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[1.1.2] Orbital Utility Vehicle v1.2.4


nli2work

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  On 11/25/2016 at 2:11 PM, ArkaelDren said:

Hey Deimost, Leon???  You guys done cause it was getting interesting then nothing for almost a month?  Please do continue

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Hi @ArkaelDren. I think, Deimos released a stable version and i played with a setting for "more realism" with the helper drones. I'm not a casual guy, i always look for the harder/ complicated way. What do you want/ need/ mean with "getting interesting"?

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No it just seemed as if you guys were still hashing out ideas and so I thought you guys hadn't finished, or agreed on a final patch/specs just yet.  But I did grab the finals up above and I am enjoying the outcome so far.  If finished, thanks for the workup, def makes it a better feel, having purpose built parts for this type of craft.  I always built mine with the Infernal Robotics Gantrys with RCS modules on the ends, to adjust balance due to length and or weight of payload, but this system just gives a great start platform that eliminates the large transit side of a tug operation.  So yeah, really digging this Mod, so thx again for getting it up and running.  Now if I can convince someone to get QuantumStruts up and running, my base building/recovery of assets will be complete.

:cool: From Oregon, Dren

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  On 11/25/2016 at 5:40 PM, LeLeon said:

Hi @ArkaelDren. I think, Deimos released a stable version and i played with a setting for "more realism" with the helper drones. I'm not a casual guy, i always look for the harder/ complicated way. What do you want/ need/ mean with "getting interesting"?

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Forgive me for the question, I'm a noob here. Do I need the older version in order for these "patches" files to work, or are these latest files all I need to install and run the mod?

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  On 12/1/2016 at 2:09 PM, IraqiWalker said:

Forgive me for the question, I'm a noob here. Do I need the older version in order for these "patches" files to work, or are these latest files all I need to install and run the mod?

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this is the working version and all you need.

 

this is optional from me, with few changes listed in spoiler. Useful if you want to use the small helper drones:

 

Edited by LeLeon
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  • 5 weeks later...

My Helper Drones aren't responding to RCS commands. I'm running KSP 1.2.2 and using CKAN for most of my mods so I'm using OUV 1.2.4 from there.

The helper drone is within 100m of the command module of the station I'm building, it's loaded with mono. I can control the grabber, and turn the light on and off. I've got RCS on and I've adjusted the thirst limiter up to 100% with no change.

What am I missing?

Edited by DaMacGuy
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  • 2 weeks later...
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  On 11/1/2016 at 6:19 AM, Deimos Rast said:

@nli2work

So I went ahead and updated this - completely, and then some - for 1.2 and everything tested successfully, so I figured I'd share it.

As a matter of disclosure: I also gave the parts a balance pass, some more than others. Everyone's favorite, the extendable engine, was hit a bit hard (mainly in the cost area), but nothing out of line with the stock NERV. Indeed, everything was compared to a comparable stock counterpart.

I also: converted the ModuleRCS to the new ModuleRCSFX and added RCS soundFX. I tied all lights into the Light action group, added hibernation, kerbnet, data transmitters, everything now has tags and fixed/updated bulkheadprofiles, etc etc. See changelog below (also included in the download) for an exhaustive list of changes made.

And I fixed a couple of bugs as well; behind the scenes stuff that I doubt anyone really noticed or even affected anything (differing double entries, that sort of thing), but meh.

If people aren't keen on me taking license and balancing all the things ('cuz really, who am I to say what's what?), I'm fine with releasing a second version with just the essentials in it (the new 1.2 goodies, added tags, updated bulkheads, etc). Or you can make the changes yourself - I generally left in the old/original values next to my adjusted values, behind a double slash //. And if you really don't like my engine changes (which honestly aren't that bad), you can just delete "OT_Engines.cfg" entirely. No hard feelings, promise.:)

Happy Halloween.

 

Installation Just extract the folder "TugPatches" into your GameData folder. Requires ModuleManager, as these are just MM patches. Pretty straightforward.

Credits Credit for "OrbitalTug" belongs to @nli2work ; credit for "TugPatches" belongs to @Deimos Rast. All bugs contained therein also belong to Deimos Rast.

License Not sure this even needs one, and I don't really care, but some people do, so let's go with the OP's license of "CC-BY-NC-SA 4.0". nli2work is, of course, more than welcome to use any and all of these patches or their contents, as he so chooses. Or not. That's cool too. :)

Changelog here

Download here

 

EDIT:

@LeLeon @Scotius Done.

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Wow, these look like great changes to a great mod! I will definetly download this and take a look!

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 *chooses renegade option* at this point I DONT CARE if threads are old if anything I think older threads could use some attention but on to the main point any chance this could be uploaded to ckan so people could download it and let the computer do all the file sorting? because when it comes to finding files 98% of the time I have no idea where the hell I'm supposed to put something

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  On 9/5/2017 at 6:57 AM, mindseyemodels said:

 *chooses renegade option* at this point I DONT CARE if threads are old if anything I think older threads could use some attention but on to the main point any chance this could be uploaded to ckan so people could download it and let the computer do all the file sorting? because when it comes to finding files 98% of the time I have no idea where the hell I'm supposed to put something

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It's on CKAN....for 1.1.2. Really shouldn't be expecting something from a mod that hasn't been updated since a year ago.

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  • 3 weeks later...
  On 9/24/2017 at 9:46 PM, Catatau_27 said:

Good evening, could you upgrade to version 1.3.0? I'm a fan of this mod it helps me a lot = D. Of course as soon as possible. Thank you.

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So several things.

First- 

 

Second, from 2 posts above yours:

It's on CKAN....for 1.1.2. Really shouldn't be expecting something from a mod that hasn't been updated since a year ago.

And last,

This sounds like a great time to dip your feet into the modding world.  Many who have no background have created mods for KSP.  If nobody has stepped up in the last year to take over and update this mod, then it isn't likely to happen unless a big fan of this mod decides to...Hey wait, you just said you are a fan. :D

 

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Okay, @Catatau_27, considering you're on the hunt for mods (I am presuming you're a brand new player into KSP, and this is literally the first time you're in the forums, and into downloading and installing mods, and into the forum culture in general)it looks like you're about to walk into a minefield asking for updates. So, if you don't mind, if it can help for future interaction in these forums, please consider the following tips. They're behind the spoiler below, just click it to open and read. And I promise, if you still haven't gotten this mod to work yet, it will reward you in the end, literally. 

  Reveal hidden contents

 

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  On 9/25/2017 at 6:49 AM, B-STRK said:

Ok, @ Catatau_27 , considerando que você está procurando por mods (eu estou presumindo que você é um novo jogador no KSP, e isso é literalmente a primeira vez que você está nos fóruns e para baixar e instalar mods, e na cultura do fórum em geral) parece que você está prestes a entrar num campo minado pedindo atualizações. Então, se você não se importar, se isso pode ajudar a futuras interações nesses fóruns, considere as seguintes dicas. Eles estão atrás do spoiler abaixo, basta clicar nele para abrir e ler. E eu prometo que, se você ainda não conseguiu esse modário funcionar, ele irá recompensá-lo no final, literalmente. 

  Reveal hidden contents

 

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Thanks, i will remember =) thanks for the help =)

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  On 11/16/2017 at 9:33 PM, Ogre1983 said:

haha sorry, when I wrote that I was still learning... I thought that any mod would have to be updated any time ksp is. I know now that if it's parts it usually works fine. 

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Understand that even that isn't guaranteed, but this late in development, having gone to production, it's very unlikely that the part format is going to change where it actually breaks things.

(though there have been the occasional exceptions, such as a certain inflatable habitat mod whose torus habitat has been known to break physics and crash the game in recent KSP updates - but that's due to it mesh rather than due to config file format)

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