Jump to content

keenguitar

Members
  • Posts

    17
  • Joined

  • Last visited

Posts posted by keenguitar

  1. Bumping, as it's ridiculous that what is probably the best-looking wheel ever made for KSP is so overlooked.

    Thanks, I appreciate your feedback. I am working on something bigger this vacation.. but soon college will start and I won't have time most probably. I am working on a full Lunar Roving Vehicle. Here is a render I made with Blender:

    E8K37aU.png

    Yes that's just the new wheels which are a bit lower and have a bit more detail. A normal map from a higher poly model would probably be suited well with the Wheel cover.

    One day I'll finish this pack. I hope I will be the first to do the LRV idea, but if not, I'll know it will be something I'm happy with.

  2. That's what Infernal Robotics is for! ;)

    On a more serious note, these wheels are awesome, added that final touch to my LRV replacing the stock wheels. Time for some RSS moon missions!

    Very nice LRV there, but I made an update to the wheels, you should try the new update. It added some details to the wheel cover and the rim.

  3. I'd like it a bit more if the copper was aged/dinged slightly, but those are still very nice wheels. Good work!

    I made an update to the wheels, now the wheel cover has extra details (through normal map) including fine imperfections. They still look brand new. It's not like Jeb made them.

  4. To other modders: Feel free to include my mod in any of your mod packs , mentioning that it's mine.

    I won't make many mods and I don't think I'll ever have a pack of parts so if you think this one fits with your pack you can just include it, so it gets a broader audience.

  5. Munar Rover Wheel

    diVv0CB.png

    A rover wheel inspired by the Lunar Roving Vehicle.

    1024px-Apollo15LunarRover.jpg

    Imgur Album

    Javascript is disabled. View full album

    License: CC BY-SA 4.0

    88x31.png

    You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.

    If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original.

    Dropbox

    Curse Page

    KerbalStuff Page

  6. Hmm, I'm running into trouble after accepting a Rover mission to chart Kerbin. The completion counter hangs at 37%, and anytime I mouseover the contract button in the top right, the game hangs for a few minutes. Checking the task manager, I see that the memory usage to KSP is going up with the cpu pegged to 50% (i.e. all of 1 core). After a few minutes it'll start working again, but by then it will have allocated anther 2-300k of RAM. Over the last hour of playing, I've got 1 GB extra memory allocated in this way. I checked KSP.log, and I get a bunch of 'Skipped frame because GfxDevice is in invalid state (device lost)' while it hangs. I hadn't seen any of these problems before starting to work on the rover contract, though I have had the mod installed for a few days (I just unlocked rovers today). Any ideas on what is going on for me?

    I just had this bug as well and I can confirm it. The only difference is that I didn't have any completion counter show up.

  7. I've done the mission in which you have to capture an asteroid and bring it in orbit around Kerbin, and I encountered a bug. Basically as soon as I grabbed the asteroid I completed the contract, even though I was on an escape trajectory out of Kerbin's SOI.

    Images:

    0QIFzhM.jpg

    H1kNgtA.jpg

  8. It is possible that the loading of the mod might have passed some threshold, or perhaps your GameData folder is configured improperly, how many mods are you running? Also, are you running 64 bit?

    I have these mods: Environmental Visual Enhancements, Astronomer's pack, Raster Prop Monitor, Kerbal Alarm Clock, Kerbal Engineering Redux, KW Rocketry and Texture Replacer.

    Your mod worked perfectly for me with the 32 bit version of the game and it gave me that bug for the 64 bit version. I've actually had encountered an issue with 64 bit so I will use 32 bit for now and will use your mod. There are also many small annoyances with 64 bit so I guess I won't be trying it again until the next hotfix/update.

    I made a logic error, with "0 times out of 2 without the mod I had no trouble" I wanted to say I didn't have trouble without the mod.

  9. At the time of this bug, did you have a rover contract active? Was that contract active for Kerbin? If not, then this bug is unrelated to the contract mod. There is no code that runs in those circumstances, and that vessel would fail any checks that would run code, as it doesn't have wheels on it.

    I didn't have a rover contract active, but I did have one available to accept. I tried this save file with and without your mod, 4 times out of 4 with the mod installed I had the bug, 0 times out of 2 without the mod I had the bug. If you just don't want to look at it that's fine by me, it's your mod.

  10. I found a bug with your mod, with the Kerbal Rescue Mission, when you try to board a Kerbal onto a vessel he stays on EVA and he boards the vessel at the same time, resulting in a duplicate kerbal inside the vessel, which you can then EVA, and you have 2 Kerbals with the same name.

    Images:

    Fp3RAPp.jpg

    fencdKu.jpg

    You also cannot recover anything, I don't know if it's caused since the EVA bug or if it's like that the whole time.

    I uploaded my save file for you to test this bug. In the save file you have to go to the Rescue Sattelite Lander and then you can reproduce the bug from there.

    I've managed to reproduce the bug constantly with the mod, but not at all without it.

    EDIT: Only the 64bit KSP version reproduces this bug, 32 bit has no such problem.

×
×
  • Create New...