buckykat Posted November 15, 2017 Share Posted November 15, 2017 Wow, I had no idea Konstruction even did that. That's really clever. Quote Link to comment Share on other sites More sharing options...
Geschosskopf Posted November 19, 2017 Share Posted November 19, 2017 (edited) EDIT: Never mind. Turned out to be something unrelated to Buffalo,. Edited November 21, 2017 by Geschosskopf Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 28, 2017 Author Share Posted November 28, 2017 Buffalo 2.3.1 is now available: - WBT Update - Fixed missing resource icons Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted November 28, 2017 Share Posted November 28, 2017 do you need pilots on both craft to make the resource transfer work? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 29, 2017 Author Share Posted November 29, 2017 1 hour ago, Space Kadet said: do you need pilots on both craft to make the resource transfer work? Resource distribution doesn't require anybody to be aboard. You simply go to each part, turn on resource distribution, and select the desired distribution method for each resource. Both craft need to have storage containers with resource distribution turned on. If you've turned on resource distribution and nothing happens, try doing a quick save and reload; there might be a bug in the system that doesn't immediately recognize a change in distribution status. For individual resources you can: Ignore: don't do anything with the resource. Share: Offers up the resource to be distributed evenly among any craft that also shares its resource. There's an exception though.. Consume: This is the exception. A resource set to Consume will be filled to capacity by any resource container that's set to Share. After said resource is filled to capacity, the remainder is divided up evenly among all resource containers that are sharing the resource. Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted November 29, 2017 Share Posted November 29, 2017 12 minutes ago, Angel-125 said: Resource distribution doesn't require anybody to be aboard. You simply go to each part, turn on resource distribution, and select the desired distribution method for each resource. Both craft need to have storage containers with resource distribution turned on. If you've turned on resource distribution and nothing happens, try doing a quick save and reload; there might be a bug in the system that doesn't immediately recognize a change in distribution status. For individual resources you can: Ignore: don't do anything with the resource. Share: Offers up the resource to be distributed evenly among any craft that also shares its resource. There's an exception though.. Consume: This is the exception. A resource set to Consume will be filled to capacity by any resource container that's set to Share. After said resource is filled to capacity, the remainder is divided up evenly among all resource containers that are sharing the resource. thats exactly what i thought but it wasent working, ill try the quick saving and reloading thing, it could be an issue with the fact im bringing a new vehicle into range of a base every time im trying to do a transfer. Playing with your mods is like the old days of distruction testing for risk assessments. i seem gifted at breaking things sorry Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 29, 2017 Author Share Posted November 29, 2017 3 hours ago, Space Kadet said: thats exactly what i thought but it wasent working, ill try the quick saving and reloading thing, it could be an issue with the fact im bringing a new vehicle into range of a base every time im trying to do a transfer. Playing with your mods is like the old days of distruction testing for risk assessments. i seem gifted at breaking things sorry No worries, I think I know what's going on with resource distribution and should have a fix in a day or two. Meanwhile, although I'm hip deep in finishing up DSEV right now, I'm still planning for Buffalo's final parts update. One thing I've wanted to do for awhile now is a kerbalized version of this: The RABBIT was my version of the iconic Space: 1999 Eagle. Now that I've been playing KSP awhile, I realized that the design wouldn't fly right. So, back to the drawing board: This is a mockup of the RABBIT Mk2. It's powered by four "Firebird" Nuclear Tilt Jet engines. The engines run on Atmosphere/CoreHeat or LiquidFuel/CoreHeat and generate 30kn of thrust apiece. The smallest versions won't be powerful enough to launch the craft into the sky on Kerbin, but they'll be fine for the Mun. Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted December 9, 2017 Share Posted December 9, 2017 No idea where to post this or if this even has anything to do with your mods, sorry - but I am getting some kind of weird contract behavior and an error message that includes "WBIResearchContract". In game, under circumstances I don't understand, certain contract parameters (like successfully getting into Munar orbit, in my case) stop being recognized, and seemingly at the same time, solar panels stop producing power even though they're in direct sunlight. I have an eclectic set of mods, and it certainly could be some weird interaction / nothing at all to do with WBI, but thought I'd stop here first since the thing with WBIResearchContract was the most recent (but not only!) nullref I noticed in my logs after pausing the game to go try to figure out what was going on. OutputLog: https://www.dropbox.com/s/0ijppslqmrlwfgp/output_log_BTWnode.txt?dl=0 KSP.log: https://www.dropbox.com/s/mfuzo5cbsz2m7tx/KSP.log?dl=0 Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 5, 2018 Author Share Posted January 5, 2018 (edited) Buffalo 2.3.3 is now available: - Added new Double-wide Saddle Tank. It's just like its predecessor, but twice the width and storage capacity. - WBT Update ARP Icons Added new Alternate Resource Panel icons courtesy of JadeOfMaar. These look great! Edited January 8, 2018 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Zyme Posted January 25, 2018 Share Posted January 25, 2018 2.3.3 crashes my KSP. What file do you need to check what is wrong? Quote Link to comment Share on other sites More sharing options...
TheDog Posted January 25, 2018 Share Posted January 25, 2018 With USI-LS I am getting some nullrefs ("baseconverter getdeltatime") when activating LifeSupport Recyclers on parts such as WBI_CrewCab. I checked the Recylcer definitions from USI-LS, and have changed the MM_USI.cfg of Buffalo accordingly like this (for parts WBI_CrewCab and WBI_LongPassengerCab): Quote MODULE { name = ModuleLifeSupportRecycler CrewCapacity = 2 RecyclePercent = .275 ConverterName = Life Support tag = Life Support StartActionName = Start Recycler StopActionName = Stop Recycler INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1 } //removed input resource replacementparts } Not quite sure why your old definition (which seemed completely legit) doesnt work any more, and I am too lazy to debug USI-LS right now, so just letting you know if you wanna change the MM patch. I can also send you a pull request if you want, would need to github fork first though... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 25, 2018 Author Share Posted January 25, 2018 9 hours ago, Zyme said: 2.3.3 crashes my KSP. What file do you need to check what is wrong? Make sure you are running ksp 1.3.1. 43 minutes ago, TheDog said: With USI-LS I am getting some nullrefs ("baseconverter getdeltatime") when activating LifeSupport Recyclers on parts such as WBI_CrewCab. I checked the Recylcer definitions from USI-LS, and have changed the MM_USI.cfg of Buffalo accordingly like this (for parts WBI_CrewCab and WBI_LongPassengerCab): Not quite sure why your old definition (which seemed completely legit) doesnt work any more, and I am too lazy to debug USI-LS right now, so just letting you know if you wanna change the MM patch. I can also send you a pull request if you want, would need to github fork first though... USI LS is horrendously out of date,in my mods and will likely be removed when ksp 1.4 is released. I don’t use it and nobody is willing to step up and remake them. I do have support for Snacks and TAC Life Support though, and they’re up to date. Quote Link to comment Share on other sites More sharing options...
TheDog Posted January 25, 2018 Share Posted January 25, 2018 27 minutes ago, Angel-125 said: USI LS is horrendously out of date,in my mods and will likely be removed when ksp 1.4 is released. I don’t use it and nobody is willing to step up and remake them. I do have support for Snacks and TAC Life Support though, and they’re up to date. Ohhhh, sad, but understandable... Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 25, 2018 Share Posted January 25, 2018 (edited) 15 hours ago, Zyme said: 2.3.3 crashes my KSP. What file do you need to check what is wrong? Read this then post the file(s) online and ping me. A little explanation like what you do at the exact time (and if it's the same thing you do every time) that causes the crash is helpful. Edited January 25, 2018 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Zyme Posted January 25, 2018 Share Posted January 25, 2018 2 hours ago, JadeOfMaar said: Read this then post the file(s) online and ping me. A little explanation like what you do at the exact time (and if it's the same thing you do every time) that causes the crash is helpful. I fixed it by running 64-bit. Seems it was a memory problem. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 26, 2018 Share Posted January 26, 2018 2 hours ago, Zyme said: I fixed it by running 64-bit. Seems it was a memory problem. Ah. Good to know. Launching KSP in 32-bit became a no-no when it stabilized for 64-bit. Quote Link to comment Share on other sites More sharing options...
TheDog Posted February 5, 2018 Share Posted February 5, 2018 (edited) Ahhh, I think I am halluzinating... I swear by my dead dog that I do not have the AirPark mod by gomker installed, but somehow in Buffalo this keeps appearing: (imgur) Anyone an idea where this comes from? EDIT: disregard, found it, comes from buffalo config itself... MODULE { name = WBIAirParkController } Edited February 5, 2018 by TheDog found it... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 5, 2018 Author Share Posted February 5, 2018 1 hour ago, TheDog said: Ahhh, I think I am halluzinating... I swear by my dead dog that I do not have the AirPark mod by gomker installed, but somehow in Buffalo this keeps appearing: (imgur) Anyone an idea where this comes from? EDIT: disregard, found it, comes from buffalo config itself... MODULE { name = WBIAirParkController } I created my own version of it when it appeared that the mod was dead. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted February 6, 2018 Share Posted February 6, 2018 9 hours ago, Angel-125 said: I created my own version of it when it appeared that the mod was dead. unfortunately seems to suffer the same issue as in the latest build of the actual mod Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 12, 2018 Author Share Posted February 12, 2018 (edited) Buffalo 2.3.4 is now available: - WBT updateNOTE: This is the last update of Buffalo for KSP 1.3.1. Edited February 12, 2018 by Angel-125 Quote Link to comment Share on other sites More sharing options...
mostlydave Posted February 13, 2018 Share Posted February 13, 2018 Where can I find the craft file for the osprey? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 14, 2018 Author Share Posted February 14, 2018 On 2/13/2018 at 10:06 AM, mostlydave said: Where can I find the craft file for the osprey? Look in the SampleCraft folder. Quote Link to comment Share on other sites More sharing options...
mostlydave Posted February 14, 2018 Share Posted February 14, 2018 OK, I found it, I would never have drilled down the folders looking for it, I thought a samplecraft folder would be in the same folder as gamedata since craft files don't go in the gamedata folder. Quote Link to comment Share on other sites More sharing options...
Astro-Droid Posted March 20, 2018 Share Posted March 20, 2018 This is a great mod! Some of the essential core parts seem to be missing that were shown in the demo video though (like the crew cabin, and the chassis parts...) Is this mod still being maintained and updated? Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted March 20, 2018 Share Posted March 20, 2018 23 minutes ago, Astro-Droid said: This is a great mod! Some of the essential core parts seem to be missing that were shown in the demo video though (like the crew cabin, and the chassis parts...) Is this mod still being maintained and updated? You must've had an install issue. They're all there! And it's definitely still being updated. Quote Link to comment Share on other sites More sharing options...
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