Skywalket Posted October 11, 2017 Share Posted October 11, 2017 Thank you! Now to try it... Quote Link to comment Share on other sites More sharing options...
Skywalket Posted October 11, 2017 Share Posted October 11, 2017 It works! Quote Link to comment Share on other sites More sharing options...
amarius1 Posted October 11, 2017 Share Posted October 11, 2017 Outstanding mod, my friend! Just using this great creation on my new machine! Hope you can work with me again Quote Link to comment Share on other sites More sharing options...
Nils277 Posted October 13, 2017 Author Share Posted October 13, 2017 Update to 1.0.4 ~Keep driving~ Changelog: Quote Bug Fixes: Fixed collider of thin Cargo Bay Fixed label of the small freight kontainer Removed debug logs from the Texture Switch Fixed a rare error in the resource switch when a module of another mod cannot be loaded Download: Quote Link to comment Share on other sites More sharing options...
Skywalket Posted October 14, 2017 Share Posted October 14, 2017 On 1/21/2017 at 5:40 AM, Nils277 said: Kerbetrotter Ltd. is happy to announce its newest creation from the Feline Utility Rover series: The Lynx Rover. A medium sized versatile rover that is capable to operate independently in the harshest environments. It is mainly designed to operate on other planets, but also in the outback of Kerbin. Depending on your configuration it can be used for crew transport, mobile research including a laboratory or as a transport for various resources. You can also use bellowed joints to be more flexible in difficult terrain or use hover engines to pass water. It now also includes a small propeller for when the rover is swimming. Features Joints and Hitches Hover Engines IVAs in all crewed parts Custom Wheels Fits in MK3 Cargo Bay Configurable Containers Galleries Download Please remove the folder of older versions of this Mod before installing! The source code is available on GitHub Instructions For instructions on how to use the hitches and joints, please take a look at the KSPedia entry of Feline Utility Rovers The Hitches and Joints are locked by default when you first launch your vessel. You have to click "Unlock" in the right-click menu to unlock them. The Hover Engines can be controlled with the controls for the Wheels to accelerate and steer. Lateral movement and height changes can be made with the controls for RCS. Please also visit the KSPedia for more information. Translations Español by @bice Русский by @Tirathangil 中国语文 by @ssd21345, @vosskftw and @Levin845 Português (do Brasil) by @FellipeC Deutsch by @Nils277 Looking for help: If anyone is interested to translate FUR into Japanese (or the other languages that will be supported), please let me know! You can find all the texts that need translation here: Localizable Texts. Supported Mods Life Support:TAC-LS, USI-LS, Snacks!, Kerbalism, IFI Life Support Gameplay:KIS, KeepFit, RemoteTech, Connected Living Space, Pathfinder, Realfuels Visual:JSI Advanced Transparend Pods, Raster Prop Monitor, ASET Props Supports resources from:OSE Workshop, Extraplanetary Launchpads, MKS, Deepfreeze, Near Future Propulsion, Near Future Electrical Support and bug reports If you encounter a bug with Feline Utility Rovers, please follow these instructions to report it.Most important: I need the KSP.log FILE. Otherwise i won't be able to help! License The art assets are licensed under: CC-BY-NC The plugin code is licensed under: Apache License 2.0 Thanks @sirkut and @Ziw for Infernal Robotics, which was used as reference/learning source for the functionality of the hitch. Also thanks to @Snjo for the Firespitter mod. The Fuel-Switch is based on the one from Firespitter. Last but not least thanks to @Rafael acevedo for testing and suggestions during the development. In your next FUR mod, how about a Bobcat Rover? It could be loosely based off of the Ares Rover from The Martian Quote Link to comment Share on other sites More sharing options...
FellipeC Posted October 17, 2017 Share Posted October 17, 2017 How you folks are installing radiators on your rovers? Quote Link to comment Share on other sites More sharing options...
Skywalket Posted October 18, 2017 Share Posted October 18, 2017 8 hours ago, FellipeC said: How you folks are installing radiators on your rovers? SPACE! Quote Link to comment Share on other sites More sharing options...
Skywalket Posted October 20, 2017 Share Posted October 20, 2017 On 10/17/2017 at 12:31 PM, FellipeC said: How you folks are installing radiators on your rovers? I slap some flatbeds on and then add the radiators on there Quote Link to comment Share on other sites More sharing options...
dericke Posted October 28, 2017 Share Posted October 28, 2017 I would like to second the request for a FUR form factor Science Jr module. Quote Link to comment Share on other sites More sharing options...
Skywalket Posted October 30, 2017 Share Posted October 30, 2017 On 10/28/2017 at 1:14 PM, dericke said: I would like to second the request for a FUR form factor Science Jr module. I second that! It would be great to have. Quote Link to comment Share on other sites More sharing options...
Esendis Posted October 30, 2017 Share Posted October 30, 2017 Any chance for an agroponics module for USI-LS? Spamming the small usi modules to fit the lynx form factor is killing the part count number. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted November 2, 2017 Author Share Posted November 2, 2017 On 28.10.2017 at 7:14 PM, dericke said: I would like to second the request for a FUR form factor Science Jr module. A science module might be a good idea. Will add one in the future. On 30.10.2017 at 8:41 AM, Esendis said: Any chance for an agroponics module for USI-LS? Spamming the small usi modules to fit the lynx form factor is killing the part count number. I'm sorry, but an agroponics module is not really in the scope of this mod. When you have the big LifeSupport Module installed, it alone provides enough supplies for 3 kerbals for 46 days. Quote Link to comment Share on other sites More sharing options...
Eric S Posted November 2, 2017 Share Posted November 2, 2017 On 10/28/2017 at 10:14 AM, dericke said: I would like to second the request for a FUR form factor Science Jr module. I'm thinking of going one step farther and setting up a lynx part that has room for some Universal Storage slots. I can probably pull it off without designing any new parts, just combining one of the Lynx parts with a few of the 4-container bases. Not that many of the other science parts would need dedicated parts since they can fit in the Lynx science bay, but it opens up a few more options. Quote Link to comment Share on other sites More sharing options...
DStaal Posted November 2, 2017 Share Posted November 2, 2017 13 minutes ago, Eric S said: I'm thinking of going one step farther and setting up a lynx part that has room for some Universal Storage slots. I can probably pull it off without designing any new parts, just combining one of the Lynx parts with a few of the 4-container bases. Not that many of the other science parts would need dedicated parts since they can fit in the Lynx science bay, but it opens up a few more options. That idea I like. I never have trouble with fitting a science jr on - but then I have several parts packs that provide alternate parts for it. But the idea that it's designed to fit the same universal racks as the capsules, and that you can move those parts back and forth... That's interesting. Might want to check how Universal Storage 2.0 is coming along though - I know they're working on a full revamp. Quote Link to comment Share on other sites More sharing options...
Eric S Posted November 2, 2017 Share Posted November 2, 2017 2 minutes ago, DStaal said: Might want to check how Universal Storage 2.0 is coming along though - I know they're working on a full revamp. True, but I honestly expect the part to take a few hours at most, and most of that is learning, so even if I only use it for one save, it's worth it. Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted November 4, 2017 Share Posted November 4, 2017 Quote Link to comment Share on other sites More sharing options...
Kyros Posted November 6, 2017 Share Posted November 6, 2017 (edited) Hello, I don't have any resource available for the freight containers (both Big and Small) I'm installed the mod with CKAN and intended to use it with SimpleConstruction. Should the vanilla Ore be available or it supports just resources from other mods? Pic: https://imgur.com/a/rYklI BTW thanks for this and KPBS. These are my favourite mods. EDIT: Ok, As soons as I removed Insterstellar Fuel Switch Core along SimpleConstructions, Ore resource showed up indeed. Edited November 6, 2017 by Kyros Quote Link to comment Share on other sites More sharing options...
Nils277 Posted November 7, 2017 Author Share Posted November 7, 2017 (edited) 16 hours ago, Kyros said: Hello, I don't have any resource available for the freight containers (both Big and Small) I'm installed the mod with CKAN and intended to use it with SimpleConstruction. Should the vanilla Ore be available or it supports just resources from other mods? Pic: https://imgur.com/a/rYklI BTW thanks for this and KPBS. These are my favourite mods. EDIT: Ok, As soons as I removed Insterstellar Fuel Switch Core along SimpleConstructions, Ore resource showed up indeed. It seems that IFS or SC messes around with the resources or the definition of resources of other mods. Can you send me a log file (the KSP.log one from KSPs main folder) so i can see if this is caused by accident or if not if i can take any countermeasures on my end to prevent this? EDIT: Just tested it out with Simple Contruciton and IFS and the Freight container offers me the options to carry Ore, Metal or MetalOre. So it seems to work as it should for me. There is probably an interaction with yet another mod that causes this. I definitely need the KPS.log file to find out what is happening. Edited November 7, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
Kyros Posted November 7, 2017 Share Posted November 7, 2017 10 hours ago, Nils277 said: It seems that IFS or SC messes around with the resources or the definition of resources of other mods. Can you send me a log file (the KSP.log one from KSPs main folder) so i can see if this is caused by accident or if not if i can take any countermeasures on my end to prevent this? EDIT: Just tested it out with Simple Contruciton and IFS and the Freight container offers me the options to carry Ore, Metal or MetalOre. So it seems to work as it should for me. There is probably an interaction with yet another mod that causes this. I definitely need the KPS.log file to find out what is happening. So I completely wiped KSP from my system and downloaded only FUR, KBPS and SimpleConstruction (along with the dependencies of course) from CKAN. Same issue though, no resource shows up and the container is named as "Freight". Here's the log: https://drive.google.com/file/d/1aX6Hkc5_s6woQzb60qs-L-lKALvC40pY/view Quote Link to comment Share on other sites More sharing options...
FellipeC Posted November 9, 2017 Share Posted November 9, 2017 Unfortunately for some reason I can't figure out, some parts like the rear airlock, drill and rear tank are missing the toggle lights button. I can still turn lights on or off lights button, but the right click option is missing as you can see in the link: https://imgur.com/a/8Tg4q Quote Link to comment Share on other sites More sharing options...
happliy Posted November 10, 2017 Share Posted November 10, 2017 I think you should increase the vehicle's interfacing to the vehicle to increase the car length. You should also add adapters to improve transport efficiency. The suspension engine's sinicization is incomplete. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted November 10, 2017 Author Share Posted November 10, 2017 On 7.11.2017 at 8:27 PM, Kyros said: So I completely wiped KSP from my system and downloaded only FUR, KBPS and SimpleConstruction (along with the dependencies of course) from CKAN. Same issue though, no resource shows up and the container is named as "Freight". Here's the log: https://drive.google.com/file/d/1aX6Hkc5_s6woQzb60qs-L-lKALvC40pY/view Hmm....i can't see anything weird in your log file that would explain your problem. What's about the standard fueltanks, do they have the ability to switch between LFO, Liquid Fuel, Mono etc? Will prepare a debug version of the plugin that prints out everything it does...maybe this way the bug can be found. On 9.11.2017 at 2:50 AM, FellipeC said: Unfortunately for some reason I can't figure out, some parts like the rear airlock, drill and rear tank are missing the toggle lights button. I can still turn lights on or off lights button, but the right click option is missing as you can see in the link: https://imgur.com/a/8Tg4q You are right, there is a bug that causes the lights button to only be available when the front light setting is chosen. Will correct that in the future. 6 hours ago, happliy said: I think you should increase the vehicle's interfacing to the vehicle to increase the car length. You should also add adapters to improve transport efficiency. The suspension engine's sinicization is incomplete. I have not the slightest idea what you mean by "the vehicle's interfacing". can you elaborate Adapters to what? There are already adapters to add it to a rocket, it's the "Lynx Structural Decoupler". Do you mean that? Do you mean that the chinese translation for the engines is missing? I know that it is missing but i cannot change it, because i can't speak chinese. There are already volunteers that help to translate the texts but they also just have limited time and so far not everything is translated. Quote Link to comment Share on other sites More sharing options...
Eric S Posted November 10, 2017 Share Posted November 10, 2017 On 11/2/2017 at 12:22 PM, Eric S said: True, but I honestly expect the part to take a few hours at most, and most of that is learning, so even if I only use it for one save, it's worth it. Well, I finally got around to spending the few hours, and while I'm not happy with the hexcore yet, here's my quadcore. It uses the Lynx service bay and gives you four places for Universal Storage wedges, as you probably guessed from the name. It requires the Lynx, Universal Storage, and ModuleManager. I had to slightly scale down the US QuadCores so that they weren't obviously bigger than the space they were put in. The wedges, when installed, will slightly clip into the floor and ceiling. Something that's niggling at me, despite using mirrored coordinates, one pair of nodes appears closer to the floor than the other pair (hard to see the difference before you install wedges, so it could be the wedges that are out of balance). I haven't tweaked the cost or mass of the part, and I'm not sure I really need to for balance purposes. Create a directory under GameData, paste this into a .cfg file within the directory, and restart KSP. +PART[Lynx_ServiceBay] { @name = LynxUSQuad @author = Original part authors Nils277 and Paul Kingtiger & Daishi, merged by Eric S @title = Lynx Universal Storage QuadCore // Nodes for Universal Storage nodes node_stack_rightUS.1C10.Wedge.Quadcore1 = -0.466, 0.194, -0.16, -1, 0, 0, 0 node_stack_rightUS.1C10.Wedge.Quadcore2 = -0.466, -0.194, -0.16, -1, 0, 0, 0 node_stack_leftUS.1C10.Wedge.Quadcore3 = 0.466, 0.194, -0.16, 1, 0, 0, 0 node_stack_leftUS.1C10.Wedge.Quadcore4 = 0.466, -0.194, -0.16, 1, 0, 0, 0 MODEL { model = UniversalStorage/Parts/US_1C10_Wedge_Quadcore/model position = -0.3, 0.194, -0.16 scale = 0.95, 0.95, 0.95 } MODEL { model = UniversalStorage/Parts/US_1C10_Wedge_Quadcore/model position = -0.3, -0.194, -0.16 scale = 0.95, 0.95, 0.95 } MODEL { model = UniversalStorage/Parts/US_1C10_Wedge_Quadcore/model position = 0.3, 0.194, -0.16 scale = 0.95, 0.95, 0.95 } MODEL { model = UniversalStorage/Parts/US_1C10_Wedge_Quadcore/model position = 0.3, -0.194, -0.16 scale = 0.95, 0.95, 0.95 } MODULE:NEEDS[KIS] { name = ModuleKISPartMount sndStorePath = KIS/Sounds/containerMount allowRelease = true MOUNT { attachNode = node_stack_rightUS.1C10.Wedge.Quadcore1 allowedPartName= US_1M110_Wedge_ScienceBay allowedPartName= US_1P110_Wedge_Fuelcell allowedPartName= US_1P120_Wedge_Elektron allowedPartName= US_1P130_Wedge_Sabatier allowedPartName= US_1P140_Wedge_WRS allowedPartName= US_1R110_Wedge_KISContainer allowedPartName= US_1R210_Wedge_Liquidfuel allowedPartName= US_1R220_Wedge_Monoprop allowedPartName= US_1R310_Wedge_CarbonDioxide allowedPartName= US_1R320_Wedge_Food allowedPartName= US_1R330_Wedge_Hydrogen allowedPartName= US_1R340_Wedge_Oxygen allowedPartName= US_1R350_Wedge_Waste allowedPartName= US_1R360_Wedge_Water allowedPartName= US_1R370_Wedge_WasteWater allowedPartName= dmUSAsert allowedPartName= dmUSGoo allowedPartName= dmUSMat allowedPartName= dmUSGoreSat allowedPartName= dmUSImagingPlatform allowedPartName= USRPWS allowedPartName= dmUSMagBoom allowedPartName= dmUSScope allowedPartName= dmUSSoilMoisture allowedPartName= dmUSSolarParticles allowedPartName= dmUSPresTemp allowedPartName= dmUSAccGrav allowedPartName= dmUSAtmosSense } MOUNT { attachNode = node_stack_rightUS.1C10.Wedge.Quadcore2 allowedPartName= US_1M110_Wedge_ScienceBay allowedPartName= US_1P110_Wedge_Fuelcell allowedPartName= US_1P120_Wedge_Elektron allowedPartName= US_1P130_Wedge_Sabatier allowedPartName= US_1P140_Wedge_WRS allowedPartName= US_1R110_Wedge_KISContainer allowedPartName= US_1R210_Wedge_Liquidfuel allowedPartName= US_1R220_Wedge_Monoprop allowedPartName= US_1R310_Wedge_CarbonDioxide allowedPartName= US_1R320_Wedge_Food allowedPartName= US_1R330_Wedge_Hydrogen allowedPartName= US_1R340_Wedge_Oxygen allowedPartName= US_1R350_Wedge_Waste allowedPartName= US_1R360_Wedge_Water allowedPartName= US_1R370_Wedge_WasteWater allowedPartName= dmUSAsert allowedPartName= dmUSGoo allowedPartName= dmUSMat allowedPartName= dmUSGoreSat allowedPartName= dmUSImagingPlatform allowedPartName= USRPWS allowedPartName= dmUSMagBoom allowedPartName= dmUSScope allowedPartName= dmUSSoilMoisture allowedPartName= dmUSSolarParticles allowedPartName= dmUSPresTemp allowedPartName= dmUSAccGrav allowedPartName= dmUSAtmosSense } MOUNT { attachNode = node_stack_leftUS.1C10.Wedge.Quadcore3 allowedPartName= US_1M110_Wedge_ScienceBay allowedPartName= US_1P110_Wedge_Fuelcell allowedPartName= US_1P120_Wedge_Elektron allowedPartName= US_1P130_Wedge_Sabatier allowedPartName= US_1P140_Wedge_WRS allowedPartName= US_1R110_Wedge_KISContainer allowedPartName= US_1R210_Wedge_Liquidfuel allowedPartName= US_1R220_Wedge_Monoprop allowedPartName= US_1R310_Wedge_CarbonDioxide allowedPartName= US_1R320_Wedge_Food allowedPartName= US_1R330_Wedge_Hydrogen allowedPartName= US_1R340_Wedge_Oxygen allowedPartName= US_1R350_Wedge_Waste allowedPartName= US_1R360_Wedge_Water allowedPartName= US_1R370_Wedge_WasteWater allowedPartName= dmUSAsert allowedPartName= dmUSGoo allowedPartName= dmUSMat allowedPartName= dmUSGoreSat allowedPartName= dmUSImagingPlatform allowedPartName= USRPWS allowedPartName= dmUSMagBoom allowedPartName= dmUSScope allowedPartName= dmUSSoilMoisture allowedPartName= dmUSSolarParticles allowedPartName= dmUSPresTemp allowedPartName= dmUSAccGrav allowedPartName= dmUSAtmosSense } MOUNT { attachNode = node_stack_leftUS.1C10.Wedge.Quadcore4 allowedPartName= US_1M110_Wedge_ScienceBay allowedPartName= US_1P110_Wedge_Fuelcell allowedPartName= US_1P120_Wedge_Elektron allowedPartName= US_1P130_Wedge_Sabatier allowedPartName= US_1P140_Wedge_WRS allowedPartName= US_1R110_Wedge_KISContainer allowedPartName= US_1R210_Wedge_Liquidfuel allowedPartName= US_1R220_Wedge_Monoprop allowedPartName= US_1R310_Wedge_CarbonDioxide allowedPartName= US_1R320_Wedge_Food allowedPartName= US_1R330_Wedge_Hydrogen allowedPartName= US_1R340_Wedge_Oxygen allowedPartName= US_1R350_Wedge_Waste allowedPartName= US_1R360_Wedge_Water allowedPartName= US_1R370_Wedge_WasteWater allowedPartName= dmUSAsert allowedPartName= dmUSGoo allowedPartName= dmUSMat allowedPartName= dmUSGoreSat allowedPartName= dmUSImagingPlatform allowedPartName= USRPWS allowedPartName= dmUSMagBoom allowedPartName= dmUSScope allowedPartName= dmUSSoilMoisture allowedPartName= dmUSSolarParticles allowedPartName= dmUSPresTemp allowedPartName= dmUSAccGrav allowedPartName= dmUSAtmosSense } } } If you're curious about the hexcore issues, basically, there's way too much clipping involved and you can't reach the two middle nodes easily outside of the VAB. I can ignore the latter, but I'll probably need to either leave out the quadcore models, leaving it with nodes floating in the air (or lack thereof), or come up with a custom model of the bracket in order to get rid of the clipping. There's just not much room left if you try to fit six wedges in a "Lynx Cargo Bay (Small)" and leave the four outer wedges facing the doors. And yes, if there's interest and no objections, I'll probably package this up as an actual mod somewhere. Quote Link to comment Share on other sites More sharing options...
happliy Posted November 12, 2017 Share Posted November 12, 2017 (edited) @Nils277 I typed it wrong. Should be "docking port" very sorry. I did not see it. BTW thanks for this and KPBS. These are my favourite mods,too. Edited November 13, 2017 by happliy Quote Link to comment Share on other sites More sharing options...
JediRangerkendor Posted November 18, 2017 Share Posted November 18, 2017 How do I increase the hover height of the engines? Quote Link to comment Share on other sites More sharing options...
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