Apaseall Posted October 15, 2018 Share Posted October 15, 2018 AFAIK B9 in any of its mods does not define any resources. Doing a simple grep through .cfg files in my install finds only these; \GameData\TriggerTech\KSPAlternateResourcePanel\PluginData\settings.cfg \GameData\WildBlueIndustries\000WildBlueTools\Templates\ClassicStock.cfg \GameData\WildBlueIndustries\000WildBlueTools\Templates\Common\WBIResources.cfg I am running KSP 1.4.5 and try to ensure all my mods are up to date. It would be helpful to know which versions of KSP and B9PartSwitch the OP is using. Quote Link to comment Share on other sites More sharing options...
BRAAAP_STUTUTU Posted October 16, 2018 Share Posted October 16, 2018 so uhh how does anyone have pictures of the buffalo bulldozer? i'm not entirely sure what exactly it does Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 17, 2018 Author Share Posted October 17, 2018 (edited) Buffalo 2.6.8 is now available: Last release for KSP 1.4.5! Bug Fixes & Enhancements - Fixed issue where switching Play Modes would cause some files to not be renamed and cause all kinds of fun for players... NOTE: For the changes to take effect, you'll need to switch your Play Mode to some mode other than the current one, then switch it to the desired mode. Edited October 17, 2018 by Angel-125 Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted October 18, 2018 Share Posted October 18, 2018 (edited) Huh... something is REALLY buoyant here: h latest DL on a more or less stock 1.5 - all of those nubbins (EDIT: and the saddle tanks, and the main Tundra tank...) are full of lead, too... super-buoyant ISRU, service bay or cargo tail, maybe...? Or just need MOAR LEAD (There's 1820 lead currently loaded in that craft)? Edited October 18, 2018 by AccidentalDisassembly Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 18, 2018 Author Share Posted October 18, 2018 26 minutes ago, AccidentalDisassembly said: Huh... something is REALLY buoyant here: h latest DL on a more or less stock 1.5 - all of those nubbins (EDIT: and the saddle tanks, and the main Tundra tank...) are full of lead, too... super-buoyant ISRU, service bay or cargo tail, maybe...? Or just need MOAR LEAD (There's 1820 lead currently loaded in that craft)? Haven't tried any of my mods on 1.5 yet. Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted October 27, 2018 Share Posted October 27, 2018 @Angel-125 sooner or later I'm going to run out of RAM. I keep saying 'OK, that's the last mod I'll install' but then I find another shiny mod like yours and I just have to install it. I believe this is known as 'mod creep'. This looks fantastic though!! I will definitely try this out later, once I've finished installing updates for the ~30 mods I already have installed. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 5, 2018 Author Share Posted November 5, 2018 Buffalo MSEV 2.6.9 is now available. GitHub URL: https://github.com/Angel-125/Buffalo/releases/tag/v2.6.9 Changes - Updated to KSP 1.5 - Updated to KAS 1.0 WARNING! The switch to KAS 1.0 is potentially game breaking. De-link any craft attached via KAS pipes or the Mineshaft. Quote Link to comment Share on other sites More sharing options...
sabreheim Posted November 7, 2018 Share Posted November 7, 2018 On 10/27/2018 at 4:27 AM, RealKerbal3x said: @Angel-125 sooner or later I'm going to run out of RAM. I keep saying 'OK, that's the last mod I'll install' but then I find another shiny mod like yours and I just have to install it. I believe this is known as 'mod creep'. This looks fantastic though!! I will definitely try this out later, once I've finished installing updates for the ~30 mods I already have installed. 30 is nothing, I'm at about 70 and actually watching some old YouTube videos of a guy with over 120 Quote Link to comment Share on other sites More sharing options...
capi3101 Posted November 7, 2018 Share Posted November 7, 2018 Don't know if it's just my driving or not, but I have a tendency to flip Buffalo rovers when I go driving them. Any pointers from anyone on tire settings, etc.? Also, has anybody had any luck with putting Buffalo chassis units side-by-side one another, you know to widen the eventual wheelbase out a bit? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 7, 2018 Share Posted November 7, 2018 1 minute ago, capi3101 said: Don't know if it's just my driving or not, but I have a tendency to flip Buffalo rovers when I go driving them. Any pointers from anyone on tire settings, etc.? Also, has anybody had any luck with putting Buffalo chassis units side-by-side one another, you know to widen the eventual wheelbase out a bit? Depends on the gravity, but generally, check your CoM, don't drive too fast and always expect the unexpected. Quote Link to comment Share on other sites More sharing options...
capi3101 Posted November 7, 2018 Share Posted November 7, 2018 49 minutes ago, linuxgurugamer said: Depends on the gravity, but generally, check your CoM, don't drive too fast and always expect the unexpected. By "Check your CoM", I assume you mean "try to keep it as low as possible"... Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 7, 2018 Share Posted November 7, 2018 Yes Quote Link to comment Share on other sites More sharing options...
DStaal Posted November 7, 2018 Share Posted November 7, 2018 A reaction wheel - with the SAS settings modified to *not* take input while driving - also can help a lot. Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted November 13, 2018 Share Posted November 13, 2018 Any problems with the robotic stationarm from Kerbal Actuators? After use it wobbles, tear off and explodes. Quote Link to comment Share on other sites More sharing options...
Sharpy Posted November 15, 2018 Share Posted November 15, 2018 I had a problem with using the Buffalo landing legs module as a docking port. Their magnets rotationally align to... something, and that something is not always the direction the landing legs point. I made a station, using the legs as docking ports around the central hub. I put them in orientation matching the hub. I made the base module based on buffalo parts and tried to dock it. As soon as the magnet engaged, my module got pivoted 180 degrees, and then just kept wiggling, unable to dock. After many tries, breaking off the magnet power, trying to redock, etc, I managed to force the module to turn 180 degrees and used 'force dock' and it caught. This is the current state: If I undocked now, and tried to redock, the module would flip upside-down and then fail to dock, "force dock" saying parts are too far apart. BTW, 'control from here' on these definitely doesn't look 'out of the docking port, towards the target' either, so standard navball docking is pretty hard too - I had to "drive backwards" to manage this (with control from a docking port on the opposite end of the module). Quote Link to comment Share on other sites More sharing options...
vardicd Posted November 19, 2018 Share Posted November 19, 2018 @Angel-125 Minor issue for you, I've found some of the parts from buffalo are semi-see-through. It's minor, but I thought maybe you'd want to know about it. I'm not using any mods that affect graphics or visuals. So I don't think this is an issue coming from any other mod, but I don't know? Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted November 19, 2018 Share Posted November 19, 2018 1 hour ago, vardicd said: @Angel-125 Minor issue for you, I've found some of the parts from buffalo are semi-see-through. It's minor, but I thought maybe you'd want to know about it. I'm not using any mods that affect graphics or visuals. So I don't think this is an issue coming from any other mod, but I don't know? Are u using the iva mod, ive just checked and it dosent do that with my modded play or with just the buff mod in. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted November 19, 2018 Share Posted November 19, 2018 2 hours ago, vardicd said: I don't think this is an issue coming from any other mod, but I don't know? if you have JSI Transparent Pods installed then I've seen this issue with it on KSP v1.4.5 Quote Link to comment Share on other sites More sharing options...
vardicd Posted November 19, 2018 Share Posted November 19, 2018 (edited) 23 hours ago, Space Kadet said: Are u using the iva mod, ive just checked and it dosent do that with my modded play or with just the buff mod in. 22 hours ago, Drew Kerman said: if you have JSI Transparent Pods installed then I've seen this issue with it on KSP v1.4.5 I don't know what IVA mod you are referring too, but I do not JSI Transparent Pods installed. Though as far as IVA mods are concerned, I do have and 2 asset packs installed because they are needed for the IVA's of Kerbal flying saucers. I'll pull those out of my install later tonight after I get home, and see if that removes the issue. See if I can't narrow down the potential causes. EDIT: I've removed the 3 mods I mentioned above and the issue still persists, I'll have to spend a lot more time over the coming days with a fresh install and test if it happens with just buffalo installed and then start adding mods till I find what's causing it. will report back later. Edited November 20, 2018 by vardicd Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted November 20, 2018 Share Posted November 20, 2018 18 hours ago, vardicd said: I don't know what IVA mod you are referring too, but I do not JSI Transparent Pods installed. Though as far as IVA mods are concerned, I do have and 2 asset packs installed because they are needed for the IVA's of Kerbal flying saucers. I'll pull those out of my install later tonight after I get home, and see if that removes the issue. See if I can't narrow down the potential causes. EDIT: I've removed the 3 mods I mentioned above and the issue still persists, I'll have to spend a lot more time over the coming days with a fresh install and test if it happens with just buffalo installed and then start adding mods till I find what's causing it. will report back later. could you tell us all the mods you have installed, adn if you cant, duplicate your folder, and pull out everything from the mod folder bar wildblue, and squad and see what happens. and as a trial, pull out the wild blue folder and reinstall them too, sometime there can be missing bits or folders fromt he windows copy system (i got this a few weeks back) Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 27, 2018 Author Share Posted December 27, 2018 Buffalo 2.6.11 is now available: Recompiled for KSP 1.6 Bug fixes Quote Link to comment Share on other sites More sharing options...
Jz03 Posted January 2, 2019 Share Posted January 2, 2019 I have been having a glitch when i try to use the buffalo cabs or parts, when i try using them they appear in the center of the SPH and then i cannot leave or click anything else, Any help? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 11, 2019 Author Share Posted January 11, 2019 On 1/2/2019 at 3:54 PM, Jz03 said: I have been having a glitch when i try to use the buffalo cabs or parts, when i try using them they appear in the center of the SPH and then i cannot leave or click anything else, Any help? Download KSP 1.6.1, and also: Buffalo MSEV 2.6.12 is now available. GitHub URL: https://github.com/Angel-125/Buffalo/releases/tag/v2.6.12 Changes - Bug fixes. Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted February 7, 2019 Share Posted February 7, 2019 Not sure where to put this, as it's probably from WildBlueTools, not Buffalo: I have a "Research Temperature Study" contract and don't know how to complete it. It says I should satisfy all experiment conditions (check experiment for details), but I can't find any details, and I don't even know which experiment I should check. Anyway, that part is already complete, it now wants me to "complete the experiment". What is the experiment? Just temperature readings? Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted February 7, 2019 Share Posted February 7, 2019 1 minute ago, infinite_monkey said: Not sure where to put this, as it's probably from WildBlueTools, not Buffalo: I have a "Research Temperature Study" contract and don't know how to complete it. It says I should satisfy all experiment conditions (check experiment for details), but I can't find any details, and I don't even know which experiment I should check. Anyway, that part is already complete, it now wants me to "complete the experiment". What is the experiment? Just temperature readings? That's one of the Wild Blue research experiments that you put in a slot in a lab with the science template. It requires lab time (a resource produced internally while running the experiment) and some other experiments require certain conditions for the craft, like landed, orbiting, whatever, and in this case a thermometer so the Kerbals can do the research projects. Quote Link to comment Share on other sites More sharing options...
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