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Everything posted by linuxgurugamer
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I code, and never learned to model. Which leads to my problem: I am updating an older model which has two parts, each with two wheels attached. Due to the new wheel modules, this won't work anymore. The wheels need to be removed and made into individual parts, so each of the original parts will end up being two parts; the axle aND a wheel which gets attached to each side. It's possible that the wheels are the same on both of the original parts. Anyone care to help?
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[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I just removed that link, now there is only a single link to what will be renamed to be a standard install -
FASTCORP Autogarage - Real Cars for KSP!
linuxgurugamer replied to fast_de_la_speed's topic in KSP1 Mod Releases
I just tried using this on a 1.2 install. Cars just sat there, using a/d made the wheels tilt in odd directions, I could see the wheels spinning, but no movement. Also, the wheels are sunken in the runway about 1/3 of the way. This was the 2a version Any ideas? -
I'm working on updating an old mod for 1.2. So far it's mostly working, except for two parts. These parts are truck bases, and each one has two wheels, one on each side. Here is the old code from the cfg file (I've commented it out in the file): // MODULE // { // name = ModuleWheel // hasMotor = true // resourceName = ElectricCharge // resourceConsumptionRate = 0.7 // canSteer = true // controlAxisType = Forward // steeringModeType = AutomaticSteer // brakeTorque = 35 // brakeSpeed = 0.1 // impactTolerance = 800 // overSpeedDamage = 50 // // WHEEL // { // wheelName = wheel // wheelColliderName = wheelCollider // suspensionTransformName = suspensionTraverse // suspensionNeutralPointName = suspensionNeutralPoint // damagedObjectName = BustWheel // rotateX = 1 // rotateY = 0 // rotateZ = 0 // } // WHEEL // { // wheelName = wheel001 // wheelColliderName = wheelCollider001 // suspensionTransformName = suspensionTraverse001 // suspensionNeutralPointName = suspensionNeutralPoint001 // damagedObjectName = BustWheel001 // rotateX = 1 // rotateY = 0 // rotateZ = 0 // } // steeringCurve // { // key = 0 20 // key = 10 5 // key = 30 2 // key = 50 1 // } When I tried to add 2 ModuleWheelBase modules, I get the following error: Can't add 'KSPWheelController' to KSCTruckAxleNarrowComplex because a 'KSPWheelController' is already added to the game object! A GameObject can only contain one 'VehicleBase' component. (Filename: Line: 97) NullReferenceException: Object reference not set to an instance of an object at KSPWheelController.Create (UnityEngine.Rigidbody rb, UnityEngine.GameObject host, UnityEngine.GameObject wheelColliderHost) [0x00000] in <filename unknown>:0 at ModuleWheelBase.wheelSetup () [0x00000] in <filename unknown>:0 at CallbackUtil+<WaitUntil>c__IteratorF5.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename Since I can't add two ModuleWheelBase modules, is there any way to control the two wheels, or are these parts dead and unrecoverable? Also, if someone could point me to the wheel documentation, that would be helpful. Thanks in advance
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
linuxgurugamer replied to SuicidalInsanity's topic in KSP1 Mod Development
I am. Hope to have a beta release next weekend- 862 replies
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There are nearly 300 parts in this. I'm a mother 2/3 of the way through. Other than bug fixes, this is at the opening of my list. I'm hoping (cross your fingers) to have an initial beta next weekend or so. It going well, but very tedious. Please wait until I release a 1.with beta Last count, about 25 or so. The count has dropped since antenna range isn't needed, what I dropped were the AR mm cfgs Also, when the is done, I'm moving on to the full LLL mod
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[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Great, so I'll undo that patch I made for the next release -
The Ui Flicker Bug - In stock
linuxgurugamer replied to Tr1gg3r's topic in KSP1 Technical Support (PC, unmodded installs)
It's a stockish bug, and according to two of the developers, it's been found and fixed. -
Cool. Ummm. @5thHorseman
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Don't bother. RPM is in a maintenance mode while @MOARdV is working on a new mod to eventually replace it. Unless there is an overriding reason, he has stated that he is not going to add any new features to this.
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[1.12.x] Part Commander Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
All of my mods are done. -
Exception: MissingFieldException
linuxgurugamer replied to klesh's topic in KSP1 Technical Support (PC, modded installs)
Looks like you have a 1.1.3 mod on a 1.2 install -
[1.1.3] Part Wizard (1.2.5) [22-Jun-2016]
linuxgurugamer replied to ozraven's topic in KSP1 Mod Releases
@ozraven You need to fix a problem in the ToolbarWrapper.cs, see this post for more info: -
[1.12.x] Part Commander Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks. and I have others I need to fix as well. Will take a day or so to get them all done. appreciate the heads-up -
The Ui Flicker Bug - In stock
linuxgurugamer replied to Tr1gg3r's topic in KSP1 Technical Support (PC, unmodded installs)
I saw after I posted Great!