Nils277 Posted September 24, 2018 Author Share Posted September 24, 2018 20 hours ago, Coolinee Kerman said: where is the best site to download i tryed it and it did not work What did not work? Do the parts not show up? All the sites in the first post in this thread work and will provide you with the correct download. If you don't have KSP 1.4.0 or above you should look for the files that support your KSP version. When the parts do not show up you have installed to mod incorrectly. The content of the folder GameData from the download (The folder KerbetrotterLtd and the file KSPModFileLocalizer.dll) have to go into the GameData folder of your KSP installation. There should NOT be a GameData folder inside the GameData folder of KSP Quote Link to comment Share on other sites More sharing options...
Nils277 Posted September 24, 2018 Author Share Posted September 24, 2018 (edited) Update to 1.2.7 ~Doppler Effect~ Changelog: Quote Update: Recompile for KSP 1.4.5 Enhancements: Material bay, isru and mobile lab now satisfy contracts requesting these parts (needs ModuleManager) Bug Fixes: Fixed vent particel animation playing in editor for fuel tanks Adjusted light position for rear airlock and rear fueltank The version file now links to the correct website Download: @se5a I have not found the time to find the cause or a fix for your problem. Hopefully there will be one one day. Edited September 24, 2018 by Nils277 Quote Link to comment Share on other sites More sharing options...
se5a Posted September 25, 2018 Share Posted September 25, 2018 (edited) No worries. I've gotten pretty busy at work and will be for a while, so not much time for ksp and I've not had much of a chance to look closer at it either. Edited September 25, 2018 by se5a Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted September 26, 2018 Share Posted September 26, 2018 (edited) Somewhat of a bug report: The lynx attachable thruster does not get reported by the mod "kerbal engineer redux" when calculating delta-v and other stuff in the vab. Also : the decoupler: enable staging does nothing. It does not enable staging. Edited September 27, 2018 by Nicky21 Quote Link to comment Share on other sites More sharing options...
Starwaster Posted September 27, 2018 Share Posted September 27, 2018 10 hours ago, Nicky21 said: Somewhat of a bug report: The lynx attachable thruster does not get reported by the mod "kerbal engineer redux" when calculating delta-v and other stuff in the vab. Is that the one with a decoupler? If so then that's definitely going to cause a problem. Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted September 27, 2018 Share Posted September 27, 2018 (edited) @Nils277 Have you considered changing the default rotation of the parts to match with the SPH? For example, wheels and side VTOL thrusters always have to be rotated to attach them. Also, do you intend to sometime allow symmetric attachment for side mounts like how stock parts do with the bi-couplers (would require fixing the orientation too)? Also, the OP screenshots really don't do the current version justice; perhaps it would be worth updating them? After you added all the normal maps, metal, and such it has a lot more character. Edited September 27, 2018 by Electrocutor Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted September 27, 2018 Share Posted September 27, 2018 8 hours ago, Starwaster said: Is that the one with a decoupler? If so then that's definitely going to cause a problem. Yeah, that's the one. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted September 27, 2018 Share Posted September 27, 2018 2 hours ago, Nicky21 said: Yeah, that's the one. Both Kerbal Engineer and MechJeb use staging logic that gets confused when a part is both engine AND decoupler. They expect it to be one or the other when determining staging statistics.... I'm guessing it checks for decoupler before engine and doesn't consider it could be both. Quote Link to comment Share on other sites More sharing options...
I likeOxidizerrfuel Posted September 29, 2018 Share Posted September 29, 2018 (edited) This mod won't work with my version of KSP. @Nills277 Please help me. Thanks! Also will this mod have more integration features for MKS? Never Mind! Edited September 29, 2018 by I likeOxidizerrfuel I fiqured it out! Quote Link to comment Share on other sites More sharing options...
Nils277 Posted October 3, 2018 Author Share Posted October 3, 2018 (edited) On 9/26/2018 at 4:05 PM, Nicky21 said: Somewhat of a bug report: The lynx attachable thruster does not get reported by the mod "kerbal engineer redux" when calculating delta-v and other stuff in the vab. Also : the decoupler: enable staging does nothing. It does not enable staging. This is unfortunately not possible. As @Starwaster mentioned, it is a limitation of KER. Will take a look at the staging of the decoupler. It should be howver a Stock functionality that should work out of the box On 9/27/2018 at 11:20 AM, Electrocutor said: @Nils277 Have you considered changing the default rotation of the parts to match with the SPH? For example, wheels and side VTOL thrusters always have to be rotated to attach them. Also, do you intend to sometime allow symmetric attachment for side mounts like how stock parts do with the bi-couplers (would require fixing the orientation too)? Also, the OP screenshots really don't do the current version justice; perhaps it would be worth updating them? After you added all the normal maps, metal, and such it has a lot more character. Might change some of the parts in the future to be rotated better. But there have been some reasons why i did not do that in the first place, but i don't remember what those were. The screenshots in the OP already show the parts with normal and specular maps but only the stock shaders. It should show what the users get without additional mods. But you are right, at least one or two screenshots with TU would be beneficial. On 9/29/2018 at 6:32 AM, I likeOxidizerrfuel said: This mod won't work with my version of KSP. @Nills277 Please help me. Thanks! Also will this mod have more integration features for MKS? Never Mind! What additional support for MKS do you have in mind? Edited October 3, 2018 by Nils277 Quote Link to comment Share on other sites More sharing options...
I likeOxidizerrfuel Posted October 4, 2018 Share Posted October 4, 2018 On 10/3/2018 at 3:30 AM, Nils277 said: This is unfortunately not possible. As @Starwaster mentioned, it is a limitation of KER. Will take a look at the staging of the decoupler. It should be howver a Stock functionality that should work out of the box Might change some of the parts in the future to be rotated better. But there have been some reasons why i did not do that in the first place, but i don't remember what those were. The screenshots in the OP already show the parts with normal and specular maps but only the stock shaders. It should show what the users get without additional mods. But you are right, at least one or two screenshots with TU would be beneficial. What additional support for MKS do you have in mind? Logistics, cargo crates, and most of the functions of the Kolnony parts basicly, features that all of the parts have in to parts for our Lynx Rover. Quote Link to comment Share on other sites More sharing options...
Esendis Posted October 7, 2018 Share Posted October 7, 2018 (edited) Maybe a bug-maybe a conflict, dunno but here it goes: All cargo containers from the smallest (attachable freight) to the largest (freight big) can hold the exact same quantity of mks resources (1700 or 600 for Ore). Ksp,mks and feline utility rovers all at latest version. Edit: Same thing for fuel & usi life support stuff. Edited October 7, 2018 by Esendis Quote Link to comment Share on other sites More sharing options...
Nils277 Posted October 9, 2018 Author Share Posted October 9, 2018 On 10/7/2018 at 5:33 PM, Esendis said: Maybe a bug-maybe a conflict, dunno but here it goes: All cargo containers from the smallest (attachable freight) to the largest (freight big) can hold the exact same quantity of mks resources (1700 or 600 for Ore). Ksp,mks and feline utility rovers all at latest version. Edit: Same thing for fuel & usi life support stuff. Thanks for the report. This is definitely a bug in the plugin. Will take care of that. Since when did you experience this bug? Quote Link to comment Share on other sites More sharing options...
Apaseall Posted October 9, 2018 Share Posted October 9, 2018 Here is a little something that folks might like: Spoiler @PART[Lynx_CanisterEC]:NEEDS[FelineUtilityRover&Pathfinder]:AFTER[Pathfinder] { // was attachRules = 1,0,0,1,0 %attachRules = 1,1,0,1,0 MODULE { name = WBIResourceDistributor } } I made this when I was messing around trying to build a tiny rover for puttering around a base. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted October 9, 2018 Author Share Posted October 9, 2018 On 10/7/2018 at 5:33 PM, Esendis said: Maybe a bug-maybe a conflict, dunno but here it goes: All cargo containers from the smallest (attachable freight) to the largest (freight big) can hold the exact same quantity of mks resources (1700 or 600 for Ore). Ksp,mks and feline utility rovers all at latest version. Edit: Same thing for fuel & usi life support stuff. Just reevaluated the bug and it seems that nearly everything from the plugin in the latest version is broken. Will fix that ASAP. Quote Link to comment Share on other sites More sharing options...
Esendis Posted October 9, 2018 Share Posted October 9, 2018 9 hours ago, Nils277 said: Thanks for the report. This is definitely a bug in the plugin. Will take care of that. Since when did you experience this bug? Fresh ksp install and it's been ages since i last built a new rover so i can't help you with that ima. 47 minutes ago, Nils277 said: Just reevaluated the bug and it seems that nearly everything from the plugin in the latest version is broken. Will fix that ASAP. Glad you're taking a look under the hood. Thanks for the response. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted October 10, 2018 Author Share Posted October 10, 2018 Update to 1.2.8 ~Weird Fish~ Changelog: Quote Bug Fixes: Fixed plugin code for resource switching Fixed some errors in the version file Download: Quote Link to comment Share on other sites More sharing options...
fire52 Posted October 15, 2018 Share Posted October 15, 2018 (edited) @Nils277, I am running KSP on a mac without using steam and am having trouble getting the mod to show up. It shows that it is loading in parts on startup but the game is essentially running vanilla. I've tried putting the putting the contents of the GameData file (Kerbtrotter and localizer) in the normal one and a bunch of other methods. Am I doing something wrong, or is this not configured for mac? It may just be a matter of redirecting the localizer based on the mac names for file locations. The mod looks really cool, so I'm hoping I'm just doing something wrong and that it's not completely incompatible with mac. Also, is module manager needed to run with the planetary base mod? I haven't downloaded it yet just wondering in general. Edited October 16, 2018 by fire52 Quote Link to comment Share on other sites More sharing options...
Nils277 Posted October 16, 2018 Author Share Posted October 16, 2018 (edited) 21 hours ago, fire52 said: @Nils277, I am running KSP on a mac without using steam and am having trouble getting the mod to show up. It shows that it is loading in parts on startup but the game is essentially running vanilla. I've tried putting the putting the contents of the GameData file (Kerbtrotter and localizer) in the normal one and a bunch of other methods. Am I doing something wrong, or is this not configured for mac? It may just be a matter of redirecting the localizer based on the mac names for file locations. The mod looks really cool, so I'm hoping I'm just doing something wrong and that it's not completely incompatible with mac. Also, is module manager needed to run with the planetary base mod? I haven't downloaded it yet just wondering in general. There is no difference between Mac, Windows and Linux. It should work on all systems. This error is most likely due to the mod being installed in the wrong directory. You have put the folder 'KerbetrotterLtd' and the file 'KSPModfileLocalizer.dll' directly into the GameData directory of KSP there not be another GameData folder inside Ksp's GaneData folder or similar. If this does not help, can you post a screenshot of you GameData folder?So we can see of something is wrong there. Edited October 16, 2018 by Nils277 Quote Link to comment Share on other sites More sharing options...
fire52 Posted October 16, 2018 Share Posted October 16, 2018 52 minutes ago, Nils277 said: There is no difference between Mac, Windows and Linux. It should work on all systems. This error is most likely due to the mod being installed in the wrong directory. You have put the folder 'KerbetrotterLtd' and the file 'KSPModfileLocalizer.dll' directly into the GameData directory of KSP there not be another GameData folder inside Ksp's GaneData folder or similar. If this does not help, can you post a screenshot of you GameData folder?So we can see of something is wrong there. In this screenshot I dragged the files so that the GameData folder they came with is empty. I also tried copying them so that the folder is still full. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted October 16, 2018 Author Share Posted October 16, 2018 2 hours ago, fire52 said: In this screenshot I dragged the files so that the GameData folder they came with is empty. I also tried copying them so that the folder is still full. Hmm, from what i see, it should work. What files/folders do you have in the "KerbetrotterLtd" folder? Can you upload the "KSP.log" file from your KSP folder and link it here(or per PM). I'm afraid i have to look into the log to find the cause of the problem Quote Link to comment Share on other sites More sharing options...
fire52 Posted October 16, 2018 Share Posted October 16, 2018 (edited) 2 hours ago, Nils277 said: Hmm, from what i see, it should work. What files/folders do you have in the "KerbetrotterLtd" folder? Can you upload the "KSP.log" file from your KSP folder and link it here(or per PM). I'm afraid i have to look into the log to find the cause of the problem Just went on KSP to mess around and all of the sudden it worked! there are no prebuilt rovers I don't know if there are supposed to be. oh well, I'm not complaining the mod was worth the wait. Edited October 16, 2018 by fire52 Quote Link to comment Share on other sites More sharing options...
royying Posted October 25, 2018 Share Posted October 25, 2018 Any plan on using KAS module in the joint/ hitch part? It looks like more flexible https://youtu.be/DpCzKV_13jk Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted November 3, 2018 Share Posted November 3, 2018 @Nils277 Redone TU configs with support for recoloring on all parts: https://drive.google.com/open?id=1d4szcIMbzI4oCnbsWKil94TAjSsTfy9Q Known Issues: Lynx_RemoteControl: Vents and reaction wheels need to be in their own mesh or a mask made for them Lynx_FuelCell_Roof: Inside metal panel needs separate mesh or mask made Lynx_Solarpanel: Panel needs separate mesh from base or mask made Lynx_Solarpanel_wide: Panel needs separate mesh from base or mask made Lynx_ISRU: Two canisters are part of base mesh Lynx_BellowedJoint: Doors need their own mesh or mask made Unfinished: I have not hooked up the specular pass-through and normalization yet, so if the existing speculars were better than flat, the details won't come through yet. My diffuse normalization values are best-guess and some are slightly off, but they are fairly close, so there isn't too much variation in shades between regions. Create a set of preset colors good for rovers; the included TU ones are pretty bad. You can replace the existing PresetColors.cfg in 000_TexturesUnlimited with this one for a bit more variation, but it's not made specific to anything: Spoiler KSP_COLOR_PRESET { name = stockWhite title = Stock White color = 211, 211, 211 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = stockBlack title = Stock Black color = 76, 79, 71 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = stockOrange title = Stock Orange color = 244, 152, 65 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = stockGreen title = Stock Green color = 115, 123, 87 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = ncsWhite title = NCS White color = 255, 255, 255 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = polishedWhite title = Polished White color = 255, 255, 255 specular = 239 metallic = 0 } KSP_COLOR_PRESET { name = ncsBlack title = NCS Black color = 0, 0, 0 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = polishedBlack title = Polished Black color = 0, 0, 0 specular = 239 metallic = 0 } KSP_COLOR_PRESET { name = ncsBrown title = NCS Brown color = 151, 116, 80 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = anodizedBrown title = Anodized Brown color = 151, 116, 80 specular = 127 metallic = 255 } KSP_COLOR_PRESET { name = ncsRed title = NCS Red color = 196, 2, 51 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = anodizedRed title = Anodized Red color = 196, 2, 51 specular = 127 metallic = 255 } KSP_COLOR_PRESET { name = ncsOrange title = NCS Orange color = 225, 106, 25 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = anodizedOrange title = Anodized Orange color = 225, 106, 25 specular = 127 metallic = 255 } KSP_COLOR_PRESET { name = ncsYellow title = NCS Yellow color = 255, 211, 0 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = anodizedYellow title = Anodized Yellow color = 255, 211, 0 specular = 127 metallic = 255 } KSP_COLOR_PRESET { name = ncsGreen title = NCS Green color = 0, 159, 107 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = anodizedGreen title = Anodized Green color = 0, 159, 107 specular = 127 metallic = 255 } KSP_COLOR_PRESET { name = ncsTeal title = NCS Teal color = 0, 147, 148 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = anodizedTeal title = Anodized Teal color = 0, 147, 148 specular = 127 metallic = 255 } KSP_COLOR_PRESET { name = ncsBlue title = NCS Blue color = 0, 135, 189 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = anodizedBlue title = Anodized Blue color = 0, 135, 189 specular = 127 metallic = 255 } KSP_COLOR_PRESET { name = ncsPurple title = NCS Purple color = 98, 68, 120 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = anodizedPurple title = Anodized Purple color = 98, 68, 120 specular = 127 metallic = 255 } KSP_COLOR_PRESET { name = aluminium title = Aluminium color = 191, 191, 191 specular = 127 metallic = 255 } KSP_COLOR_PRESET { name = polishedAluminium title = Polished Aluminium color = 191, 191, 191 specular = 239 metallic = 255 } KSP_COLOR_PRESET { name = steel title = Steel color = 127, 127, 127 specular = 127 metallic = 255 } KSP_COLOR_PRESET { name = polishedSteel title = Polished Steel color = 127, 127, 127 specular = 239 metallic = 255 } KSP_COLOR_PRESET { name = copper title = Copper color = 184, 115, 51 specular = 127 metallic = 255 } KSP_COLOR_PRESET { name = gold title = Gold color = 255, 215, 0 specular = 239 metallic = 255 } KSP_COLOR_PRESET { name = bronze title = Bronze color = 102, 93, 30 specular = 191 metallic = 255 } KSP_COLOR_PRESET { name = brass title = Brass color = 181, 166, 66 specular = 191 metallic = 255 } Quote Link to comment Share on other sites More sharing options...
Nils277 Posted November 6, 2018 Author Share Posted November 6, 2018 On 11/3/2018 at 9:45 PM, Electrocutor said: @Nils277 Redone TU configs with support for recoloring on all parts: https://drive.google.com/open?id=1d4szcIMbzI4oCnbsWKil94TAjSsTfy9Q Known Issues: Lynx_RemoteControl: Vents and reaction wheels need to be in their own mesh or a mask made for them Lynx_FuelCell_Roof: Inside metal panel needs separate mesh or mask made Lynx_Solarpanel: Panel needs separate mesh from base or mask made Lynx_Solarpanel_wide: Panel needs separate mesh from base or mask made Lynx_ISRU: Two canisters are part of base mesh Lynx_BellowedJoint: Doors need their own mesh or mask made Unfinished: I have not hooked up the specular pass-through and normalization yet, so if the existing speculars were better than flat, the details won't come through yet. My diffuse normalization values are best-guess and some are slightly off, but they are fairly close, so there isn't too much variation in shades between regions. Create a set of preset colors good for rovers; the included TU ones are pretty bad. You can replace the existing PresetColors.cfg in 000_TexturesUnlimited with this one for a bit more variation, but it's not made specific to anything: Reveal hidden contents KSP_COLOR_PRESET { name = stockWhite title = Stock White color = 211, 211, 211 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = stockBlack title = Stock Black color = 76, 79, 71 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = stockOrange title = Stock Orange color = 244, 152, 65 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = stockGreen title = Stock Green color = 115, 123, 87 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = ncsWhite title = NCS White color = 255, 255, 255 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = polishedWhite title = Polished White color = 255, 255, 255 specular = 239 metallic = 0 } KSP_COLOR_PRESET { name = ncsBlack title = NCS Black color = 0, 0, 0 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = polishedBlack title = Polished Black color = 0, 0, 0 specular = 239 metallic = 0 } KSP_COLOR_PRESET { name = ncsBrown title = NCS Brown color = 151, 116, 80 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = anodizedBrown title = Anodized Brown color = 151, 116, 80 specular = 127 metallic = 255 } KSP_COLOR_PRESET { name = ncsRed title = NCS Red color = 196, 2, 51 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = anodizedRed title = Anodized Red color = 196, 2, 51 specular = 127 metallic = 255 } KSP_COLOR_PRESET { name = ncsOrange title = NCS Orange color = 225, 106, 25 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = anodizedOrange title = Anodized Orange color = 225, 106, 25 specular = 127 metallic = 255 } KSP_COLOR_PRESET { name = ncsYellow title = NCS Yellow color = 255, 211, 0 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = anodizedYellow title = Anodized Yellow color = 255, 211, 0 specular = 127 metallic = 255 } KSP_COLOR_PRESET { name = ncsGreen title = NCS Green color = 0, 159, 107 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = anodizedGreen title = Anodized Green color = 0, 159, 107 specular = 127 metallic = 255 } KSP_COLOR_PRESET { name = ncsTeal title = NCS Teal color = 0, 147, 148 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = anodizedTeal title = Anodized Teal color = 0, 147, 148 specular = 127 metallic = 255 } KSP_COLOR_PRESET { name = ncsBlue title = NCS Blue color = 0, 135, 189 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = anodizedBlue title = Anodized Blue color = 0, 135, 189 specular = 127 metallic = 255 } KSP_COLOR_PRESET { name = ncsPurple title = NCS Purple color = 98, 68, 120 specular = 95 metallic = 0 } KSP_COLOR_PRESET { name = anodizedPurple title = Anodized Purple color = 98, 68, 120 specular = 127 metallic = 255 } KSP_COLOR_PRESET { name = aluminium title = Aluminium color = 191, 191, 191 specular = 127 metallic = 255 } KSP_COLOR_PRESET { name = polishedAluminium title = Polished Aluminium color = 191, 191, 191 specular = 239 metallic = 255 } KSP_COLOR_PRESET { name = steel title = Steel color = 127, 127, 127 specular = 127 metallic = 255 } KSP_COLOR_PRESET { name = polishedSteel title = Polished Steel color = 127, 127, 127 specular = 239 metallic = 255 } KSP_COLOR_PRESET { name = copper title = Copper color = 184, 115, 51 specular = 127 metallic = 255 } KSP_COLOR_PRESET { name = gold title = Gold color = 255, 215, 0 specular = 239 metallic = 255 } KSP_COLOR_PRESET { name = bronze title = Bronze color = 102, 93, 30 specular = 191 metallic = 255 } KSP_COLOR_PRESET { name = brass title = Brass color = 181, 166, 66 specular = 191 metallic = 255 } Very cool thanks! Will take care of the known issues and send a pre-release to you with the changes Quote Link to comment Share on other sites More sharing options...
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