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TouhouTorpedo

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Everything posted by TouhouTorpedo

  1. the framerate has dropped for me slightly, but the startup time has improved significantly.
  2. Late as I am to this thread, this particular post did strike a nerve with me. You are aware that there are exclusive testing teams working with Squad, right? The game used to be like you describe, once upon a time, in that the whole community were the testers and builds were always available. However there were too many complaints of bad builds and this ended. To be honest, I do prefer the -idea- of the way things are now, as I don't want to play a wonky version, I'd rather wait for the actual thing. But 0.20 has obviously highlighted some issue with the Quality Control, be it in either the bug reporting mechanisms, the testers themselves, or rushing out to meet some internal deadline.
  3. Do you have Mumech.dll in your plugins folder? Take it out of there if you do, thats known to do this kind of thing. Though to be honest, I'm really not sure what could have caused exactly what you describe here. Yeah, thats a carry over from the old mod versions. It shouldn't be in the latest packs - the old included ships used Legacy Multiwheels, and I haven't got around to making newer ships with Multiwheels 0.5.
  4. What 42undead2 said partly, and partly because I don't beleive sufficeint information is easily available on the new CFG system to make it worth the transfer. Its not even clear how cfg override works yet, and that was supposed to be one of the crowning features of the new system.
  5. Unzip the whole file in the KSP root folder, so the folders in the zip merge with those in the KSP root folder. Do not try and manually place files from these mods, it is intended that the mod components go where they are supposed to when unzipped.
  6. This is what I changed to make it 0.20 compatible. MK3 IVA could have been made to work as it was before yes, but not everyone would have been able to do that. It now works immediately after download in 0.20.
  7. Dunno where you get that idea from, for me it leaves no parts whatsoever in the VAB/SPH. mumech is pretty wonky now I'd say.
  8. All mods have been updated! Changes : MK3 IVA v1.2 - is now compatible with 0.20 Changed directory structure in .zip and edited included cfg MK3 Expansion pack v1.2 - now compatible with 0.20 Converted rocketfuselage to .mu and fixed adapdecoupler cfg MK4 Fuselage system v1.2 - new part - Front Cargo Bay Guppy Door! New part added Modular Multiwheels v5.2.0 - now compatible with 0.20 and new part - Dual landing gear pods! Converted 1-2 adapter to .mu, Converted Wheeltruss to .mu, New part added New parts can be seen in the image below: Enjoy, thats my long weekend off work put to good use... lol
  9. All mods are updated, now starting the long boring repacking process. They still run legacy CFG mode at this time, but it isn't causing any problems. (mods not starting is due to mumech.dll no longer being 0.20 compatible)
  10. So, looking up I did have a part I'd started working on to do a better MK4 Fuselage door, so I've got to work on making it functional. Texture is a bit rubbish, the shape doesn't really work too well with solid lines so i'll probably take the panels off the top. It doesn't get quite as low on the ramp as the rear door does down to how it works, but still gets some reasonable clearance. An album too, of a quick test - http://imgur.com/a/vLfu5 I got the 2.5m in there, but didn't get a chance to test if it'd come back out for reasons which will prove obvious.
  11. 2m stuff can only just fit through the door with a lot of wiggling. since you've got a very long 2m payload I can see why you'd have got stuck. I'd hoped a lot more people would have picked up on the MK4 fuselage design and it'd have become more diverse, but only B9 so far has added to the standard. I've got quite a few mods I'm working on already, (getting stuff up to date) so I don't have time to work on a door for that at the moment. Its something I'll keep in mind, but for now are there any modders you're chummy with, or do you think you might have the ability to do it? I've got the dev kit for those parts in this thread.
  12. No, you shouldn't need anything else unless you run legacy multiwheels (0.4). The current version (0.5) includes its own plugin, and doesn't need anything else for the wheels to work. R4M0N made mechjeb. DYJ just made another use for one of its modules.
  13. Those claiming it doesn't work are still trying to run it with mumech.dll - sadly that plugin doesn't work anymore and stops any parts from loading whatsoever. Without mumech.dll everything works but the trailer hinges.
  14. I'm a bit polar with ship naming. Its either dead serious purposeful naming, or rather stupid purposeful naming. I believe I did fill those seats at some point. Meep unfortunately does not have an audiable warning device. Perhaps someone should plan to make that in future too?
  15. Though having said that, I did some testing on the new wheel type. It is MUCH more tolerant to clipping than any other I've done so far. It is normally set a lot further out, but if placed upsidedown on a small truss, then flip the truss, you can embed the wheel. And it doesn't bug out when this is done, either. This way you can set the wheel as a pod like in the earlier screenshots, or embed like shown here. I'm thinking of making the entire lower half of thermal tiles and its upper half of the normal panel style for its final look.
  16. I've actually experimented with that before. If you're careful, it can be done with regular landing legs or struts. Doing skid gears properly might be tricky but is an interesting idea I might keep in mind for the future. Current ideas aside from fixing things are : drag rudders landing skid droop nose cockpit
  17. Not without some big plugin changes no. I might look into those in the future though.
  18. Yeah thats my thoughts about it. The plugin doesn't like it when you clip the gear through the craft, so sticking stuff through your craft for radial attachment tends to create large expanding dust clouds where your craft used to be. (also ugly anyway) So figured its time for a compact radial wheel mount. This uses the same size wheel as the current small gear, only it uses two of them. Its around 0.5m in width and height. Also, I do wish I made two posts at the start of this thread, because I've started making a guide to using my plugin for your own mods, which I'll put in a thread somewhere. For now, heres an image that'll help aspiring users for Modular Multiwheels 0.5, who've wanted to make their own wheels. For anyone who's made landing gear you may find this layout familiar - its practically identical, save for the steeringAxis transform. For knowing how to modify the actions of the wheels, look at the existing CFG's or checkout the source code included with the mod, the definitions at the top of the code will let you know default values and what you can change.
  19. Working on a little something to get back into the swing of modding again. texture is placeholder and its way basic compared to what I want it to be yet.
  20. Currently making a buglog/needed updates here for the different mods in 0.20, heres what I have so far : Modular Wheels - PARTIALLY OPERATIONAL IN 0.20 Find a replacement for Mumech.dll to run the hinges, using this now breaks the game (but you can still use the wheels without it, just not the hinges) Update the 1-2 offset adapter to .mu, as .DAE seems to no longer be fully compatible (shader fails) Fix tailwheel texture MK3 IVA - NON-FUNCTIONAL Fix altogether, doesn't work yet. MK3 Expansion - OPERATIONAL, GRAPHICAL/ALIGNMENT BUGS Update the rocket fuel tank to .mu, as .DAE seems to no longer be fully compatible (shader fails) Fix MK3 - 2.5m adapter nodes, doesn't line up anymore (no idea how thats managed to happen) MK3 C7 crew cabin - WORKS FINE! MK4 Fuselage system - WORKS FINE! None of them are updated yet to new CFG system. I've heard reports that mods aren't working without the new CFG system. If they are not, please report what OPERATING SYSTEM you are using. I think this is bug with KSP that back compatability is not working as it should be. If that is so, the developers need to know about it.
  21. Ah that, thats Multiwheels (all versions) However, it relied on Mumech.dll which doesn't work in KSP 0.20. so you're out of luck there unless you still have KSP 0.19.
  22. I can't see why you'd be able to do that with my pack at all. I guess just look closely at scotts video or ask there which ones he used? I beleive there was an anti-gravity part made by Tosh a long time ago, but I don't maintain that. You'll have to search if you want that.
  23. I'm still confused why some people can't load the parts without a cfg update. I've got it running fine here by literally just unzipping the files of the current version to KSP root directory as normal. Are you all running different OS versions of the game? I'm wondering if the back compatability is broken on linux or mac versions of KSP 0.20. Though the tailwheel is indeed broken, given it loads its textures the same way as the other parts in the mod though, I really have no idea whats happened here.
  24. Ah jeez, didn't know this. I'll see if the old Mechjeb dll works. I can't see why it shouldn't. If it does I'll talk to R4M0N about potentially packing it or ripping the module. Ripping the module would benefit the mod anyway, as it could potentialy be tweaked (ie get rid of the GUI, since it isn't needed for this purpose)
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