Angelo Kerman Posted October 10, 2015 Author Share Posted October 10, 2015 I've experienced the same issue trying to construct the Buffalo in the SPH on my Career mode save.Apparently, as soon as you put the wheels on a chassis piece, it will detach the chassis unit itself from the rest of the vehicle on loading. Only happens on parts connected indirectly to the command module. So chassis units connected to the command module via other chassis units, will basically detach if you attach a wheel, and act like they have no collider except for the wheels themselves. Although they still remain controllable and no 'part detached' events are logged in the F3 window. Basically, ghost parts.EDIT: I can confirm it only happens with buffalo pieces, regardless of wheel. I constructed different rovers:1. Buffalo wagon unit with crew cab, 2 pieces of chassis, and M1-A1 wheels.2. Same as 1, but with Rovemax TR-2L wheels.3. Mk1 command pod with Rovemax TR-2L wheels attached to them.Only rovers 1 and 2, the ones with the chassis pieces, fell off and had the glitch. Rover 3 functioned normally without abnormalities.Here are 3 screenies, featuring rovers 1 and 2. http://imgur.com/a/S2UYxHope this helps with bugfixing.Interesting. Can you help me reproduce the problem by showing me the steps you take to assemble your rover? Here's what I do, and I don't see the chassis separate and fly off:Javascript is disabled. View full albumThanks for your help, I really want to get to the bottom of this. - - - Updated - - -I've experienced the same issue trying to construct the Buffalo in the SPH on my Career mode save.Apparently, as soon as you put the wheels on a chassis piece, it will detach the chassis unit itself from the rest of the vehicle on loading. Only happens on parts connected indirectly to the command module. So chassis units connected to the command module via other chassis units, will basically detach if you attach a wheel, and act like they have no collider except for the wheels themselves. Although they still remain controllable and no 'part detached' events are logged in the F3 window. Basically, ghost parts.EDIT: I can confirm it only happens with buffalo pieces, regardless of wheel. I constructed different rovers:1. Buffalo wagon unit with crew cab, 2 pieces of chassis, and M1-A1 wheels.2. Same as 1, but with Rovemax TR-2L wheels.3. Mk1 command pod with Rovemax TR-2L wheels attached to them.Only rovers 1 and 2, the ones with the chassis pieces, fell off and had the glitch. Rover 3 functioned normally without abnormalities.Here are 3 screenies, featuring rovers 1 and 2. http://imgur.com/a/S2UYxHope this helps with bugfixing.Interesting. Can you help me reproduce the problem by showing me the steps you take to assemble your rover? Here's what I do, and I don't see the chassis separate and fly off:Javascript is disabled. View full albumHere's another image: Thanks for your help, I really want to get to the bottom of this. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 10, 2015 Author Share Posted October 10, 2015 Here is one more thing to try:Start with a chassis 2u, then add a chassis 1u, then add the command cab and crew cab. Don't forget to add crew, the game won't automatically populate the command pod. See if this arrangement helps. Quote Link to comment Share on other sites More sharing options...
TheCardinal Posted October 10, 2015 Share Posted October 10, 2015 @Angel-125: Thank you for the toggable compromise, your truely an ... well, you know.I've built the rover in several sequences, even according to your last suggestion but in all cases the wheels came off as did the chassis. I suspected a modclash so i removed mods until i only had Buffalo remaining. The problem still occurred. So i created a clean install of KSP 1.0.4 and added the buffalo plus the modulemanager. Even in the barest of barest the problem remained. So finally i even removed the modulemanager. No parts existed anymore.If i had to guess than i would say something in Buffalo is clashing with something in KSP or something is missing. If it does work for you, it could be that you have an other version than us or you've installed something that we don't have installed. I don't know. It does seem that the chassis has something to do with it as the buffalo without chassisparts has no problems. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 10, 2015 Author Share Posted October 10, 2015 (edited) @Angel-125: Thank you for the toggable compromise, your truely an ... well, you know.I've built the rover in several sequences, even according to your last suggestion but in all cases the wheels came off as did the chassis. I suspected a modclash so i removed mods until i only had Buffalo remaining. The problem still occurred. So i created a clean install of KSP 1.0.4 and added the buffalo plus the modulemanager. Even in the barest of barest the problem remained. So finally i even removed the modulemanager. No parts existed anymore.If i had to guess than i would say something in Buffalo is clashing with something in KSP or something is missing. If it does work for you, it could be that you have an other version than us or you've installed something that we don't have installed. I don't know. It does seem that the chassis has something to do with it as the buffalo without chassisparts has no problems.Hm. Like, say... Community Resource Pack? I noticed that was missing, and there was an incorrect path to a template icon. Anyway, I'm working on the next batch of fixes and hope to have something later this weekend. Edited October 10, 2015 by Angel-125 Quote Link to comment Share on other sites More sharing options...
TimothyC Posted October 11, 2015 Share Posted October 11, 2015 This looks like it should be a lot of fun. Any chance for an orbital version of the SEV? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 11, 2015 Author Share Posted October 11, 2015 This looks like it should be a lot of fun. Any chance for an orbital version of the SEV?Oh yes, absolutely! Once I get things stabilized, I'm working on some orbital components. The front page lists ground, air, and space for a reason. Quote Link to comment Share on other sites More sharing options...
T-Pilot395 Posted October 11, 2015 Share Posted October 11, 2015 Hm. Like, say... Community Resource Pack? I noticed that was missing, and there was an incorrect path to a template icon. Anyway, I'm working on the next batch of fixes and hope to have something later this weekend.I updated CRP like you said, and tried again. I tried to reconstruct based off the first imgur gallery and additional image, and then tried using the Chassis 2U as the root part.The 1st image is what happened when I built and launched the rover, constructed as per the gallery. The entire cab unit fell off and the chassis pieces seperated. They can still clip through the cab unit as if they were attached.The 2nd image is what happened when I recreated the rover in your 2nd image in the same post. Cab and Cabin stayed together, chassis fell off outright.The last 3 images show what happened when I tried using the Chassis 2U as the root part. As soon as the physics 'loaded', the Cab unit separated and started floating up and away, the wheels immediately broke, and the back Chassis 1U detached and broke a wheel.Notice how in the last image, the speed is still reading 174m/s after the physics loaded, which is probably why the wheels broke.http://imgur.com/a/2IrSGThis mod is a really awesome concept, and I want it so bad, which is why I'm trying my best to help you fix it. I want to rove around in swag too. Quote Link to comment Share on other sites More sharing options...
StahnAileron Posted October 11, 2015 Share Posted October 11, 2015 Do you have/use Kerbal Joint Reinforcement as well? It strengthens parts connections AND eases physics loading. It's a mod specifically designed to help prevent physics-related craft-loading issues and general wobbliness (less strutting needed). Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 11, 2015 Author Share Posted October 11, 2015 I suspect there is something wrong with a part module that is not loading correctly. Do you have your logs for when the craft you mad is loaded and nto the scene? Thanks again for helping figure out the issue. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 11, 2015 Author Share Posted October 11, 2015 Yup, figured it out. I'll have it fixed next update. Quote Link to comment Share on other sites More sharing options...
T-Pilot395 Posted October 11, 2015 Share Posted October 11, 2015 Yup, figured it out. I'll have it fixed next update. Great work! Can't wait to actually get moving! *ba dum tss Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 11, 2015 Author Share Posted October 11, 2015 Latest version is now available, get it here.0.1.2This release fixes a number of issues that resulted from separating the Buffalo out of Pathfinder. It also introduces two new Buckboard storage containers, and a couple of new parts for the Buffalo. Finally, the Buffalo Crew Cabin and Buffalo Command Cab have been improved.New Parts- Added MC-2000 Buckboard and MC-3000 Buckboard. With colliders and glowing resource decals. - Added the Auxiliary Electronic Navigator (AuxEN). In the Old West, oxen were frequently used to pull wagons. The AuxEN doesn't pull anything, but it does the driving. The probe core is the same size as a Chassis 1u, and supports RemoteTech, AntennaRange, and kOS.- Added an adapter that tapers from the Buffalo cab form factor to a 1.25m cylinder. Buffalo Command cab- Widened the headlight beams and angled them down slightly for better ground operations.- You can now toggle the headlights separately from the cabin lights. Both cabin lights and headlights will turn on when you tap on the Lights button.Buffalo Crew Cab- Reworked the crew cab to include doors and ladders on its sides.- Added a small amount of inventory space.Bug Fixes- The Buckboard MC-1000's decal glows again.- Fixed file paths for several Buffalo parts so they'll show up again.- Moved Trailer Hitch to Utility.- Moved Chassis Decoupler to Structural. Quote Link to comment Share on other sites More sharing options...
TimothyC Posted October 12, 2015 Share Posted October 12, 2015 The front page lists ground, air, and space for a reason. Awesome, and I had missed that. Quote Link to comment Share on other sites More sharing options...
Blazed Posted October 12, 2015 Share Posted October 12, 2015 Is there any chance that we could possibly see this on CKAN anytime soon? It would be greatly appreciated. Amazing work by the way, I absolutely love it. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 12, 2015 Author Share Posted October 12, 2015 Is there any chance that we could possibly see this on CKAN anytime soon? It would be greatly appreciated. Amazing work by the way, I absolutely love it.I haven't had much luck with CKAN and it tends to cause support issues, but I'll put that on the list for the next release. If there is a way to tell CKAN to force download and replace everything, then that would help. Quote Link to comment Share on other sites More sharing options...
Blazed Posted October 12, 2015 Share Posted October 12, 2015 I haven't had much luck with CKAN and it tends to cause support issues, but I'll put that on the list for the next release. If there is a way to tell CKAN to force download and replace everything, then that would help. I see. Thanks a bunch for the quick response and please keep up the excellent work. :-) Quote Link to comment Share on other sites More sharing options...
MK3424 Posted October 12, 2015 Share Posted October 12, 2015 Nice! You have been featrued on Modding Mondays! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 12, 2015 Author Share Posted October 12, 2015 Nice! You have been featrued on Modding Mondays! Quote Link to comment Share on other sites More sharing options...
davidy12 Posted October 12, 2015 Share Posted October 12, 2015 Hey Angel, just curious, a while back I posted a PDF about the MSEV and in it was essentially a dockable space exploration vehicle (I call it Space sub) for probing asteroids with robotic arms. Is there anyway you can make an Orbit worthy variant. Maybe not go all out with robot arms, but just something similar. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 12, 2015 Author Share Posted October 12, 2015 Hey Angel, just curious, a while back I posted a PDF about the MSEV and in it was essentially a dockable space exploration vehicle (I call it Space sub) for probing asteroids with robotic arms. Is there anyway you can make an Orbit worthy variant. Maybe not go all out with robot arms, but just something similar.Maaayyyybe.... Quote Link to comment Share on other sites More sharing options...
kendov Posted October 12, 2015 Share Posted October 12, 2015 either it's some data error, OR someone really messed up, giving the inflated storage module 12k+ of volume, but only 4 item space... fix please? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 12, 2015 Author Share Posted October 12, 2015 (edited) either it's some data error, OR someone really messed up, giving the inflated storage module 12k+ of volume, but only 4 item space... fix please?Well, it does expand outward to provide a larger storage area.. It should only provide a good amount of storage after expansion, not in its stowed size. If that is not the case then it is a bug.Ok, I double-checked. Here is a screenshot comparing the Wagon to the Buckboard MC-2000:The MC-2000 is twice as long as an SC-62 KIS container, so that's the equivalent of 12 SC-62 containers. Edited October 13, 2015 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Prime flux Posted October 13, 2015 Share Posted October 13, 2015 either it's some data error, OR someone really messed up, giving the inflated storage module 12k+ of volume, but only 4 item space... fix please?I think he means the Item slots (slotsX and slotsY) not the volyme , which regulate the number of diffrent item you can store in the KIS storage. and they are indeed set to 2 x2. It is easy to change in the CFG-file. I marked the things to change in the code sippet below.MODULE { name = ModuleKISInventory maxVolume = 100 externalAccess = true internalAccess = false slotsX = 2 slotsY = 2 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 13, 2015 Author Share Posted October 13, 2015 I think he means the Item slots (slotsX and slotsY) not the volyme , which regulate the number of diffrent item you can store in the KIS storage. and they are indeed set to 2 x2. It is easy to change in the CFG-file. I marked the things to change in the code sippet below.Ohhhhh! Ok, yup, definitely gonna fix that, thanks! Quote Link to comment Share on other sites More sharing options...
Prime flux Posted October 13, 2015 Share Posted October 13, 2015 (edited) np, just filed some issues on github, to make it easier to remember different small changes. I hope you dont mind. I, like most people tends to forget things when I get absorbed in working on things Edited October 13, 2015 by Prime flux Quote Link to comment Share on other sites More sharing options...
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