Nils277 Posted July 17, 2017 Author Share Posted July 17, 2017 (edited) Update to 0.6.0 Make a wish This is the biggest update for FUR so far with a whole lot of new parts and possibilities. Changelog: Quote Enhancements: Enhanced performance of all animated parts The life support parts now have more storage options for Kerbalism Rear Airlock and Rear Fueltank can now switch between head and rear lights Localization: Added chinese translation . Thanks to @ssd21345, @vosskftw and @Levin845 Added (brazilian) portuguese translation . Thanks to @FellipeC Added german translation Updated spanish translations for new parts. Thanks to @bice Added some missing translations for Kerbalism New Parts: Added New Cockpit Added Thruster Added Thruster for sides Added Adapter for Buffalo and Malemute Added Legs Added Flatbed ramp Added height-adjustable docking bay (2x) Added Utility Module Added attachable Cargobags (3x) Added Fuelcell for Roof Added Thin Fuel Tank Bug Fixes: Fixed multiple errors in the english texts Fixed multiple logged warnings for configs Download @Horus The Utility Bay of the Rover can fit the small drill of the rover when moved a bit inwards. It also has optional hole in to bottom to le the drill get through. There is also the fuelcell for the roof now whoch produces much more EC. Or did you mean something like that thermal generator that does not need and resources? Edited September 14, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
vosskftw Posted July 17, 2017 Share Posted July 17, 2017 Good to see this is finally out! Quote Link to comment Share on other sites More sharing options...
Horus Posted July 17, 2017 Share Posted July 17, 2017 (edited) 2 hours ago, Nils277 said: @Horus The Utility Bay of the Rover can fit the small drill of the rover when moved a bit inwards. It also has optional hole in to bottom to le the drill get through. There is also the fuelcell for the roof now whoch produces much more EC. Or did you mean something like that thermal generator that does not need and resources? Yeah, I know about those possibilities. But: 1. UtilityBay can house only 2 small drills. Too little for more industrial mobile rig. I'm attaching the drill from KPBS between rover modules, but it sticks out a bit (not nice from visual prospective). 2. I meant kind of mobile reactor (nuclear or else). It does need resources though (Uranite/Uranium or anything else required for nuclear reactions), producing depleted fuel (which, in its' turn can be enriched\recycled with a special module like Centrifuge (don't remember the proper name of it). I'm not really sure about this initiative though, 'cause it might make using solar power generators useless. But it could definitely allow to get more power with less parts, hence compacting bases. Moreover, those mobile reactors could be veeery useful in those cases when there's not enough sun for solar plants or there's no possibility to mine resource & convert them to fuel for fuelcells. You can make this module extremely expensive & heavy... or any other limitations (like, it should be stationary, deployed & operated by at least 1 kerbanaut) so that it wasn't the only one and the best option - there should be a place for decision... and a heavy one Those requests are debatable, of course it's just an idea Again, thanks for your awesome work Edited July 17, 2017 by Horus Quote Link to comment Share on other sites More sharing options...
Sebra Posted July 17, 2017 Share Posted July 17, 2017 10 hours ago, Nils277 said: Update to 0.6.0 Make a wish All is nice, just... 1. Still no Ore canisters. "Attachable Cargobag" can fit, but kind of weird. And I hate to say 120 Ore storage is more compact than 75 Ore standard. 2. Roof fuel cells work as three canisters, but way less mass and stronger. Is it proper? 3. Legs probably would not touch surface retracted. Is any way to make it keep rover level on curved surface? P.S. 8 hours ago, Horus said: UtilityBay can house only 2 small drills. Too little for more industrial mobile rig. I'm attaching the drill from KPBS between rover modules, but it sticks out a bit (not nice from visual prospective). If I'm not mistaken KBPS's drill works as 2,5 Juniors and more energy effective. So go Kerbal way - Just add more Of course it would not be bad to have new one. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted July 17, 2017 Author Share Posted July 17, 2017 (edited) 1 hour ago, Sebra said: All is nice, just... 1. Still no Ore canisters. "Attachable Cargobag" can fit, but kind of weird. And I hate to say 120 Ore storage is more compact than 75 Ore standard. 2. Roof fuel cells work as three canisters, but way less mass and stronger. Is it proper? 3. Legs probably would not touch surface retracted. Is any way to make it keep rover level on curved surface? P.S. If I'm not mistaken KBPS's drill works as 2,5 Juniors and more energy effective. So go Kerbal way - Just add more Of course it would not be bad to have new one. Hmm, seems that the update need a rebalancing pass soon. 1. I forgot about the Ore Canister. Will put it in the list. 1.2 The Attachable Cargobag will be rebalanced to have less storage space. 2. Will make the roof one heavier and less efficient. I made the kanisters a bit heavier to keep the center of mass low to prevent the rover to flip over too often. 3. The legs should not touch the surface when retracted. Only when extended. You can change how much the legs will be deployed to level the rover. But you are right, the rover can only be made level when the surfaces are only slightly curved. I think even longer legs would be unrealistic and unstable. Edited July 17, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
Sebra Posted July 17, 2017 Share Posted July 17, 2017 2 minutes ago, Nils277 said: 3. The legs should not touch the surface when retracted. Only when extended. You can change how much the legs will be deployed to level the rover. Of course they should not. And I hope they will not in motion. Sorry for my bad explanation. And to be more clear, I asked about auto-leveling feature for extending legs on any surface. Quote Link to comment Share on other sites More sharing options...
Antik Posted July 17, 2017 Share Posted July 17, 2017 Also, legs do not get automaticaly added to gear action group. I spectaculary failed to find "second" docking bay- one with windows on top, like on picture in patch post. Was it even added into patch release? And yes, all 3 cargobags need rebalansing, imo. They contain more than their canisterised conterparts, but weight less. Quote Link to comment Share on other sites More sharing options...
DStaal Posted July 17, 2017 Share Posted July 17, 2017 4 minutes ago, Antik said: Also, legs do not get automaticaly added to gear action group. I spectaculary failed to find "second" docking bay- one with windows on top, like on picture in patch post. Was it even added into patch release? And yes, all 3 cargobags need rebalansing, imo. They contain more than their canisterised conterparts, but weight less. Ahem: 11 minutes ago, Nils277 said: 2. Will make the roof one heavier and less efficient. I made the kanisters a bit heavier to keep the center of mass low to prevent the rover to flip over too often. I believe that's intentional. (And the bags should be lighter yet than normal - I'm guessing at the cost of durability.) Quote Link to comment Share on other sites More sharing options...
Nils277 Posted July 17, 2017 Author Share Posted July 17, 2017 4 minutes ago, Antik said: Also, legs do not get automaticaly added to gear action group. I spectaculary failed to find "second" docking bay- one with windows on top, like on picture in patch post. Was it even added into patch release? And yes, all 3 cargobags need rebalansing, imo. They contain more than their canisterised conterparts, but weight less. The legs are not added to that group because they use a normal animation and not the leg modules. I will take a look if i can make the to be added automatically to that group. Well, i changed the second part a bit. It does not have any windows on the top anymore. They were kinda weird and prohibited a sane use of the solar panel or fuelcell for the roof. It is added and should be either in the "Coupling" tab of the filter or the 12.th part in the FUR filter. 6 minutes ago, Sebra said: Of course they should not. And I hope they will not in motion. Sorry for my bad explanation. And to be more clear, I asked about auto-leveling feature for extending legs on any surface. Hmm auto leveling is a quite difficult task i did not find that important for FUR. I only found one, but it is not maintained anymore. I'm afraid this has to be done by hand. Quote Link to comment Share on other sites More sharing options...
nascarlaser1 Posted July 17, 2017 Share Posted July 17, 2017 Would there be any issues with using the newest update in version 1.2.2? Quote Link to comment Share on other sites More sharing options...
Antik Posted July 17, 2017 Share Posted July 17, 2017 6 minutes ago, DStaal said: And the bags should be lighter yet than normal - I'm guessing at the cost of durability Lighter, contain even more, more durable- that's some impressive space tech. But anyway- it's all up to modder. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted July 17, 2017 Author Share Posted July 17, 2017 (edited) 5 minutes ago, nascarlaser1 said: Would there be any issues with using the newest update in version 1.2.2? Yes, all the parts that need the plugin won't work: No hitches/joints, no switchable fueltanks, no light switch, no docking bay etc. Also you won't have any sane texts in the names or descriptions of the parts. Every text for the FUR parts would looks something like this: LOC_FUR.cockpit.title So, no you can't really use thme in 1.2.2. 3 minutes ago, Antik said: Lighter, contain even more, more durable- that's some impressive space tech. But anyway- it's all up to modder. like i said. I will have to rebalance them. Edited July 17, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
Sebra Posted July 17, 2017 Share Posted July 17, 2017 9 minutes ago, Nils277 said: Hmm auto leveling is a quite difficult task i did not find that important for FUR. I only found one, but it is not maintained anymore. I'm afraid this has to be done by hand. Can you add actions to extend until (some condition) ? For example Extend until touch surface. If so, we can find formula for level condition. Quote Link to comment Share on other sites More sharing options...
drtedastro Posted July 17, 2017 Share Posted July 17, 2017 really great mod, thanks @Nils277 the more i work with it, the greater it is. cheers. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted July 17, 2017 Share Posted July 17, 2017 Just found: PartLoader: Compiling Part 'KerbetrotterLtd/FelineUtilityRover/Parts/Coupling/ExtendibleDockingPort/Lynx_DockingBayPort' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Module ModuleDockingHatch threw during OnLoad: System.NullReferenceException: Object reference not set to an instance of an object at ConnectedLivingSpace.ModuleDockingHatch.IsRelatedDockingNode (.ModuleDockingNode dockNode) [0x00000] in <filename unknown>:0 at ConnectedLivingSpace.ModuleDockingHatch.CheckModuleDockingNode () [0x00000] in <filename unknown>:0 at ConnectedLivingSpace.ModuleDockingHatch.isInDockedState () [0x00000] in <filename unknown>:0 at ConnectedLivingSpace.ModuleDockingHatch.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Quote Link to comment Share on other sites More sharing options...
Dr.Wolfram Posted July 17, 2017 Share Posted July 17, 2017 Woah! Wow ... I was AFK (away from Ksp ) for a long time ... I think its time to start career again Quote Link to comment Share on other sites More sharing options...
Kerbart Posted July 18, 2017 Share Posted July 18, 2017 Getting tourists from a lander into a rover, to transfer them to a surface base for a vacation, was always a complete disaster. The rover's docking port had to align perfectly with both lander and base. The extendable docking port is a game changer! This takes away so much frustration. Thank you! Quote Link to comment Share on other sites More sharing options...
Nils277 Posted July 18, 2017 Author Share Posted July 18, 2017 6 hours ago, Gordon Dry said: Just found: PartLoader: Compiling Part 'KerbetrotterLtd/FelineUtilityRover/Parts/Coupling/ExtendibleDockingPort/Lynx_DockingBayPort' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Module ModuleDockingHatch threw during OnLoad: System.NullReferenceException: Object reference not set to an instance of an object at ConnectedLivingSpace.ModuleDockingHatch.IsRelatedDockingNode (.ModuleDockingNode dockNode) [0x00000] in <filename unknown>:0 at ConnectedLivingSpace.ModuleDockingHatch.CheckModuleDockingNode () [0x00000] in <filename unknown>:0 at ConnectedLivingSpace.ModuleDockingHatch.isInDockedState () [0x00000] in <filename unknown>:0 at ConnectedLivingSpace.ModuleDockingHatch.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Well, this is not a NRE from FUR but from ConnectedLivingSpace. Seems that it does have a problem with the docking bay. Not sure what this might be though because i don't know the code of CLS. I thinks is best asked in the thread of CLS with reference to this thread. 9 hours ago, Sebra said: Can you add actions to extend until (some condition) ? For example Extend until touch surface. If so, we can find formula for level condition. That might be possible, but very time consuming. I'd have to write a completly custom module with animations for that and it won't be able to do something with 'generic' conditions though. So e.g. until touch surface might work (will also take some time because i have no idea how to detect collisions in KSP) Maybe kOs can make something like that? Quote Link to comment Share on other sites More sharing options...
Nils277 Posted July 18, 2017 Author Share Posted July 18, 2017 (edited) Update to 0.6.1 Another day another tweakThis is mostly a rebalancing and bug-fix update Changelog: Quote New Parts: Added Freight Canister Enhancements: Rebalanced all attachable Cargo Parts The legs are now added to the Gear Action Group automatically Tweaked displayed amount of resources for the switchable tanks Bug Fixes: Fixed text for the extendible docking port for several languages Download Edited September 14, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
Nils277 Posted July 18, 2017 Author Share Posted July 18, 2017 Oh man, i just saw that i forgot to rebalance the fuel-cell for the roof. Well...will be done in the next update. Quote Link to comment Share on other sites More sharing options...
Sebra Posted July 18, 2017 Share Posted July 18, 2017 Two update per day is too much Quote Link to comment Share on other sites More sharing options...
Nils277 Posted July 18, 2017 Author Share Posted July 18, 2017 23 minutes ago, Sebra said: Two update per day is too much I know This will be handed in later when i make the update which adds the russian translation for the new parts. Will probably be 3. August at the earliest because i'll be on vacation starting from saturday. Quote Link to comment Share on other sites More sharing options...
Sebra Posted July 18, 2017 Share Posted July 18, 2017 10 hours ago, Nils277 said: Maybe kOs can make something like that? Do you know, how kOS can control it? Rest well ! Quote Link to comment Share on other sites More sharing options...
Nils277 Posted July 18, 2017 Author Share Posted July 18, 2017 (edited) 1 hour ago, Sebra said: Do you know, how kOS can control it? Rest well ! Thanks. No, unfortunately not. I just found in another thread stating that this should be possible but I have not seen any working code yet. Even no independent mod for that feature. I think that for normal legs this might not be possible with the current leg/suspension system. For legs with normal animations it should at least be possible though. Edited July 18, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
sirrliv Posted July 21, 2017 Share Posted July 21, 2017 Excellent looking update, sir. I look forward to trying it out next time I reinstall KSP. Quick question/slight request, and believe me I hesitate to bring this up given your recent hard work and well deserved rest, but it's been on my mind since I saw the first screenshots of how buoyant these parts are and tested it for myself: What are the possibilities of possibly seeing a part for waterborn propulsion? Like, maybe a rear part with a built-in impeller, like a jet ski engine? I've tried equipping rovers (built using both your parts and the WildBlue Buffalo/Bison systems) with small Juno minijet engines, and while those work even when placed below the waterline they just don't have the power to push a substantial sized rover at more than about 20 m/s and they are horribly inefficient on fuel, made even worse on electric vehicles that typically don't carry fuel at all. Also, I often run into problems with the engines striking the ground when traveling over rough terrain and when entering the water. Just a thought, mind. I'm not by any means trying to demand anything. This mod is brilliant and I thank you for whatever direction you take it in. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.