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bmaltby

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    Curious George
  1. First, thanks for the hard work you do to make this and your other great mods. I've just started playing around with them and I really appreciate the attention to detail and innovative ideas. On to the less smiley part of the post: I downloaded the pathfinder starter base craft from the wiki and found that it wouldn't load in the VAB or SPH due to locked or invalid parts. It turns out that the newest version of the Buffalo mod has changed the name of the trailer hitch from WBI.TrailerHitch to WBI.TrailerHitch2. A simple change to the craft file resolved the problem. Below is the diff (technically fc) output: Comparing files PathfinderStarterBase.craft and PATHFINDERSTARTERBASE.CRAFT.BROKEN ***** PathfinderStarterBase.craft 1785: link = WBI.Flatbed1uStd_4294287864 1786: link = WBI.TrailerHitch2_4294275550 1787: link = WBI.OmniWheel_4294222292 ***** PATHFINDERSTARTERBASE.CRAFT.BROKEN 1785: link = WBI.Flatbed1uStd_4294287864 1786: link = WBI.TrailerHitch_4294275550 1787: link = WBI.OmniWheel_4294222292 ***** ***** PathfinderStarterBase.craft 1791: attN = top,WBI.Flatbed1uStd_4294287864 1792: attN = back,WBI.TrailerHitch2_4294275550 1793: attN = front,WBI.Chassis2u_4294293906 ***** PATHFINDERSTARTERBASE.CRAFT.BROKEN 1791: attN = top,WBI.Flatbed1uStd_4294287864 1792: attN = back,WBI.TrailerHitch_4294275550 1793: attN = front,WBI.Chassis2u_4294293906 ***** ***** PathfinderStarterBase.craft 2672: { 2673: part = WBI.TrailerHitch2_4294275550 2674: partName = Part ***** PATHFINDERSTARTERBASE.CRAFT.BROKEN 2672: { 2673: part = WBI.TrailerHitch_4294275550 2674: partName = Part ***** Thanks again for all your hard work!
  2. @Vorg I'm not sure if it is a stock contract or not, I do have the SCANSat and Grand Tours contract packs installed. I had a fuel tank with a Poodle for my transfer/capture/deorbit stage, just blew it off at the last minute because it was empty and it was throwing off my balance with the VTOL thrusters.
  3. First let me say, I love the Karibou, great model, the wheels are a bit funky, but in every way your parts have made my KSP surface exploration more entertaining. Hopefully I'm not re-asking an existing question here. I accepted a contract to land an outpost on Minmus. I built an awesome conglomeration of parts, including the Karibou VTOL engines and the Karibou rover wheels. I landed it on Minmus with like 500dV of fuel to spare! Now everything in the contract is completed, except for the part requirement "Have motorized wheels." Looking at my save file under that contract I have PARAM { name = MobileBaseParameter state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 } I don't know if it is possible to work around this so that your wheel parts satisfy this requirement, but it would be handy if they did. For now I will probably just fudge my save file and move on, but I thought I'd mention it here in case it was an easy fix. Thanks again for the awesome mods, keep up the great work!
  4. I still don't seem to have received any kind of activation e-mail from the bugtracker site, in spite of requesting another one twice. Who is this Ted that I should PM?
  5. Thanks, I am awaiting activation of my account in order to file the bug.
  6. I am experiencing this issue as well. I initially plugged in a USB Xbox controller thinking it might make control easier, but I found that I couldn't get it calibrated well enough. Essentially my control would always drift with a bit of yaw or roll no matter how big I set the dead zone to. While I never tried plugging the controller in AFTER starting KSP, which I could see causing problems, I still have the automatically rewritten settings.cfg file problem whenever I start KSP WITHOUT the controller plugged in ever since my initial attempt. I have noticed that there is still a whole controls sections dedicated to the game controller in the default settings.cfg which is overwriting my custom one. It seems as though perhaps when you set the controller axes up in the settings they are somehow being incorporated into the default settings.cfg file and if they are not extant in your custom file that file is then overwritten. I am going to attempt to troubleshoot this a bit further and post a bug report. [EDIT] After some digging I found and replaced this code in my settings.cfg: AXIS_PITCH { PRIMARY { name = Controller (Afterglow Ga. axis = 1 inv = False sensitivity = 1 deadzone = 0.2422314 scale = 1 group = 0 modeMask = 7 } with this code from my backed up settings from prior to the attempt at gamepad use: AXIS_PITCH { PRIMARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } This, so far, appears to be the only section requiring a tweak. My game now saves settings normally.
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