don't have OSX, but I would simply place the Mk1RPMInternal folder into Gamedata. I don't know why you don't have anything in the ASET folder, did you extract files properly? I have heard that OSX will overwrite entire folders with same names and not merge them like windows. Try to go into the ASET zips and copy the folders inside GameData/ASET into Kerbal Space Program/GameData/ASET
  17. Do you want any specific land rover models? any specific Alfa Romero models?
  18. Hmm, I have added the switch here yet i still get the warnings seen here. I have no sound or alarm with or without the switch, and in the Mk1 standard the switch does nothing but fill an empty space, as there is no warnings like in the inline. One audible alarm I have heard is a high G alarm, but nothing for negative vertical speed, only these visuals
  19. I think you should go to the ASET author. I just tried it out, and it did show warnings, but it wasn't particularly annoying to me. If there was a sound, then maybe.
  20. Hello to all who view this thread! This mod is being discontinued. It was a fun, silly, should-exist-just-because mod. Thanks to all for enjoying it
  21. these don't work with 1.1. Wheels changed, so I've got to remake them. I found a Subaru forester, I'll include it in the 1.1 package. (these new wheels are driving me nuts)
  22. Yep! there was going to be a total of 6 for the release before, but now I've got to remake those 6 for 1.1. Also, people are going to be able to request cars, and if I find a model for them, I'll put it in.
  23. yep! blender is a pretty powerful tool. and yes, I have heard, and I'm working on them right now!
  24. @Ghosty141 I totally know that feel, that's why this mod exists!
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