goldenpsp Posted October 11, 2016 Share Posted October 11, 2016 52 minutes ago, nekokamiguru said: I am using a near fresh install of version KSP v1.2 and I am having difficulties getting the mod correctly installed, I have unpacked the file in the gamedata directory and only the construction ports are turning up in the parts list. I only have mechjeb installed as my only other mod. Do I need other mods to make it work properly or have I done something else wrong? Make sure you put the CONTENTS of gamedata into your gamedata folder. Your gamedata folder should not have anything like Gamedata\gamedata. That at least is the most common mistake. Quote Link to comment Share on other sites More sharing options...
nekokamiguru Posted October 11, 2016 Share Posted October 11, 2016 4 minutes ago, goldenpsp said: Make sure you put the CONTENTS of gamedata into your gamedata folder. Your gamedata folder should not have anything like Gamedata\gamedata. That at least is the most common mistake. Thank you, it works now. Quote Link to comment Share on other sites More sharing options...
mostlydave Posted October 11, 2016 Share Posted October 11, 2016 I tried this out yesterday on a space station to attach a fuselage and docking port to a 4 sided hub and after collapsing the ports half of the surface attached items on the station (RCS, solar panels) are floating about a foot from the station. reloading the craft didn't fix the problem, is this happening to anyone else? Quote Link to comment Share on other sites More sharing options...
DStaal Posted October 11, 2016 Share Posted October 11, 2016 For future planning purposes, a challenge to those of you who can already use this mod (it'll be a week or two for me - I'm running heavily modded, so I'll need to wait): Is it possible to use magnets to lift a full 5m Kontainer of say UraniumOre with a docking port attached up to a docking port, and have the dock be successful? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 11, 2016 Author Share Posted October 11, 2016 4 hours ago, mostlydave said: I tried this out yesterday on a space station to attach a fuselage and docking port to a 4 sided hub and after collapsing the ports half of the surface attached items on the station (RCS, solar panels) are floating about a foot from the station. reloading the craft didn't fix the problem, is this happening to anyone else? Happens sometimes. I recommend doing an F5 before you ever weld anything. 4 hours ago, DStaal said: For future planning purposes, a challenge to those of you who can already use this mod (it'll be a week or two for me - I'm running heavily modded, so I'll need to wait): Is it possible to use magnets to lift a full 5m Kontainer of say UraniumOre with a docking port attached up to a docking port, and have the dock be successful? Depends on gravity, but you will really need a lot more magnets for that one. Quote Link to comment Share on other sites More sharing options...
DStaal Posted October 11, 2016 Share Posted October 11, 2016 9 minutes ago, RoverDude said: Depends on gravity, but you will really need a lot more magnets for that one. I expected that it'd take a lot of magnets. But I'm setting up a network designed to fling kontainers around the Kerbin SOI for various reasons, and was wondering if I could build it so that my 'lander' crafts could drop them off and pick them up later - without needing to be pinpoint-accurate on landing. I just wasn't sure if the magnets would interfere with docking. (Power supply to lift it for a few seconds isn't necessarily a concern.) As for gravity... I'm mostly set up on Minmus. (I haven't even surveyed Mun yet...) So I'm doubting that will be much of a problem. (And I'm not really planning on shipping around Uranium much - most of my loads will be much lighter. But I plan around heaviest possible.) Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 11, 2016 Author Share Posted October 11, 2016 nah they will not interfere with docking at all. I've done the 'magnet into a docking port' thing before. Quote Link to comment Share on other sites More sharing options...
IronCretin Posted October 11, 2016 Share Posted October 11, 2016 (edited) How do I add the tweakables to my own docking ports? Adding the lines from the configs doesn't work. Edit: I found it, looks like it's in the ModuleWeldablePort module. Any chance of that functionality being split out? Edited October 11, 2016 by IronCretin Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted October 11, 2016 Share Posted October 11, 2016 15 minutes ago, IronCretin said: How do I add the tweakables to my own docking ports? Adding the lines from the configs doesn't work. Edit: I found it, looks like it's in the ModuleWeldablePort module. Any chance of that functionality being split out? Why would that need to be? Can't you just MM that module into any docking part you want? Also I'm pretty sure if you look through the last couple of pages you will find a MM patch doing just that. Quote Link to comment Share on other sites More sharing options...
IronCretin Posted October 11, 2016 Share Posted October 11, 2016 Because I don't want every port to be weldable, especially by accident. Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted October 11, 2016 Share Posted October 11, 2016 14 minutes ago, IronCretin said: Because I don't want every port to be weldable, especially by accident. I'm sorry I don't know what you are asking. Part Modules can be added on a per part basis by using Module Manager (preferred) or by directly adding the Part Module to the part's cfg file (not recommended). You cannot add modules to a specific instance of a part. Quote Link to comment Share on other sites More sharing options...
IronCretin Posted October 11, 2016 Share Posted October 11, 2016 No, I mean both the welding functionality and the tweakables come from the same module. I want to have a specific type of docking port, e.g. the stock ones, or a modded one, have the tweakables, but not the welding. Quote Link to comment Share on other sites More sharing options...
DStaal Posted October 11, 2016 Share Posted October 11, 2016 3 minutes ago, IronCretin said: No, I mean both the welding functionality and the tweakables come from the same module. I want to have a specific type of docking port, e.g. the stock ones, or a modded one, have the tweakables, but not the welding. Sorry, I think your only solution there is to grab the code from Github and start hacking. It's possible you could separate them in code and send a PR - but I'm guessing it's not likely to be something RoverDude would be very interested in pulling in. More likely you'd have to create your own mod. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 11, 2016 Author Share Posted October 11, 2016 NEW VERSION FOR KSP 1.2 IS UP! Also - if you want to grab the entire USI Constellation in a single zip... head over here: https://github.com/BobPalmer/USI_Constellation/releases/ 0.1.3 - (KSP 1.2) ----------------- Removed command probe options from truss segments Fixed Akita wheel name Magnets are now twice as powerful and use 1/10th of the EC Quote Link to comment Share on other sites More sharing options...
Randazzo Posted October 11, 2016 Share Posted October 11, 2016 You sir, are a beast. Thanks for all the awesome mods and everything you've done to make this game better. Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted October 12, 2016 Share Posted October 12, 2016 12 hours ago, RoverDude said: Possibly wheels were put on incorrectly? By extended legs I mean like, can you add a part which makes the legs i.e the wheels that are like claws, be longer. Tweakscale support wouldn't exactly do it as it makes it bigger in size, but like, could you make the wheel/legs parts be modular, that way you can add additional parts to make them longer Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 12, 2016 Author Share Posted October 12, 2016 2 hours ago, The-Doctor said: By extended legs I mean like, can you add a part which makes the legs i.e the wheels that are like claws, be longer. Tweakscale support wouldn't exactly do it as it makes it bigger in size, but like, could you make the wheel/legs parts be modular, that way you can add additional parts to make them longer Not and still have them foldable, or without redoing the model Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted October 12, 2016 Share Posted October 12, 2016 1 hour ago, RoverDude said: Not and still have them foldable, or without redoing the model can you make them tweakable? I'm really worried if they can extend from the lander base to the surface lol. Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted October 12, 2016 Share Posted October 12, 2016 20 minutes ago, The-Doctor said: can you make them tweakable? I'm really worried if they can extend from the lander base to the surface lol. Why would his answer be any different to this question? The legs currently come in one size. If that doesn't work for you that's okay. Install infernal robotics once it updates and build your own legs. Or use girders and add wheels. Lots of options in this game if one particular part doesn't scratch your fancy. Quote Link to comment Share on other sites More sharing options...
Cassiopee Posted October 12, 2016 Share Posted October 12, 2016 Hello Guys ! Thank you so much for everything you are doing, RoverDude ! I look forward to test this mod ! i am a great fan of InfernalRobotics and i am happy to see new modders on that kind of stuff ^^ I have some trouble to install this particular mod with Ckan (in fact, i cant find your mod on ckan anymore since i've updated KSP to 1.2, but i will investigate on the proper thread for that ^^) Thanks you again ! Quote Link to comment Share on other sites More sharing options...
Stikkychaos Posted October 12, 2016 Share Posted October 12, 2016 2 hours ago, Cassiopee said: I have some trouble to install this particular mod with Ckan (in fact, i cant find your mod on ckan anymore since i've updated KSP to 1.2, but i will investigate on the proper thread for that ^^) Yeah im having the same issue right now :/ Quote Link to comment Share on other sites More sharing options...
Ringkeeper Posted October 12, 2016 Share Posted October 12, 2016 38 minutes ago, Stikkychaos said: Yeah im having the same issue right now :/ it takes some time for updated mods to show up on Ckan. Sounding Rockets f.e. is already up-to-date and in Ckan. Just wait a bit, Kerbin will keep spinning even if you update the mods tomorrow or day after^^ Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted October 12, 2016 Share Posted October 12, 2016 16 hours ago, Tarheel1999 said: Why would his answer be any different to this question? The legs currently come in one size. If that doesn't work for you that's okay. Install infernal robotics once it updates and build your own legs. Or use girders and add wheels. Lots of options in this game if one particular part doesn't scratch your fancy. I really like this mod, it has what I need without too much unused part, unlike infernal robotics Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted October 12, 2016 Share Posted October 12, 2016 This is what I wanna use this mod for. Quote Link to comment Share on other sites More sharing options...
nosirrbro Posted October 13, 2016 Share Posted October 13, 2016 I want this just for the tiny rover. Quote Link to comment Share on other sites More sharing options...
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