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6677

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Everything posted by 6677

  1. The attachment nodes on the DROP are slightly too low on either end and cause the main collision mesh to collide with that of other parts, infact I'm yet to find a vanilla part it does attach to, some mod parts are still like it after fixing (showing their out aswell). Fix was easy. Raise/lower them a tiny amount.
  2. I have emailed tosh via the contact address he put in the original license attached to both source code and readme, no reply, no delivery failure notification either. I have contacted chicken_plucker about doing the uaz hatch anyway so if I do indeed get a complete model back from him (got a response about him working on it) then kudos to him. Once I get a less hacky implementation of context menus in CartCommand and the modded Uaz back I will be releasing the "1.4" plugin (I didn't like toshes naming system so will be going x.y.z personally). If there is later objection to the usage of the original models then I will have to swap them for new ones I guess.
  3. I was wondering why csc.exe didnt work on my system, too late though as I just bundled everything into a visual studio solution instead which is the IDE I like to use anyway so did the job fine
  4. I have taken it upon myself to work on a carts 1.4, so far I have added CartCommand into the standard build and done a bit of a hacky implementation of the context menu on CartCommand which I will of course be fixing. In future I may add electrical energy support etc. My main concern is model files. I am not a 3d modeller and tosh never left any soft of license for them. I want to redistribute the models as he has always done but what do you guys thing licensing wise, could I do that? Only change I was planning was seeing could someone add a crew hatch to the door of the Uaz (and maybe turn glass transparency off) so I could swap it over to be a CartCommand demonstration? Autostruts I have no idea what they do so that would be down to someone else.
  5. I fixed the plugins incompatibility with vanilla carts: http://kerbalspaceprogram.com/forum/showthread.php/22801-0-17-0-14-in-theory-untested-Bigtrak-Plugin-Conflict-FIX
  6. I do believe I may have tracked down the cause of the bug people are experiencing but have been lacking the time and motivation to fix it. Both the bigtrak and cart plugins define the same class structure however the classes in the cart plugin have context menu's whereas the ones in the bigtrak plugin do not. That in itself isn't the problem though. KSP loads the plugins alphabetically. The bigtrak plugin being CartCommand.dll under the mono string sorting would come after Cart.dll. Once again not a problem, the issue is that cart.dll goes off and defines a set of classes making up the plugin (including context menu's). CartCommand then comes along and over-rides the same classes with versions excluding the context menu's. End result, even with the 1.34 cart plugin installed you end up running 1.33 instead. Thought of a few fixes. 1) Rename CartCommand.dll to bigtrak.dll so it loads first. 2) Rename all the classes in the bigtrak plugin so they don't over-ride/aren't over-ridden by the cart plugin. 3) Create a universal plugin. Basically you would take the cart source, add a copy of the main Cart class and apply the changes of the bigtrak to it. This way you have both CartCommand and cart in 1 working .dll file with 1 set of classes, no over-writes anywhere. 4) Just update the bigtrak plugin to 1.34, should solve most problems straight off the beat. If your going to that effort though you might aswell apply patches 2 or 3 at the same time. Patch 1 can be done by end users, ie everyone already running this plugin just rename the .dll to bigtrak.dll and it should run fine. I haven't tested this so cannot guarantee a successful result and will not be liable for any damages to persistances files etc.
  7. The fuel tank is very weak on the demv mk2
  8. I have an xbox 360 pad all configured and ready to go (except walking on EVA, doesn't seem to work strangely, doesn't matter what buttons are assigned either) but I prefer mouse and keyboard.
  9. Harvester mentioned this tool once before. It is only available when Unity is running the game in debug mode. As we don't have the original unity project file (for obvious reasons) we can't use it. Also when fully compiling the project for other people to run it Unity doesn't include the debug tools resulting in us not having the orbit changer thingy as you call it
  10. I never touch mechjeb. The way I see it is that mechjeb is playing the game for you, all your doing is giving it a rocket and a set of orbital parameters for it to aim for, I don't want that. I want to be able to blame the fact I accidently knocked space a split second too early for the reason that my rocket failed to achieve orbit, or the fact that I was the one responsible for it being 5 degrees off etc.
  11. You have to download the old version and copy the puddle jumper from there
  12. I think it might be a carts and bigtrak plugin conflict, they both define the same classes both of which are slightly different, I think I have a solution to fix both carts and bigtrak but its just finding the time and motivation to sit down and do it (I'm thinking one universal plugin that covers both bigtrak and existing carts at once)
  13. Hehe, nice. I prefer incorporating the lil-trak as a spaceplane cockpit myself, looks bizarre but is more fun, dunno how far my current spaceplane would fly though, it needs constant user input and I can't be bothered to fly it, probably can't cross to the next continent.
  14. I beg to differ, I dropped it from 500m on kerbin, it landed wheels down and then exploded as I would have expected
  15. Your still wrong, it is a bug, even one notch from max thrust has a massively lower than intended fuel consumption
  16. I nearly bought a bigtrak IRL the other day, was in a clearance sale for £15, normally its in the £30 to £40 bracket. Decided that there wasn't any point. I like the lil'trak. Is it 2 pieces? (alternately I can probably recompile the cart+pod thing I did to be compatible with carts 1.33). Looks like it will should be alot lighter for planetary landings. Only thing we need now is a folding ramp to go on the back of the bigtrak so we can get the liltrak onto it
  17. Just an FYI, the cart plugin has been updated and now supports models made in the .mu format so ladders etc can now be added to carts (the mun rover ladder is now functional too ). Although I think the command pod and the big trak should stay as a 2 part set-up maybe the big trak base could be moved onto .mu so we can have some footsteps from the command pod?
  18. I reckon because we don't actually know whats at the center of a gas giant IRL that the ingame gas giants should have krakens at the center, actual krakens, just a little easter egg of sorts
  19. The ultra 5 has 2 ASASes, the effects don't stack, the more powerful one just over-rides the weaker one, its just added mass that you can live without to have 2
  20. The stock ship parts are in a proprietary format (.mu), as far as I know no one has managed to reverse engineer them back to a format you can use elsewhere, the demo version includes them as .dae files though (which I've only had limited success importing). Other alternative is to start from scratch...
  21. Its possible that someone could model them from scratch but it would be time consuming (don't look at me, I'm an awful modeler). I don't know if you would hit any intellectual property issues though, would be awesome to see though.
  22. Mod works fine for me, the .craft files are for KSP 14 though and the craft file format changed in 16 so they are incompatible.
  23. Underpowered decouplers is an easy fix, open the .cfg and increase the decoupling force. Done.
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