Merkov Posted September 9, 2016 Share Posted September 9, 2016 13 minutes ago, Deewad said: Hello, after doing a few lko rescue missions, one of them seems to have used the malemute crew cabin, and the kerbal inside cannot EVA, is there a way I can stop the rescue missions from using the crew cabin? To prevent this from happening in the future, I would recommend this little .dll file: Basically, it only allows kerbals in rescue missions to spawn in certain pods that it has "green lit". Mostly this just means stock pods. I assume one could edit the file to add other parts as well, but I've never bothered. Regardless, it will prevent any more kerbals from spawning in vehicles without hatches. I don't know if you are still trying to deal with this current kerbal in the crew cabin, but if you are, I would suggest using kas/kis to attach a docking port to the crew cabin, docking a rescue ship to it, then transferring the kerbal into the rescue ship. Quote Link to comment Share on other sites More sharing options...
Deewad Posted September 9, 2016 Share Posted September 9, 2016 1 minute ago, Merkov said: To prevent this from happening in the future, I would recommend this little .dll file: Basically, it only allows kerbals in rescue missions to spawn in certain pods that it has "green lit". Mostly this just means stock pods. I assume one could edit the file to add other parts as well, but I've never bothered. Regardless, it will prevent any more kerbals from spawning in vehicles without hatches. I don't know if you are still trying to deal with this current kerbal in the crew cabin, but if you are, I would suggest using kas/kis to attach a docking port to the crew cabin, docking a rescue ship to it, then transferring the kerbal into the rescue ship. Thanks, ill have to use that dll, and ill have to do that to rescue him Quote Link to comment Share on other sites More sharing options...
ndiver Posted September 12, 2016 Share Posted September 12, 2016 I don't know if the suggestion has already been made, but a small node on the top of the Lab, Bay and Service Module would be really useful if not already present in 1.1.3 (i'm still in 1.1.2). Right now, i have issues to fix it to a skycrane, as consequence of the absence of upper node. Quote Link to comment Share on other sites More sharing options...
Starfire70 Posted September 12, 2016 Share Posted September 12, 2016 10 hours ago, ndiver said: I don't know if the suggestion has already been made, but a small node on the top of the Lab, Bay and Service Module would be really useful if not already present in 1.1.3 (i'm still in 1.1.2). Right now, i have issues to fix it to a skycrane, as consequence of the absence of upper node. Just fix the skycrane to one of the ends of the rover. When it's landed, tip it over onto its wheels, and detach. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted September 15, 2016 Share Posted September 15, 2016 On 9/2/2016 at 10:56 AM, Starfire70 said: Driving up a 30 degree slope on Minmus. Low gravity is fun! That is gorgeous! What are you using for Minmus textures, etc? Quote Link to comment Share on other sites More sharing options...
Starfire70 Posted September 15, 2016 Share Posted September 15, 2016 2 hours ago, theonegalen said: That is gorgeous! What are you using for Minmus textures, etc? Proot's KSPRC mod compilation. Ya, the textures are quite amazing. Quote Link to comment Share on other sites More sharing options...
maallaard Posted September 21, 2016 Share Posted September 21, 2016 I really want this mod in my arsenal but can't get it to show up at all when I open up the game. I've tried the GameData folder, the Squad Plugins folder and have re-downloaded it many times. If its because there is a mod I already have that is causing the malamute parts to not show up, here is a list: Chatterer, KWRocketry, RoverScience, Docking Port Alignment, ForScience, HyperEdit, Inferno Robotics, KER, RCS build aid, Trajectories, Tweakscale and Station Science. If any of those could be preventing Malamute from working, please let me know. I am on a MacBook Air btw if that helps Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 21, 2016 Author Share Posted September 21, 2016 Sounds like you are installing it wrong. Show me a picture of your GameData folder and your UmbraSpaceIndustries folder. Quote Link to comment Share on other sites More sharing options...
maallaard Posted September 21, 2016 Share Posted September 21, 2016 (edited) Thank you so much RoverDude, really appreciate it. Edited September 21, 2016 by RedBee92 ok, done Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted September 21, 2016 Share Posted September 21, 2016 44 minutes ago, RedBee92 said: Thank you so much RoverDude, really appreciate it. Nothing should be put under squad\plugins. They should be directly under gamedata. Here is an old example of a gamedata that works Quote Link to comment Share on other sites More sharing options...
maallaard Posted September 21, 2016 Share Posted September 21, 2016 (edited) 4 minutes ago, goldenpsp said: Nothing should be put under squad\plugins. They should be directly under gamedata. Here is an old example of a gamedata that works Really? Cause I've had it that way for a while. Man I'm a noob. Thanks! Edited September 21, 2016 by RedBee92 Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 21, 2016 Author Share Posted September 21, 2016 Also where is USI Tools? That's why you have no categories. It needs to be in GameData as well. Along with anything else I bundled with this (i.e. Firespitter, CRP, etc.) Quote Link to comment Share on other sites More sharing options...
maallaard Posted September 21, 2016 Share Posted September 21, 2016 4 minutes ago, RoverDude said: Also where is USI Tools? That's why you have no categories. It needs to be in GameData as well. Along with anything else I bundled with this (i.e. Firespitter, CRP, etc.) The USI tools are in the GameData folder for the Malemute add-on just like I think it should be (This download was basically untouched except for the copy of the GamaData folder) Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 21, 2016 Author Share Posted September 21, 2016 Not in your screenshot tho... Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted September 21, 2016 Share Posted September 21, 2016 15 minutes ago, RedBee92 said: Really? Cause I've had it that way for a while. Man I'm a noob. Thanks! Probably got lucky. It won't generally cause problems with mods that don't have parts because it will find the .dll anywhere. But parts look for the exact path so changing the path in any way won't work. Quote Link to comment Share on other sites More sharing options...
maallaard Posted September 21, 2016 Share Posted September 21, 2016 @RoverDude Is this what you wanted? 3 minutes ago, goldenpsp said: Probably got lucky. It won't generally cause problems with mods that don't have parts because it will find the .dll anywhere. But parts look for the exact path so changing the path in any way won't work. That might be why one of three mods I try to merge with the KSP folder never work. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted September 21, 2016 Share Posted September 21, 2016 2 minutes ago, RedBee92 said: @RoverDude Is this what you wanted? That might be why one of three mods I try to merge with the KSP folder never work. Gotta unzip those and the copy the contents of gamedata fro the zip into your gamedata. Quote Link to comment Share on other sites More sharing options...
nascarlaser1 Posted September 21, 2016 Share Posted September 21, 2016 does this require any other mods to work? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 21, 2016 Author Share Posted September 21, 2016 Just the stuff in the zip file Quote Link to comment Share on other sites More sharing options...
maallaard Posted September 21, 2016 Share Posted September 21, 2016 I've restarted my game like 10 times and never saw anything Until I saw the "Rovers" tab... Thanks @goldenpsp & @RoverDude for the support. Can't thank you two enough. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 21, 2016 Author Share Posted September 21, 2016 You're welcome Quote Link to comment Share on other sites More sharing options...
maallaard Posted September 21, 2016 Share Posted September 21, 2016 Just now, RoverDude said: You're welcome And this is so far an amazing mod. Keep up the great work! Quote Link to comment Share on other sites More sharing options...
nascarlaser1 Posted September 23, 2016 Share Posted September 23, 2016 (edited) On 9/21/2016 at 7:05 PM, nascarlaser1 said: does this require any other mods to work? if I install this, will it install any other mods like LS from the zip folder? Edited September 23, 2016 by nascarlaser1 Quote Link to comment Share on other sites More sharing options...
maallaard Posted September 23, 2016 Share Posted September 23, 2016 (edited) Hi, its me again. I have notice a problem with the floodlights on the Malemute rover cab, their a bit off center. Edited September 23, 2016 by RedBee92 Quote Link to comment Share on other sites More sharing options...
Grunf911 Posted September 30, 2016 Share Posted September 30, 2016 (edited) Is there any way you could support JSI advanced transparent pods. In 1.1.3 it does not seem to work with Malemute rover, but It does seem to work with Karibou, not sure why EDIT: IT DOES work with Malemute but for some reason drawing distance is much nearer than with Karibou. Edited October 3, 2016 by Grunf911 Updated that it does work with Transparent Pods Quote Link to comment Share on other sites More sharing options...
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