Jump to content

Dep_Opt

Members
  • Posts

    38
  • Joined

  • Last visited

Everything posted by Dep_Opt

  1. So, I've been playing around with some KF wheels and tracks, making a smallish rover designed as a utility vehicle, partly with the capability to drag things using KAS. I was trying to use gear ratio to increase torque to make it more capable of towing moderately sized objects around colonies, but it doesn't seem to change much. As it is, the rover could tug things forward a little with each run up, but would quickly stop without the momentum. Anyone have any advice on using this feature? Was I perhaps just being optimistic on what my little utility vehicle could drag (was attempting a ~5ton dead weight, as that is the kind of mass it needs to tow around)? Would more weight on the vehicle help by stopping slippage/increasing grip, or should I try scaling up the parts/using more (was a roughly 2 ton rover with unscaled tracks and truck wheels, tried medium and large unscaled tracks)? And is there any way to check the maximum wheel torgue from vehicle assembly, as swapping between that and launched takes a not insignificant amount of time with my rather old PC rig and that makes iterating designs a bit of a chore? I do have a backup plan if it turns out it's not possible without making the rover MUCH larger (The ground tether function on the USI Akita rover and KAS electric winches, lock to the ground and reel it over, move and repeat).
  2. I meant in the lithobraking, re-entry heat issue, Delta-V miscalculation, kraken attack, Dwarf Fortress sense of FUN.
  3. Good to know. This is always a fun time for all modders and mod users, and with large modlists the question of "which mod is broken now?" gets FUN.
  4. Slight issue; Installed via CKAN, textures aren't loading for any part save the cockpit. B9 part switch says it can't find them on load. What have I done wrong? EDIT: Manual install from Spacedock worked fine. Missing texture files in the version listed on CKAN?
  5. Small issue, not even a bug per se: the nodes on the Lynx Canine Adaptor aren't actually lined up right. On the Malemute side, it's too high. This has made progress on my double-ended CatDog rover stall somewhat... EDIT: So I've realised WHY they're set that way. Currently it makes the attachment nodes for the wheels all the same height. WHich is useful. And editing the model shape for the adaptor as opposed to just a quick moving the nodes takes a bit more work. Fair enough. Would be nice, but hardly a priority.
  6. So this helped. I left Kerbal where it is, but gave it exceptions under my antivirus. No issues since. Thank you all.
  7. https://www.dropbox.com/s/tz6hzeo31g8ue3v/output_log.zip?dl=0 Screenshot of GameData is in there. Don't worry about asking for the simple things, I have a sneaking suspicion I am being dumb somewhere anyway.
  8. So, with a hopeful heart I downloaded KAS 0.4.9 to keep up with the new update. ModuleManager is of course now in the download. Still the same issue. It only seems to affect KAS parts, as I can right click on stock parts to my heart's content.
  9. ModuleManager .dll placed into GameData folder. No change. I'm sure I'm missing something, but everything I can find to try and point me in the right direction seems to assume I know something that I don't, in actual fact, know. Sorry for being head-to-desk level dumb here.
  10. Hi. I, for whatever reason, can't right click on KAS parts either in the VAB or during EVA. I've tried a clean install and loading just KAS without any other mods as well, hoping to find a clash, but even then it's still giving me issues. I've triple checked that I'm putting folders in the right place and, as I said, did a clean install. I'm using steam, so it's x32 by default, and the most recent versions of everthing. OS is windows 7 Any help would be much appreciated, as this mod is in my eyes almost a requirement for KSP
×
×
  • Create New...