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Everything posted by Tokamak
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
Tokamak replied to nightingale's topic in KSP1 Mod Releases
Huh. Then I wonder what went wrong. Perhaps the passengers were no longer flagged as belonging to an active contract? If it happens again I'll poke at it more.- 697 replies
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
Tokamak replied to nightingale's topic in KSP1 Mod Releases
With Contract Configurator, and this contract pack installed, what is it that actually triggers the "load (tourist) passengers" dialogue on the launchpad or runway? I'm constantly having trouble with that dialogue not coming up when I am ready to launch the tourism mission, even though it had come up previously for other missions. My save file has been edited probably more than is healthy for it, because of all of the glitches with contracts when I upgraded to 1.1.3 (which we worked out in the other thread) so I'm not trying to get you to troubleshoot the problem for me, I'd just love to know what sections of the save file to even look at. I at least don't SEE anything in the actual contracts themselves that looks like it ought to make the dialogue not come up.- 697 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Tokamak replied to nightingale's topic in KSP1 Mod Releases
Something at the back of my mind is telling me that I once saw contracts that had a small chance of a tourist joining your crew. Am I imagining things? A bit of googling has not let me find it.- 5,201 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Tokamak replied to nightingale's topic in KSP1 Mod Releases
Okay. Thank you so much for the help. It really did look like your mod was the cause, and no disrespect was meant. For that matter, saying "please fix your mod" as opposed to just uninstalling it does show how much it adds to gameplay.- 5,201 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Tokamak replied to nightingale's topic in KSP1 Mod Releases
Oh wow. That's not right. I'll delete that and see if it helps. If that was it, I'll report it to them- 5,201 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Tokamak replied to nightingale's topic in KSP1 Mod Releases
At least on mine, there are no duplicates in the settings window.- 5,201 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Tokamak replied to nightingale's topic in KSP1 Mod Releases
I did the experiment of deleting the duplicated bit you pointed out. After doing that contracts seem to work properly, until I exit and reload. On loading the game again, I am in the same weird state in which CapCom shows all of the contracts that I accepted before reloading the game... but the vanilla kerbal mission system does not show them as active anymore. On checking the save file, I find that the contracts are again stuck in the ContractPreLoader scenario instead of ContractSystem. They are all there, just not being recognized by the game. Also, the repeated contract weights are back, even though I deleted them.- 5,201 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Tokamak replied to nightingale's topic in KSP1 Mod Releases
I'm certainly not trying to pester you, I hope that's clear. I'm just trying to be useful and infodump as much information as I can, to be helpful for whenever you do work on this. Some of this involves CapCom, but I'm just using that together more information about what is going on My game is now in a weird state that might be useful for you to see. When I am in the Space Center scene: - According to the vanilla contract list, I have no contracts. - According to the CapCom mod window ( http://forum.kerbalspaceprogram.com/index.php?/topic/107789-113-capcom-mission-control-on-the-go-v23-6-21-2016/ ) all of the contracts that I previously had added agreed to are all there. - According to the debug window's contracts list, I have no active contracts, but a number of offered ones. - According to CapCom, I have a HUGE list of offered contracts, many of which are duplicates, and most of which are not shown by the debug window However, when I am inside the VAB: - Both CapCom and the vanilla contract window show no contracts. - CapCom shows no contracts offered or completed either. The same is true of the debug window's contract list. In the Mission Control scene: - The debug window and the available contracts list agree Since my contracts were clearly SOMEWHERE, because CapCom was showing them, if only in the Space Center, I did some searching through my save and found them all stored in the ContractPreLoader scenario, rather than the proper contract list Files from when my game was in this odd state: https://www.dropbox.com/s/9ja0f7dqobm5o65/output_log after contracts disappeared.txt?dl=0 https://www.dropbox.com/s/wwjt2mm07ugxak8/persistent after contracts disappeared.sfs?dl=0 I hope this is helpful!- 5,201 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Tokamak replied to nightingale's topic in KSP1 Mod Releases
https://www.dropbox.com/s/pmp4dz1elnt7klu/output_log.txt?dl=0 https://www.dropbox.com/s/1zi52qv8hbpgaz2/persistent.sfs?dl=0 Possibly relevant bit, to save you time: [INFO] ContractConfigurator.ContractConfigurator: Contract Configurator 1.13.0 loading... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [INFO] ContractConfigurator.LoggingUtil: Loading DebuggingConfig node. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) ContractConfigurator.LoggingUtil: No debugging config found! LogLevel set to INFO (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractConfigurator+<GetAllTypes>d__28`1[ContractConfigurator.ParameterFactory].MoveNext () [0x00000] in <filename unknown>:0 Rethrow as Exception: Error loading types from assembly ThrottleControlledAvionics, Version=3.1.0.0, Culture=neutral, PublicKeyToken=null UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.<GetAllTypes>d__28`1:MoveNext() System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext() ContractConfigurator.ContractConfigurator:RegisterParameterFactories() ContractConfigurator.ContractConfigurator:Update() (Filename: Line: -1) ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractConfigurator+<GetAllTypes>d__28`1[ContractConfigurator.ParameterFactory].MoveNext () [0x00000] in <filename unknown>:0 Rethrow as Exception: Error loading types from assembly Launchpad, Version=5.3.2.0, Culture=neutral, PublicKeyToken=null UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.<GetAllTypes>d__28`1:MoveNext() System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext() ContractConfigurator.ContractConfigurator:RegisterParameterFactories() ContractConfigurator.ContractConfigurator:Update() (Filename: Line: -1) ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractConfigurator+<GetAllTypes>d__28`1[ContractConfigurator.ParameterFactory].MoveNext () [0x00000] in <filename unknown>:0 Rethrow as Exception: Error loading types from assembly BDAnimationModules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.<GetAllTypes>d__28`1:MoveNext() System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext() ContractConfigurator.ContractConfigurator:RegisterParameterFactories() ContractConfigurator.ContractConfigurator:Update() (Filename: Line: -1)- 5,201 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Tokamak replied to nightingale's topic in KSP1 Mod Releases
I'm having the same error in my logs. In my case the problem is manifesting in the form of all of my contracts, offered, accepted, AND completed just completely disappearing. Even when I load an older save that I know has those contracts, KSP eats them and generates new ones on load. I'll attach logs and saves shortly; I'm currently waiting for kerbal to start up, which takes ages. However, looking through my previous log file, I did find something that might be relevant. Once the save file loads, this appears: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Cannot find a Module of typename 'contractScenario' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) ScenarioModule is null. As well as this: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) 6/27/2016 5:15:58 PM,ContractModifier,No Parameter Type Of Name [ParameterDelegate`1] Found... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) 6/27/2016 5:15:58 PM,ContractModifier,No Parameter Type Of Name [CountParameterDelegate`1] Found... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) 6/27/2016 5:15:58 PM,ContractModifier,No Parameter Type Of Name [All] Found... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) 6/27/2016 5:15:58 PM,ContractModifier,No Parameter Type Of Name [ParameterDelegate`1] Found... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) 6/27/2016 5:15:58 PM,ContractModifier,No Parameter Type Of Name [ParameterDelegate`1] Found... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) And finally, this: Saving Achievements Tree... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Input is null at System.Environment.get_StackTrace() at ConfigNode.CleanupInput(System.String value) at ConfigNode.AddValue(System.String name, System.String value) at ContractConfigurator.Parameters.Docking.OnParameterSave(.ConfigNode node) at ContractConfigurator.Parameters.ContractConfiguratorParameter.OnSave(.ConfigNode node) at Contracts.ContractParameter.Save(.ConfigNode node) at Contracts.ContractParameter.Save(.ConfigNode node) at Contracts.Contract.Save(.ConfigNode node) at ContractConfigurator.ContractPreLoader.OnSave(.ConfigNode node) at ScenarioModule.Save(.ConfigNode node) at ProtoScenarioModule..ctor(.ScenarioModule module) at ScenarioRunner.GetUpdatedProtoModules() at Game.Updated() at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode) at KSCPauseMenu.<draw>m__88C() at DialogGUIButton.OptionSelected() at DialogGUIButton.<Create>m__809() at UnityEngine.Events.InvokableCall.Invoke(System.Object[] args) at UnityEngine.Events.InvokableCallList.Invoke(System.Object[] parameters) at UnityEngine.Events.UnityEventBase.Invoke(System.Object[] parameters) at UnityEngine.Events.UnityEvent.Invoke() at UnityEngine.UI.Button.Press() at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent() at UnityEngine.EventSystems.StandaloneInputModule.Process() at UnityEngine.EventSystems.EventSystem.Update() (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Input is null at System.Environment.get_StackTrace() at ConfigNode.CleanupInput(System.String value) at ConfigNode.AddValue(System.String name, System.String value) at ContractConfigurator.Parameters.Docking.OnParameterSave(.ConfigNode node) at ContractConfigurator.Parameters.ContractConfiguratorParameter.OnSave(.ConfigNode node) at Contracts.ContractParameter.Save(.ConfigNode node) at Contracts.ContractParameter.Save(.ConfigNode node) at Contracts.Contract.Save(.ConfigNode node) at ContractConfigurator.ContractPreLoader.OnSave(.ConfigNode node) at ScenarioModule.Save(.ConfigNode node) at ProtoScenarioModule..ctor(.ScenarioModule module) at ScenarioRunner.GetUpdatedProtoModules() at Game.Updated() at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode) at KSCPauseMenu.<draw>m__88C() at DialogGUIButton.OptionSelected() at DialogGUIButton.<Create>m__809() at UnityEngine.Events.InvokableCall.Invoke(System.Object[] args) at UnityEngine.Events.InvokableCallList.Invoke(System.Object[] parameters) at UnityEngine.Events.UnityEventBase.Invoke(System.Object[] parameters) at UnityEngine.Events.UnityEvent.Invoke() at UnityEngine.UI.Button.Press() at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent() at UnityEngine.EventSystems.StandaloneInputModule.Process() at UnityEngine.EventSystems.EventSystem.Update() (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Input is null at System.Environment.get_StackTrace() at ConfigNode.CleanupInput(System.String value) at ConfigNode.AddValue(System.String name, System.String value) at ContractConfigurator.Parameters.Docking.OnParameterSave(.ConfigNode node) at ContractConfigurator.Parameters.ContractConfiguratorParameter.OnSave(.ConfigNode node) at Contracts.ContractParameter.Save(.ConfigNode node) at Contracts.ContractParameter.Save(.ConfigNode node) at Contracts.Contract.Save(.ConfigNode node) at ContractConfigurator.ContractPreLoader.OnSave(.ConfigNode node) at ScenarioModule.Save(.ConfigNode node) at ProtoScenarioModule..ctor(.ScenarioModule module) at ScenarioRunner.GetUpdatedProtoModules() at Game.Updated() at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode) at KSCPauseMenu.<draw>m__88C() at DialogGUIButton.OptionSelected() at DialogGUIButton.<Create>m__809() at UnityEngine.Events.InvokableCall.Invoke(System.Object[] args) at UnityEngine.Events.InvokableCallList.Invoke(System.Object[] parameters) at UnityEngine.Events.UnityEventBase.Invoke(System.Object[] parameters) at UnityEngine.Events.UnityEvent.Invoke() at UnityEngine.UI.Button.Press() at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent() at UnityEngine.EventSystems.StandaloneInputModule.Process() at UnityEngine.EventSystems.EventSystem.Update() (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Just thought those might be useful to flag- 5,201 replies
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Ah, okay. I see. Thanks. I didn't run across that note.
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I'm sorry to be a pain and ask on the forum, but I've been googling for a while, and all of the information I can find seems to be outdated and refer to options that are not there. I am trying to link two craft together with a pipe, to transfer fuel between them. Both ships have ports on them. I have my kerbal right click on one port, select "link", go to the other point, select link... This forms a visible grey pipe between the two craft, but it does nothing, they are not docked. The pipe just moves freely like a string between the ships with no solidity. I'm not completely clear what I'm doing wrong
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I've been reading through the information on the wiki, and am gradually understanding this mod better. A couple questions though: (yes, I did try google first) 1: The Kolonization Statistics window doesn't seem to ever display anything, no matter what SOI I am on. There is also never any information in the planetary logistics window, or the orbital logistics window, even when I have set up logistics consumers, warehouses, and everything is demonstrably sharing resources. 2: I'm a bit unclear on what the "cultivator" is meant to be, or at least how it is different from a regular greenhouse. Not in terms of game mechanics, but what it represents. 3: Work space efficiency seems fiddly but interesting... but I haven't yet found any way to just view general information about how much work space there is, and what modifiers that is producing, and whatnot on an actual vessel.
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Fair enough. I think I need to go back and RTFM more carefully. One last thing I'm slightly confused about, though. The presence of recyclers on a craft also does not change the supplies based time estimate, but I thought understood that recyclers in effect reduce consumption. Is that just not taken into account in the time estimation, or have I misunderstood? This mod is amazing, just very, very complicated. @.@
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Oh right. I may have gotten kind of blinded by science and forgotten that simple ratio. But isn't the capacity of my greenhouses also important? If I have four kerbals, but my greenhouses are capable of growing enough food to keep three kerbals alive perpetually, then the math gets more complicated. Or is that just a case where the answer is "don't do that then"?
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I apologize if this has been asked before, but I've tried googling and seem to be unable to find the right search terms. Is there any sort of VAB/SPH mission planner for USI-LS/MKS? Some other life support mods have information windows that tell you useful things like how long your kerbals will live with the current supplies unless resupplied, and that sort of thing. Am I just missing that, or will I have to break out the calculator? Edit: Durr, I am dumb. I was looking in Blitzy's Toolbar, where some other UKS buttons are, but the main one I was asking about here is in the default toolbar. Edit the second: Actually, I am still a bit confused. I'm not sure how to take into account the effect of greenhouses producing supplies, and that sort of thing. Perhaps I'm just being thick, but adding or removing an Agricultural module doesn't seem to have any effect on the estimated survival times. I feel like I'm missing something.
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I did some more poking around, and it's not just Kerbalism. An awful lot of parts do now show up when I search for their names. I can find them my browsing, but entering their names in the search bar produces no results. Is there a name-search database that I need to do something to rebuild, or something?
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I'm trying to follow the new ground base mission chain, and I'm a bit confused. I'm on the "scout for a suitable location to build a base" mission. I've landed my craft, changed its type to "rover", and all of the mission objectives are complete except for the last one: "Searching for suitable site 00:02:00". The check box for that one is unchecked, and the timer is not incrementing. I'm sure it's something I'm doing wrong, but I'm not quite clear on what it expects from me. Edit: Oh, I see... the timer just wasn't VISIBLY counting down. The goal triggered after a bit.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Tokamak replied to nightingale's topic in KSP1 Mod Releases
I love this mod, and the variety of interesting contract packs for it. It is REALLY cool to have goals set for me that I might not have thought of myself. I am having a reoccurring problem, though. It happens with contracts of all sorts that require me to dock with, and stay docked with a vessel for some amount of time, like the "bring tourists to visit station" contracts. After docking, the mission parameter "vessl: xxx station" remains unchecked, and there is a note in blue text saying "no vessel currently matching parameters", which persists even if I undock and re-dock. Basically, mission parameters that have to be completed on a specific vessel seem to break, and decide that the vessel in question doesn't exists, especially if docking is involved. Do you have any ideas as to what I ought to look into, or what information would be useful to send to you? Thanks for you time, and for the cool mod!- 5,201 replies
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Awesome, thanks. I was curious to know if there was a plan to support it by default, but that is still quite useful.
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I'm still playing with this mod, and still loving it! Sorry if this question has been asked before, but I'm curious... will there be a way to make oxygen, with a greenhouse or similar, instead of just needing huge numbers of little tanks? That's the one thing that can be a bit difficult.
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I've got an odd situation here. I have a station with loads of empty living space and entertainment. I checked in the build planner, and the kerbalism vessel status window confirmed that after launch, but for some reason something glitched, and now the station is listed as having "living space: cramped", "entertainment: none" and "shielding: none". I've even confirmed that they are in a part with 6 units of shielding, and tried moving them in and out of it, as well as into and out of the gravity wheel, hoping that would trigger some sort of reassessment of the craft's status, but no luck. Is there a way to force a refresh/update of the ship's life support status? Failing that, I could edit the save file, but I have had no luck finding where the relevant data would be. In the save file, the entertainment modules are still on the parts in question, as is the shielding resource. Any thoughts on where I should look? I'm not expecting you to fix it for me, I'm just seeing if I can get some info from you to help me fix it myself. https://www.dropbox.com/s/qr4hhh47mfwax5i/quicksave.sfs?dl=0 https://www.dropbox.com/s/y9kz8wk51n8vgcs/Fullscreen%20capture%205272016%2054736%20PM.bmp.jpg?dl=0
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So far this mod is working pretty well for me. The one thing that is a little tough for long missions is oxygen. I'm using the default profile, and with 5 kerbals 8 large tanks only gets me about two years. I trust that the consoumption rates and what not are good, but I was wondering if there were any plans for being able to add additional scrubbers, or having greenhouses contribute to oxygen? Edit: Derp. I'm not the only one to make that suggestion. Consider this a "yeah, that" vote, but no need to respond
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parts [1.2] Karibou Expedition Rover [0.3.0]
Tokamak replied to RoverDude's topic in KSP1 Mod Releases
Derp. That was right under my nose. I saw the name but I was assuming it was just the individual craft name, not the name of the parts mod. I will go look for that and download it -
parts [1.2] Karibou Expedition Rover [0.3.0]
Tokamak replied to RoverDude's topic in KSP1 Mod Releases
Makes sense. That appears to be what I will do. What mod are the parts from that little 10 wheeled rover from? It looks neat