Starwaster Posted March 29, 2017 Share Posted March 29, 2017 5 hours ago, megamike said: Reveal hidden contents KERBETROTTER_FREIGHT { name = Ore RESOURCE { name = Ore amount = 0 maxAmount = 600 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = ColonySupplies RESOURCE { name = ColonySupplies amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|MKS] { name = Commodities RESOURCE { name = ExoticMinerals amount = 750 maxAmount = 750 } RESOURCE { name = RareMetals amount = 750 maxAmount = 750 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Coolant RESOURCE { name = Coolant amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|Workshop|MKS] { name = Dirt RESOURCE { name = Dirt amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Equipment RESOURCE { name = Equipment amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|Workshop] { name = ExoticMinerals RESOURCE { name = ExoticMinerals amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Fertilizer RESOURCE { name = Fertilizer amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = FusionPellets RESOURCE { name = FusionPellets amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[DeepFreeze] { name = Glykerol RESOURCE { name = Glykerol amount = 750 maxAmount = 750 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Gypsum RESOURCE { name = Gypsum amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Hydrates RESOURCE { name = Hydrates amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Karbonite RESOURCE { name = Karbonite amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Karborundum RESOURCE { name = Karborundum amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Konkrete RESOURCE { name = Konkrete amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Lead RESOURCE { name = Lead amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = LqdHydrogen RESOURCE { name = LqdHydrogen amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Machinery RESOURCE { name = Machinery amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Workshop|MKS] { name = MaterialKits RESOURCE { name = MaterialKits amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|MKS&!ExtraplanetaryLaunchpads|MKS] { name = MetallicOre RESOURCE { name = MetallicOre amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[ExtraplanetaryLaunchpads] { name = MetalOre RESOURCE { name = MetalOre amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|MKS&!ExtraplanetaryLaunchpads|MKS] { name = Metals RESOURCE { name = Metals amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[ExtraplanetaryLaunchpads] { name = Metal RESOURCE { name = Metal amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|MKS] { name = Minerals RESOURCE { name = Minerals amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|MKS] { name = Organics RESOURCE { name = Organics amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Polymers RESOURCE { name = Polymers amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|Workshop] { name = RareMetals RESOURCE { name = RareMetals amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Recyclables RESOURCE { name = Recyclables amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = RefinedExotics RESOURCE { name = RefinedExotics amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = ResearchKits RESOURCE { name = ResearchKits amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = RocketParts RESOURCE { name = RocketParts amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Silicates RESOURCE { name = Silicates amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Silicon RESOURCE { name = Silicon amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Slag RESOURCE { name = Slag amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = SpecializedParts RESOURCE { name = SpecializedParts amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Substrate RESOURCE { name = Substrate amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|MKS] { name = Uraninite RESOURCE { name = Uraninite amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Water RESOURCE { name = Water amount = 1700 maxAmount = 1700 } } Glad to @Nils277! I don't have pathfinder installed. Could the :NEEDS[Pathfinder] on the rocketparts line cause this? I updated it to :NEEDS[ExtraplanetaryLaunchpads] like metal is as a stab in the dark but no joy there either I'm going to get some coffee and I'll have another look for any other clues As always, thanks for your time guys! Edit: Just for clarity, without simpleconstruction (and the bundled partial EL) installed my available options match exactly what I would expect from a virgin freight_storage.cfg. I just doublechecked that rocketparts is missing as I would expect without pathfinder installed. No, that NEEDS[Pathfinder] isn't going to do anything if Pathfinder isn't there, unless there's a config somewhere that says FOR[Pathfinder] (there isn't one in your installation) I have a suggestion. Please post another log AFTER running the game and loading up a save (or starting a new game, doesn't matter which) and take it all the way through to the editor. Place down the part you're having trouble with and then quit KSP. Then post the log. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted March 30, 2017 Author Share Posted March 30, 2017 (edited) On 28.3.2017 at 11:03 PM, megamike said: Reveal hidden contents KERBETROTTER_FREIGHT { name = Ore RESOURCE { name = Ore amount = 0 maxAmount = 600 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = ColonySupplies RESOURCE { name = ColonySupplies amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|MKS] { name = Commodities RESOURCE { name = ExoticMinerals amount = 750 maxAmount = 750 } RESOURCE { name = RareMetals amount = 750 maxAmount = 750 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Coolant RESOURCE { name = Coolant amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|Workshop|MKS] { name = Dirt RESOURCE { name = Dirt amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Equipment RESOURCE { name = Equipment amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|Workshop] { name = ExoticMinerals RESOURCE { name = ExoticMinerals amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Fertilizer RESOURCE { name = Fertilizer amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = FusionPellets RESOURCE { name = FusionPellets amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[DeepFreeze] { name = Glykerol RESOURCE { name = Glykerol amount = 750 maxAmount = 750 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Gypsum RESOURCE { name = Gypsum amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Hydrates RESOURCE { name = Hydrates amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Karbonite RESOURCE { name = Karbonite amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Karborundum RESOURCE { name = Karborundum amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Konkrete RESOURCE { name = Konkrete amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Lead RESOURCE { name = Lead amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = LqdHydrogen RESOURCE { name = LqdHydrogen amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Machinery RESOURCE { name = Machinery amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Workshop|MKS] { name = MaterialKits RESOURCE { name = MaterialKits amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|MKS&!ExtraplanetaryLaunchpads|MKS] { name = MetallicOre RESOURCE { name = MetallicOre amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[ExtraplanetaryLaunchpads] { name = MetalOre RESOURCE { name = MetalOre amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|MKS&!ExtraplanetaryLaunchpads|MKS] { name = Metals RESOURCE { name = Metals amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[ExtraplanetaryLaunchpads] { name = Metal RESOURCE { name = Metal amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|MKS] { name = Minerals RESOURCE { name = Minerals amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|MKS] { name = Organics RESOURCE { name = Organics amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Polymers RESOURCE { name = Polymers amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|Workshop] { name = RareMetals RESOURCE { name = RareMetals amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Recyclables RESOURCE { name = Recyclables amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = RefinedExotics RESOURCE { name = RefinedExotics amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = ResearchKits RESOURCE { name = ResearchKits amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = RocketParts RESOURCE { name = RocketParts amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Silicates RESOURCE { name = Silicates amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Silicon RESOURCE { name = Silicon amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Slag RESOURCE { name = Slag amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = SpecializedParts RESOURCE { name = SpecializedParts amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Substrate RESOURCE { name = Substrate amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|MKS] { name = Uraninite RESOURCE { name = Uraninite amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Water RESOURCE { name = Water amount = 1700 maxAmount = 1700 } } Glad to @Nils277! I don't have pathfinder installed. Could the :NEEDS[Pathfinder] on the rocketparts line cause this? I updated it to :NEEDS[ExtraplanetaryLaunchpads] like metal is as a stab in the dark but no joy there either I'm going to get some coffee and I'll have another look for any other clues As always, thanks for your time guys! Edit: Just for clarity, without simpleconstruction (and the bundled partial EL) installed my available options match exactly what I would expect from a virgin freight_storage.cfg. I just doublechecked that rocketparts is missing as I would expect without pathfinder installed. As @Starwaster said, changing the NEEDS parts would not help. I'm afraid i have to add a more detailled log to the plugin about when the reading of the config fails. I thought that maybe the config file is corrupted or has a missing bracket or so, but this is not the case. Edit: I won't be able to do anything for the next week or so because i'm on vacation Edited March 30, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
megamike Posted March 30, 2017 Share Posted March 30, 2017 14 hours ago, Nils277 said: As @Starwaster said, changing the NEEDS parts would not help. I'm afraid i have to add a more detailled log to the plugin about when the reading of the config fails. I thought that maybe the config file is corrupted or has a missing bracket or so, but this is not the case. Edit: I won't be able to do anything for the next week or so because i'm on vacation Not a problem @Nils277 I'm in transit from holidays->work travel myself. Let me know if I can help out at all. On 3/28/2017 at 7:14 PM, Starwaster said: No, that NEEDS[Pathfinder] isn't going to do anything if Pathfinder isn't there, unless there's a config somewhere that says FOR[Pathfinder] (there isn't one in your installation) I have a suggestion. Please post another log AFTER running the game and loading up a save (or starting a new game, doesn't matter which) and take it all the way through to the editor. Place down the part you're having trouble with and then quit KSP. Then post the log. @Starwaster I'll have it up as soon as I find some better wifi , thanks for helping out! On 3/27/2017 at 7:29 PM, TheRagingIrishman said: @megamike looking through your log, the only mods affecting Lynx_FreightBig that I don't use are FarFromKerbin, JettisonFuel, AmpYear, and KerbalKrashSystem but none of those affect the fuel switch. [LOG 19:00:17.822] PartLoader: Compiling Part 'KerbetrotterLtd/FelineUtilityRover/Parts/Payload/Freight_Big/Lynx_FreightBig' [LOG 19:00:17.827] [KerbetrotterTools]Config node Exception: Object reference not set to an instance of an object The problem is definitely ^ but I can't figure out for the life of me what's causing it . I'll mull over it tonight and see what I can think of. Also, I'm actually living in Boston right now . @TheRagingIrishman Too bad your not in Dublin as I just found out I'm flying there in 2 weeks! Not all is lost though as I do make it to Boston on occasion and there is some helluva good breweries there too! Quote Link to comment Share on other sites More sharing options...
Starwaster Posted March 30, 2017 Share Posted March 30, 2017 14 minutes ago, megamike said: I'll have it up as soon as I find some better wifi , thanks for helping out! NP. And, just to explain this a little, I'm thinking that this might be because of something happening at runtime when you enter the editor OR when you try to place a part. An error at the wrong time there could prevent a PartModule from initializing part of its code or even smash the parts list of the editor itself.... Quote Link to comment Share on other sites More sharing options...
megamike Posted April 3, 2017 Share Posted April 3, 2017 On 3/30/2017 at 3:41 PM, Starwaster said: NP. And, just to explain this a little, I'm thinking that this might be because of something happening at runtime when you enter the editor OR when you try to place a part. An error at the wrong time there could prevent a PartModule from initializing part of its code or even smash the parts list of the editor itself.... Sorry for the delay, I finally got on some decent interwebs. https://www.dropbox.com/s/flvto3twulv0yu9/KSP.log?dl=0 started game, entered building, added FUR cockpit and FUR large freight module. Quit to menu and out of game. Thanks @Starwaster Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 3, 2017 Share Posted April 3, 2017 1 hour ago, megamike said: Sorry for the delay, I finally got on some decent interwebs. https://www.dropbox.com/s/flvto3twulv0yu9/KSP.log?dl=0 started game, entered building, added FUR cockpit and FUR large freight module. Quit to menu and out of game. Thanks @Starwaster It's that same Kerbetrotter nullref right when you added the big freight container object. @Nils277, you mentioned earlier that it was probably from a missing config; what's actually missing is the RESOURCE_DEFINITION for several of those resources. ModuleFuelTanks / RealFuels is susceptible to the same thing. Cross referenced the freight nodes with actual resource definitions and the ones missing are MetalOre, Silicates, Silicon, Lithium and DepletedFuel. Some of those are probably missing because of an outdated Community Resource Pack distribution, as in one of the mods that you reinstalled probably replaced your CRP install with an obsolete version. Reinstalling CRP right from the CRP repository would get you back Silicates, Silicon and Lithium: https://github.com/BobPalmer/CommunityResourcePack/releases I *think* DepletedFuel is from an outdated CRP and should be corrected in the FUR configs. (it's DepletedUranium now) No idea where MetalOre is coming from. Maybe it was also in the CRP and is something else now like MetallicOre (which is also in the freight configs). Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted April 3, 2017 Share Posted April 3, 2017 @Starwaster Metal Ore is from EL Quote Link to comment Share on other sites More sharing options...
megamike Posted April 3, 2017 Share Posted April 3, 2017 (edited) 12 hours ago, Starwaster said: It's that same Kerbetrotter nullref right when you added the big freight container object. @Nils277, you mentioned earlier that it was probably from a missing config; what's actually missing is the RESOURCE_DEFINITION for several of those resources. ModuleFuelTanks / RealFuels is susceptible to the same thing. Cross referenced the freight nodes with actual resource definitions and the ones missing are MetalOre, Silicates, Silicon, Lithium and DepletedFuel. Some of those are probably missing because of an outdated Community Resource Pack distribution, as in one of the mods that you reinstalled probably replaced your CRP install with an obsolete version. Reinstalling CRP right from the CRP repository would get you back Silicates, Silicon and Lithium: https://github.com/BobPalmer/CommunityResourcePack/releases I *think* DepletedFuel is from an outdated CRP and should be corrected in the FUR configs. (it's DepletedUranium now) No idea where MetalOre is coming from. Maybe it was also in the CRP and is something else now like MetallicOre (which is also in the freight configs). @Starwaster you are a gentleman and a scholar. 3 hours ago, TheRagingIrishman said: @Starwaster Metal Ore is from EL @TheRagingIrishman you are too! I manually reinstalled CRP without any luck. I can see resource definitions in CRP for Silicates, Silicon, Lithium and DepletedUranium (No DepletedFuel as you said but that's another battle). MetalOre is indeed from EL (not installed), and I don't see it in the patch from simple construction's EL install. Only metal and rocket parts. KERBETROTTER_FREIGHT:NEEDS[ExtraplanetaryLaunchpads] { name = MetalOre RESOURCE { name = MetalOre amount = 1700 maxAmount = 1700 } } This is the wonky bit from the freight config. SC installs the nerfed EL but doesn't define all of the materials. I removed this chunk and the large/small freight containers work perfectly (well unless you wanted some sweet sweet MetalOre but I sure don't!). I should think the better way would be something like :NEEDS[ExtraplanetaryLaunchpads&!SimpleConstruction] to resolve this properly. Thank you all so much for helping out with this. I have a far better understanding of what's going on now I also just angered some sleepy German folks with my victory cry, oops Edit: I just had to poke it one more time, I confirmed the "proper" fix above works and updated the rocketparts line to :NEEDS[Pathfinder|SimpleConstruction] as well. Edited April 3, 2017 by megamike Additional information Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 3, 2017 Share Posted April 3, 2017 1 hour ago, megamike said: I should think the better way would be something like :NEEDS[ExtraplanetaryLaunchpads&!SimpleConstruction] to resolve this properly. Thank you all so much for helping out with this. I have a far better understanding of what's going on now I also just angered some sleepy German folks with my victory cry, oops Edit: I just had to poke it one more time, I confirmed the "proper" fix above works and updated the rocketparts line to :NEEDS[Pathfinder|SimpleConstruction] as well. Filtering out SC sounds reasonable for a workaround though it probably would be bad as an official fix (for those who might install SC + EL together legitimately) What is even IN that folder? I can't even tell from your logs and MM cache that it's even bringing anything to the party. Did SC just install an empty ExtraPlanetary folder? Quote Link to comment Share on other sites More sharing options...
megamike Posted April 3, 2017 Share Posted April 3, 2017 4 hours ago, Starwaster said: Filtering out SC sounds reasonable for a workaround though it probably would be bad as an official fix (for those who might install SC + EL together legitimately) What is even IN that folder? I can't even tell from your logs and MM cache that it's even bringing anything to the party. Did SC just install an empty ExtraPlanetary folder? @StarwasterTwo amazing icons are in that folder,The EL ones for in-game buttons to be exact. Simple Construction/Plugins has the launchpad.dll and el.version. I'm kinda thinking that the Launchpad.dll might look for the icons in a fixed location that the SC guy couldn't mess with? Simple Construction/Patches/EL has the resource.cfg and other changes. In CKAN EL and SC can't be installed together. I can try manually installing EL afterwards if you'd like to see what happens? KSP certainly sees it as EL being installed while CKAN doesn't. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 3, 2017 Share Posted April 3, 2017 7 minutes ago, megamike said: @StarwasterTwo amazing icons are in that folder,The EL ones for in-game buttons to be exact. Simple Construction/Plugins has the launchpad.dll and el.version. I'm kinda thinking that the Launchpad.dll might look for the icons in a fixed location that the SC guy couldn't mess with? Simple Construction/Patches/EL has the resource.cfg and other changes. In CKAN EL and SC can't be installed together. I can try manually installing EL afterwards if you'd like to see what happens? KSP certainly sees it as EL being installed while CKAN doesn't. Yeah that makes sense. (about the plugin needing the icons in a hard coded location) And it makes Module Manager think that EL is installed so that satisfies the NEEDS for EL. (here's a fun fact: Using FOR[SomeMod] also automatically satisfies the NEEDS requirement for SomeMod even if it's not really installed) I don't see a really great solution here other than to retract what I said earlier and make EL and SC mutually exclusive in each other's configs for FUR. Clearly there's a reason why they lock each other out in CKAN. Quote Link to comment Share on other sites More sharing options...
Overland Posted April 5, 2017 Share Posted April 5, 2017 I gave it a go lastnight for land train use..shes a fine machine The wheels are beautifully stable and non bouncy The couplings are great brings back memories of docking port coupled trains in times gone by Unrelated to your wheels though.. We still lack a laterial slip setting in cfg files from old wheels that i used to keep wagons running true..a train of more than 3 wagons tends to snake alot due to the nature of the hitch Any chance of an adaptor for the wheels so i can put an IR style free turning docking washer on the underside to let the wheels use a steering drawbar? Your spring hitch code would be amazing for this as using a steering drawbar itd benefits land trains to limit rotation So the train doesnt eat itself Definately has land train use Quote Link to comment Share on other sites More sharing options...
Nils277 Posted April 5, 2017 Author Share Posted April 5, 2017 @megamike That simple construction does not have MetalOre defined is indeed the problem. I will add a check to see of the resource that is added to the storage actually exists. This should fix the problem. Will also take a look at SC and see if i can add support for it if i find the time. @Overland Hmm, i will put it on the list of potential new parts Quote Link to comment Share on other sites More sharing options...
Overland Posted April 5, 2017 Share Posted April 5, 2017 (edited) Thankyou Thankyou Thankyou, bringer of awesomeness and gifter of great things to a land train driver your own rover is a beautiful thing, your hitches... in dragonball Z terms. are over 9000. Slayer of autostrutt, Reviver of framerates and.. Tallented modder that enables KTP to once again resume diesel electric operations While im having mixed success with your rover being used as a land train due to its slipping (but slowly finding a way to tame it), a long time ago I had to switch to steering drawbar and electric only trains.. because dreaded autostrut became the terrible thing it is, coldly welding docking port coupled flexable trains.. I searched far and wide for a solution.. their inability to be used as self centering flexable couplers pretty much doomed my elcano challenge and the very reason for KSP.. gone were the days of battling hills in overheating diesel electric locomotives with wheels slipping, generators running hot and detriot engines roaring while locomotives inched up hills in a battle of life and death.. Autostrut for me killed everything.. Your hitch.. brings happyness.. a great wonderful happyness Thankyou Running a prototype land train minutes before bed.. I found that your hitches track perfectly, they do all the right things and none of the bad.. increase framerates vs docking ports of old.. add flexability.. predictability and a great resumption of land train operations.. because of your mod, soon there will be 4432 plying and landscape of kerbin once again.. You do wonderful things, thankyou Btw forgot to mention.. These hitches are still in locked mode .as per oldworld KSP they flex due to train load alone..its the lack of autostrut that makes it possible Edited April 5, 2017 by Overland Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted April 5, 2017 Share Posted April 5, 2017 @Overland where is that cockpit from? Quote Link to comment Share on other sites More sharing options...
Overland Posted April 5, 2017 Share Posted April 5, 2017 (edited) 7 hours ago, TheRagingIrishman said: @Overland where is that cockpit from? Its a Kn-2 (An-2) cockpit by former squad member Sam Hall, he did some of the original stock cockpits..been around since 0.25 or so but doesnt get the popularity it deserves. Has full IVA etc These days it comes with Kn-7 stablemate derived from mark 2 size Its on curse and spacedock as the Kerbonov Pack It will enhance your KSP greatly..good for trains, rovers, aircraft etc The IVA in this feline rover is what I zeroed in for.. Rovers with IVA and good IVA especially are a beautiful thing...its nice to see feline class rovers with a proper IVA as a hardcore groundpounder.. Driving is IVA only unless needing to do shunting operations Edited April 6, 2017 by Overland Quote Link to comment Share on other sites More sharing options...
Arcane Intervention Posted April 7, 2017 Share Posted April 7, 2017 On 05/04/2017 at 7:31 PM, Nils277 said: list of potential new parts Sorry, but if i may, i just noticed what i think is a huge missed opportunity, these rover bodies are all so, SO close to fitting together, but also so far... These are your Lynx, @Angel-125's Buffalo and @RoverDude's malemute rovers, and i personally think that it is a tragedy that we don't have adaptors between them yet. I hope that i don't come across as being whiny, but if someone is making a list of ideas, i would like to try put this on it. I would like to thank all three of you, all of your mods are just awesome. Quote Link to comment Share on other sites More sharing options...
DStaal Posted April 9, 2017 Share Posted April 9, 2017 Thought you might like a shot of my recently deployed survey rover. (Crew standing outside for the PR op.) Solar powered, with a fuel cell backup. The cargo bay has a reasonable set of science experiments - though the main purpose of this trip is to preform resource surveys of the Minmus biomes, as well as to visit the Minmus anomalies. The WBI Buckboard containers are to hold the necessary supplies for an extended journey - there didn't seem to be a way to store large amounts of supplies in the Lynx parts themselves. (Although there are some slung in the under-cabin holders of the habitation section.) Quote Link to comment Share on other sites More sharing options...
Overland Posted April 13, 2017 Share Posted April 13, 2017 (edited) Land train use confirmed now, ive been able to use Infernal robotics - that cubey bit I forget the name of and Ibeams to create a steering drawbar.. slightly modified the wheels a bit for less speed although they do need more torque, even with a fully powered train as per real world land trains, shes struggling to climb the hills outside KSC.. i'll settle for slower speed sub 30 for some more torque.. on the stock front, using IR docking washers both static and free turning, the steering drawbar creates a perfectly stable land train able to negotiate all taxiways in KSC effortlessly with a long train, and yet even at 21ms remains true, tracking perfectly I originally tried this with the hitch and found theres a terrible oscillation even at low speed, the problem isnt the centering of the hitch spring but rather the node is the wrong size, I found this out on my early land trains.. using small docking ports would pull away from whatever their attached too and rubberband in all directions.. physicly coming away from the model but never breaking.. it causes instability, one truck gets effected then the next one amplifies that until nothing tracks true outside of a 2 car trailer The solution I think would be to use the big node/attachment points on these hitch components, it'd prevent it pulling away and rubberbanding under load, I think then even the non steering drawbar wagons/trailers would remain more stable I use Ibeam couplings because despite having smaller nodes, theyve always remained solid in the games history, I dont think its a failing of your rover components but rather KSP strangeness in what it does best Ive had to upend fuel tanks to access the roof attachment point.. but all in all its become part of the primary fleet of land trains I use for regular operations Drives well with a steering wheel and throttle, but the weight of the rover parts as well as the length are perfect.. derailments (think flyspray on a catepillar effect) are rare and cornering at above 10ms is easily accomplished with minimal consideration for the rest of the train BTW:.. Thankyou "Kerbin Xplorer" X3015 joins the ranks of KTP following the mighty 40 and 44 class of the past.. im sure 3015 and her sistertrains will live upto the same glory as her diesel electric stablemates Edited April 15, 2017 by Overland Quote Link to comment Share on other sites More sharing options...
santiagokof Posted May 1, 2017 Share Posted May 1, 2017 someone has a hard time to reconect Hinches? i cannot make it conect again.... >.< Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 11, 2017 Author Share Posted May 11, 2017 On 1.5.2017 at 5:35 AM, santiagokof said: someone has a hard time to reconect Hinches? i cannot make it conect again.... >.< Hmm, can you post a screenshot of the parts/vessels in question. What does it say about the status of the hitch in the right click menu? Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 29, 2017 Author Share Posted May 29, 2017 (edited) Update to 0.5.0 aka Supporting localization Quote 0.5.0 [Released: 29. May. 2017] --Supporting localization-- Update: Recompile for KSP 1.3 Adapted to new localization system (no translations yet) Bug Fixes: Fixed wrong name in readme (it was labeled "KPBS_settings.cfg") Fixed resourced for USI-LS it used Oxygen and Water instead of Mulch and Fertilizer Fixed lighs (they were able to illuminate Kerbin from orbit) Fixed category for the SEP Canister (it's in Science now) Looking for help: If anyone is interested to translate FUR into one of the new supported languages of KSP, please let me know! I'm unfortunately not able to speak any of the new languages. Edited September 14, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
Sebra Posted May 29, 2017 Share Posted May 29, 2017 5 hours ago, Nils277 said: Looking for help: If anyone is interested to translate FUR into one of the new supported languages of KSP, please let me know! I'm unfortunately not able to speak any of the new languages. How can I help? (Russian) Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 29, 2017 Author Share Posted May 29, 2017 1 hour ago, Sebra said: How can I help? (Russian) That would be very cool Translation would be needed for all the texts in KerbetrotterLtd/000_KerbetrotterTools/Localization/dictionary.cfg and KerbetrotterLtd/FelineUtilityRover/Localization/dictionary.cfg There are also the texts in the KSPedia but the list for the texts is not ready yet. e.g from Localization { en-us { //---The mod itself--- #LOC_FUR.mod = Feline Utility Rover . . . to (i have no idea if this is correcty translated...) Localization { ru-ru { //---The mod itself--- #LOC_FUR.mod = Кошачий полезный ровер . . . I know that this is really a tedious task and really appreciate it Quote Link to comment Share on other sites More sharing options...
Sebra Posted May 29, 2017 Share Posted May 29, 2017 (edited) 47 minutes ago, Nils277 said: Кошачий полезный ровер ROFL Still need 1.22 with mods. Would install 1.3 tomorrow and try it. PS. How was "Kerbetrotter" word built? What meaning should it have? Edited May 29, 2017 by Sebra Quote Link to comment Share on other sites More sharing options...
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