nascarlaser1 Posted September 20, 2016 Share Posted September 20, 2016 what is the emergency shelter for other then roleplay? Also, will I need a LS mod for this? Thanks! Link to comment Share on other sites More sharing options...
DStaal Posted September 20, 2016 Share Posted September 20, 2016 46 minutes ago, nascarlaser1 said: what is the emergency shelter for other then roleplay? Also, will I need a LS mod for this? Thanks! The emergency shelter is for roleplay - or if you have USI-LS installed, in which case it adds some nice habitation. But you don't need a LS mod in general - the mod just has the shelter (and a few other parts) that support it. Link to comment Share on other sites More sharing options...
nascarlaser1 Posted September 21, 2016 Share Posted September 21, 2016 22 hours ago, DStaal said: The emergency shelter is for roleplay - or if you have USI-LS installed, in which case it adds some nice habitation. But you don't need a LS mod in general - the mod just has the shelter (and a few other parts) that support it. oh ok. I hope this gets updated for 1.2! Link to comment Share on other sites More sharing options...
goldenpsp Posted September 21, 2016 Share Posted September 21, 2016 7 minutes ago, nascarlaser1 said: oh ok. I hope this gets updated for 1.2! Not a problem. If it's made by Roverdude you can expect it will be ready on 1.2 release day. Link to comment Share on other sites More sharing options...
RoverDude Posted September 21, 2016 Author Share Posted September 21, 2016 Yup. 1.2 version is already done just getting the last mod of mine (MKS) ready then I can launch all of this stuff Link to comment Share on other sites More sharing options...
nascarlaser1 Posted September 21, 2016 Share Posted September 21, 2016 4 minutes ago, RoverDude said: Yup. 1.2 version is already done just getting the last mod of mine (MKS) ready then I can launch all of this stuff yay! this is going to be one my first 3 mods ever! (after kis/kas of course) Link to comment Share on other sites More sharing options...
Mekan1k Posted September 30, 2016 Share Posted September 30, 2016 (edited) Um... I am in 1.1.3, and I can't get the wheels to work. I mean, they work, I can drive, but they do not retract. Or extend. If there is a fix, or a known conflict that causes this, please tell me. Edited September 30, 2016 by Mekan1k Link to comment Share on other sites More sharing options...
goldenpsp Posted September 30, 2016 Share Posted September 30, 2016 1 minute ago, Mekan1k said: Um... I am in 1.1.3, and I can't get the wheels to work. I mean, they work, I can drive, but they do not retract. Or extend. read back. known issue. Should be fixed in the 1.2 release. Link to comment Share on other sites More sharing options...
Mekan1k Posted September 30, 2016 Share Posted September 30, 2016 8 minutes ago, goldenpsp said: read back. known issue. Should be fixed in the 1.2 release. Thanks. And, for those of us that want to hotfix it, change these lines in the KER_Wheel_01.cfg file: animationTrfName = RoverWheel2_C animationStateName = StowKaribouWheels Link to comment Share on other sites More sharing options...
maja Posted September 30, 2016 Share Posted September 30, 2016 3 minutes ago, Mekan1k said: Thanks. And, for those of us that want to hotfix it, change these lines in the KER_Wheel_01.cfg file: animationTrfName = RoverWheel2_C animationStateName = StowKaribouWheels Be aware, that wheels can be stuck in "Deploying..." or "Retracting..." state. The animations are finished, but they state isn't changed to "Deployed" or "Retracted". The fix is to edit the state of a wheel in the quicksave file and to reload. Link to comment Share on other sites More sharing options...
Vhaegrant Posted September 30, 2016 Share Posted September 30, 2016 On 9/21/2016 at 11:39 PM, RoverDude said: Yup. 1.2 version is already done just getting the last mod of mine (MKS) ready then I can launch all of this stuff Any plans for a master pack of all the USI mods (especially the vehicle mods) or will you stick to individual releases? Link to comment Share on other sites More sharing options...
RoverDude Posted September 30, 2016 Author Share Posted September 30, 2016 To be determined Link to comment Share on other sites More sharing options...
TopHeavy11 Posted October 2, 2016 Share Posted October 2, 2016 (edited) So I'm gonna go out on a limb here and say your real name is Bob Palmer, @RoverDude. It was kinda obvious. Edited October 2, 2016 by TopHeavy11 Link to comment Share on other sites More sharing options...
RoverDude Posted October 2, 2016 Author Share Posted October 2, 2016 Yup, no surprise there Link to comment Share on other sites More sharing options...
RealGecko Posted October 3, 2016 Share Posted October 3, 2016 I've noticed that both Karibou and Malemute wheels do not have ModuleWheelDamage, any plans to add? Link to comment Share on other sites More sharing options...
RoverDude Posted October 3, 2016 Author Share Posted October 3, 2016 Undecided - tho the Karibou has the model in place Link to comment Share on other sites More sharing options...
maja Posted October 3, 2016 Share Posted October 3, 2016 Will this mean an end to low gravity high speed jumps? You can even survive jumps over the edge of craters on the Mun in 20 m/s without wheel damage with a little help of MechJeb stabilization (tested with Karibou) Link to comment Share on other sites More sharing options...
RoverDude Posted October 11, 2016 Author Share Posted October 11, 2016 NEW VERSION FOR KSP 1.2 IS UP! Also - if you want to grab the entire USI Constellation in a single zip... head over here: https://github.com/BobPalmer/USI_Constellation/releases/ 0.3.0 - (KSP 1.2) ------------------ The Karibou wheels can be retracted again! Link to comment Share on other sites More sharing options...
AzraelDR Posted October 13, 2016 Share Posted October 13, 2016 Good day, I've installed the USI Constellation Pack, and when I looked at the stock tech tree in Career mode, the Karibou Rover parts are located in the Advanced Construction node. Is this a conscious choice? It seems out of place as the Akita and Malemute parts are located in the Field Science Node. I had assumed that the Karibou, being the largest rover among the three in the USI Constellation, would be mostly located in the Advanced Motors node, the node after field science. Link to comment Share on other sites More sharing options...
Daylen Posted October 14, 2016 Share Posted October 14, 2016 I love this mod but with the 1.2 update it doesn't seem to charge via any means. I've even gone as far as putting the Leviathan Solar Panel on board but no charge. The only time i managed to get the thing to charge back used power was to use small attached jet engines, which seems weird to me. This could just be my game (it's been really buggy since the 1.2 release) but thought id pipe up and ask if there is a workaround?? Karibou is a must-have for my new construction attempt Link to comment Share on other sites More sharing options...
PayadorPerseguido Posted October 14, 2016 Share Posted October 14, 2016 Every time i select the Karibou cockpit in the VAB, i get massive performance drops. Futhermore, when i actually try to drive it, FPS goes below the botton line limit of low. Around 1.0.5 i had no issues with him, but now i'm having, any clues? Link to comment Share on other sites More sharing options...
RoverDude Posted October 14, 2016 Author Share Posted October 14, 2016 15 minutes ago, PayadorPerseguido said: Every time i select the Karibou cockpit in the VAB, i get massive performance drops. Futhermore, when i actually try to drive it, FPS goes below the botton line limit of low. Around 1.0.5 i had no issues with him, but now i'm having, any clues? Probably some kind of log spam. Obvious questions - KSP version? Karibou version? And did you try without other mods? Link to comment Share on other sites More sharing options...
PayadorPerseguido Posted October 14, 2016 Share Posted October 14, 2016 2 hours ago, RoverDude said: Probably some kind of log spam. Obvious questions - KSP version? Karibou version? And did you try without other mods? Pardon my manners, first things first: I love your mod and all your work, pal. You're my favorite modder out there Answering your questions, my KSP is updated through steam, so i guess the last possible version. And i downloaded the Karibou this morning, from CKAN. Although i admit i havent tried to use it without having other mods. I'm not a techy savy, so it might be something else i fear. Gonna try to investigate throughout the forums for related issues. Thanks for replying, bud! Link to comment Share on other sites More sharing options...
RoverDude Posted October 14, 2016 Author Share Posted October 14, 2016 Download it manually... CKAN can be sketchy sometimes. You can get it from the GitHub repo Link to comment Share on other sites More sharing options...
Crabman Posted October 16, 2016 Share Posted October 16, 2016 (edited) Bug report: Getting spammed by Quote (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ERROR IN ModulePlanetaryLogistics -> FixedUpdate (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ERROR IN ModulePlanetaryLogistics -> FixedUpdate after attaching "Karibou UKS Multi-Hub" to a "MKS 'Duna' Logistics Center". Mods / Add-Ons: MKS, Karibou, USI-LS, Konstruction and Module Manager. Steps to replicate: At VAB/SPH get a MKS 'Duna' Logistics Center as root part and attach Karibou UKS Multi-Hub Launch Console spammed with ERROR IN ModulePlanetaryLogistics -> FixedUpdate If I revert to VAB/SPH, take out Karibou Hub and launch again, error goes out and everything goes back to normal. Reinstalled KSP to see if the problem was here, but error was still happening. I could replicate 100% of the time. But only with Logistics + Karibou Hub. Output Log on Dropbox. Issue created on MKS github because may be a problem with it: https://github.com/BobPalmer/MKS/issues/938 Edited October 16, 2016 by Crabman Link to comment Share on other sites More sharing options...
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