Eaten by Black Hole Posted November 16, 2018 Share Posted November 16, 2018 Does it works on 1.5.1? Quote Link to comment Share on other sites More sharing options...
Nils277 Posted November 18, 2018 Author Share Posted November 18, 2018 On 11/16/2018 at 6:14 PM, Eaten by Black Hole said: Does it works on 1.5.1? There should be no problems with 1.5 1 Quote Link to comment Share on other sites More sharing options...
technikadonis Posted November 19, 2018 Share Posted November 19, 2018 Hi, I have found an issue with the Feline/Malemute-Adapter. It seams to me that the docking node for the Malemute-side is on the same hights as the node for the Feline parts, so the Malemute part attaches to high. Best Regards Thorsten Quote Link to comment Share on other sites More sharing options...
inkoalawetrust Posted November 19, 2018 Share Posted November 19, 2018 Does this mod have Community Tech Tree integration ? Quote Link to comment Share on other sites More sharing options...
KerbalSofaProgram Posted December 3, 2018 Share Posted December 3, 2018 On 11/19/2018 at 5:41 PM, inkoalawetrust said: Does this mod have Community Tech Tree integration ? id like to know as well Quote Link to comment Share on other sites More sharing options...
Nils277 Posted December 17, 2018 Author Share Posted December 17, 2018 On 11/19/2018 at 10:27 PM, technikadonis said: Hi, I have found an issue with the Feline/Malemute-Adapter. It seams to me that the docking node for the Malemute-side is on the same hights as the node for the Feline parts, so the Malemute part attaches to high. Best Regards Thorsten Thanks for the report, will look into that. On 11/19/2018 at 11:41 PM, inkoalawetrust said: Does this mod have Community Tech Tree integration ? On 12/3/2018 at 11:47 PM, KerbalSofaProgram said: id like to know as well Yes it does have CTT integration Quote Link to comment Share on other sites More sharing options...
KerbalSofaProgram Posted December 21, 2018 Share Posted December 21, 2018 On 12/17/2018 at 10:38 AM, Nils277 said: Thanks for the report, will look into that. Yes it does have CTT integration Downloaded then! Thank you for your contribution! I'm realizing that all the games I like to play have at least 20 mods installed. This type of thing is as big of a contribution to ksp as anything else, except you don't get paid! Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted December 22, 2018 Share Posted December 22, 2018 (edited) Hiyas! Mind I ask, what you guys think about adding Power Couplers and Power Distributors (modules from MKS) to some Lynx parts? My suggestion would be: Lynx_Bumper - Power Coupler (range 250) Lynx_FrontPiece - Power Coupler (range 250) Lynx_FuelCell_Roof (potentially cheaty) - Power Coupler (range 250) Lynx_Cockpit & Lynx_CockpitTruck - Power Coupler (range 500) and Distributor (range 500) An updated KerbetrotterLtd/FelineUtilityRover/Patches/MKS.cfg according to the list above could be: Spoiler @PART[Lynx_FuelTankBig,Lynx_FuelTankRear,Lynx_FuelTankSmall,Lynx_FuelTankThin,Lynx_FreightBig,Lynx_FreightSmall,Lynx_CanisterFuel,Lynx_AttachableFueltank,Lynx_AttachableCargo,Lynx_CanisterFreight]:FOR[FelineUtilityRover]:NEEDS[MKS] { MODULE { name = USI_ModuleResourceWarehouse } } @PART[Lynx_FuelTankRear]:FOR[FelineUtilityRover]:NEEDS[MKS] { MODULE { name = USI_ModuleRecycleBin } } @PART[Lynx_Cockpit,Lynx_CockpitTruck]:FOR[FelineUtilityRover]:NEEDS[MKS] { MODULE { name = ModuleResourceDistributor } MODULE { name = ModulePowerDistributor PowerDistributionRange = 500 } MODULE { name = ModulePowerCoupler PowerCouplingRange = 500 } } @PART[Lynx_Bumper,Lynx_FrontPiece,Lynx_FuelCell_Roof]:FOR[FelineUtilityRover]:NEEDS[MKS] { MODULE { name = ModulePowerCoupler PowerCouplingRange = 250 } } this way some parts can be saved due to the nature of the idea of having rovers and disconnected vehicles/bases/etc. standalone config: Spoiler @PART[Lynx_Cockpit,Lynx_CockpitTruck]:HAS[!MODULE[ModulePowerDistributor]]:NEEDS[FelineUtilityRover&MKS] { MODULE { name = ModulePowerDistributor PowerDistributionRange = 500 } } @PART[Lynx_Cockpit,Lynx_CockpitTruck]:HAS[!MODULE[ModulePowerCoupler]]:NEEDS[FelineUtilityRover&MKS] { MODULE { name = ModulePowerCoupler PowerCouplingRange = 500 } } @PART[Lynx_Bumper,Lynx_FrontPiece,Lynx_FuelCell_Roof]:HAS[!MODULE[ModulePowerCoupler]]:NEEDS[FelineUtilityRover&MKS] { MODULE { name = ModulePowerCoupler PowerCouplingRange = 250 } } --- Also another idea came through my mind, what about adding USI_InertialDampener to all Lynx_* parts? A standalone config suggestion might look like: Spoiler @PART[Lynx_*]:HAS[!MODULE[USI_InertialDampener]]:NEEDS[FelineUtilityRover&MKS] { MODULE { name = USI_InertialDampener } } Edited December 22, 2018 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
Kerbex Posted January 5, 2019 Share Posted January 5, 2019 (edited) Getting null refs while loading up KSP 1.6. Might be a conflict with another mod (tried it with just feline utility rovers installed and didn't get null refs while loading) but I'm not sure and also not sure how to upload the entire log to here Quote [LOG 08:10:55.448] PartLoader: Compiling Part 'KerbetrotterLtd/FelineUtilityRover/Parts/Resources/Drill_rear/Lynx_DrillRear' [EXC 08:10:55.527] NullReferenceException: Object reference not set to an instance of an object PartModule.Awake () UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String, Boolean) Part:AddModule(ConfigNode, Boolean) PartLoader:ParsePart(UrlConfig, ConfigNode) <CompileParts>c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ERR 08:10:55.528] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object at PartModule.ApplyUpgradeNode (System.Collections.Generic.List`1 appliedUps, .ConfigNode node, Boolean doLoad) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node, Boolean forceAwake) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0 [ERR 08:10:55.528] PartCompiler: Cannot compile part [LOG 08:10:55.528] PartLoader: Compiling Part 'KerbetrotterLtd/FelineUtilityRover/Parts/Resources/ISRU/Lynx_ISRU' [LOG 08:10:55.661] PartLoader: Part 'KerbetrotterLtd/FelineUtilityRover/Parts/Resources/ISRU/Lynx_ISRU' has no database record. Creating. [LOG 08:10:55.684] DragCubeSystem: Creating drag cubes for part 'Lynx.ISRU' [EXC 08:10:55.725] NullReferenceException: Object reference not set to an instance of an object Part+<Start>c__Iterator0.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [EXC 08:10:55.786] NullReferenceException: Object reference not set to an instance of an object KerbetrotterTools.ModuleKerbetrotterMultiLight.updateLights (Single state) KerbetrotterTools.ModuleKerbetrotterMultiLight.Update () [EXC 08:10:55.832] NullReferenceException: Object reference not set to an instance of an object KerbetrotterTools.ModuleKerbetrotterMultiLight.updateLights (Single state) KerbetrotterTools.ModuleKerbetrotterMultiLight.Update () [EXC 08:10:55.875] NullReferenceException: Object reference not set to an instance of an object KerbetrotterTools.ModuleKerbetrotterMultiLight.updateLights (Single state) KerbetrotterTools.ModuleKerbetrotterMultiLight.Update () [LOG 08:10:55.900] PartLoader: Compiling Part 'KerbetrotterLtd/FelineUtilityRover/Parts/Science/Canister_Science/Lynx_CanisterScience' [LOG 08:10:55.985] PartLoader: Part 'KerbetrotterLtd/FelineUtilityRover/Parts/Science/Canister_Science/Lynx_CanisterScience' has no database record. Creating. [LOG 08:10:55.996] DragCubeSystem: Creating drag cubes for part 'Lynx.CanisterScience' [EXC 08:10:55.999] NullReferenceException: Object reference not set to an instance of an object KerbetrotterTools.ModuleKerbetrotterMultiLight.updateLights (Single state) KerbetrotterTools.ModuleKerbetrotterMultiLight.Update () [EXC 08:10:56.041] NullReferenceException: Object reference not set to an instance of an object KerbetrotterTools.ModuleKerbetrotterMultiLight.updateLights (Single state) KerbetrotterTools.ModuleKerbetrotterMultiLight.Update () [EXC 08:10:56.067] NullReferenceException: Object reference not set to an instance of an object KerbetrotterTools.ModuleKerbetrotterMultiLight.updateLights (Single state) KerbetrotterTools.ModuleKerbetrotterMultiLight.Update () Edited January 5, 2019 by Kerbex Quote Link to comment Share on other sites More sharing options...
FLO Posted January 5, 2019 Share Posted January 5, 2019 Is it working with 1.6, I can't play without this mod Quote Link to comment Share on other sites More sharing options...
Rafael acevedo Posted January 7, 2019 Share Posted January 7, 2019 I am using it without issues On 1/5/2019 at 5:55 PM, FLO said: Is it working with 1.6, I can't play without this mod Quote Link to comment Share on other sites More sharing options...
Nils277 Posted January 7, 2019 Author Share Posted January 7, 2019 On 1/5/2019 at 11:55 PM, FLO said: Is it working with 1.6, I can't play without this mod Yes, it should work with KSP 1.6. Will make a new release in the next time with the updated shader for TU (thanks to @Electrocutor) and a recompile for KSP 1.6. If you find any issues, please let me know On 1/5/2019 at 3:55 PM, Kerbex said: Getting null refs while loading up KSP 1.6. Might be a conflict with another mod (tried it with just feline utility rovers installed and didn't get null refs while loading) but I'm not sure and also not sure how to upload the entire log to here Thanks, i think the part of the NULL ref you posted already helps. I will take a look at the problem. What mods do you have installed? The drill actually has support for: MKS, Extraplanetary Workshop, Pathfinder, USI-LS and TAC-LS. Do you have any of theses mods installed? Quote Link to comment Share on other sites More sharing options...
Kerbex Posted January 7, 2019 Share Posted January 7, 2019 (edited) 21 minutes ago, Nils277 said: Thanks, i think the part of the NULL ref you posted already helps. I will take a look at the problem. What mods do you have installed? The drill actually has support for: MKS, Extraplanetary Workshop, Pathfinder, USI-LS and TAC-LS. Do you have any of theses mods installed? Yes, MKS and USI-LS. After some troubleshooting I think it was because I was using the newest USI constellation (the one from November) which changed some module names. Then there was some strange issue with AmpYear + newest USI Constellation + Feline Utility Rovers. I reverted back to the USI constellation from October and no exceptions show up. Edited January 7, 2019 by Kerbex Quote Link to comment Share on other sites More sharing options...
Nils277 Posted January 7, 2019 Author Share Posted January 7, 2019 4 hours ago, Kerbex said: Yes, MKS and USI-LS. After some troubleshooting I think it was because I was using the newest USI constellation (the one from November) which changed some module names. Then there was some strange issue with AmpYear + newest USI Constellation + Feline Utility Rovers. I reverted back to the USI constellation from October and no exceptions show up. Thanks for the info, will try to update FUR for the latest USI versions. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted January 23, 2019 Author Share Posted January 23, 2019 @Kerbex yeah, its the changes from the latest USI-Constellation mod (pack) that is causing the issues. After looking at the problem i think i will stay with the current configs until MKS and USI-LS are officially released with the module changes. Otherwise it will break the functions for everyone who uses the official versions of the mods and not the latest constellation package. Once @RoverDude releases the changes to MKS and USI-LS i will make an update with the latest modules. Quote Link to comment Share on other sites More sharing options...
Astrochymist Posted January 24, 2019 Share Posted January 24, 2019 Hello, First, thank you for your mod, it is really cool ! I just have a small problem, some parts of this mod notably all the wheel dont react when I want to place them and build something. Like they are transparent and I cant place them on other parts during construction, how can I fix that ? Quote Link to comment Share on other sites More sharing options...
Nils277 Posted January 25, 2019 Author Share Posted January 25, 2019 (edited) Update to 1.2.9 ~Profiling Numbers~ Changelog Quote Update: Recompile for KSP 1.6.1 Updated KSPModFileLocalizer to version 0.2.3.3 Bug Fixes: Fixed height of the Malemute Adapter Fixed Hitches breaking when the vessel docks Download: @Astrochymist Some parts, e.g. the wheels can only be placed at attachment nodes, so attaching them to a side of a normal part won't work. If this is not the case, can you post a screenshot of what you want to do? Edited January 25, 2019 by Nils277 Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted January 25, 2019 Share Posted January 25, 2019 Hello Nills. First or all, thank you for this excelent mod. It's been a mainstay of mine in the last years. Second, a question: Would it be possible to use the flexibile dockign ports to pull out multiple docking? One difficulty with multiple docking (is that you have to have the same distance on both vessels) I'm planiing to buidl a drydock in sapce that can accomodate a multitude of vessels adn i want to have the docking standard on teh starbase to be double port docking. Your flexibile ports come to mind as beeing perfect for the job, as you always miss the alignment by a amilimeter or so. Andother question is what is the docking strength on those ports, adn hat do i need to do to set it to maximum? (as i plan to dock several large ships usign that method) Quote Link to comment Share on other sites More sharing options...
sharkx Posted January 26, 2019 Share Posted January 26, 2019 (edited) I have a problem with installation. I added to game data but, in the game, I don't see parts. Please help me. Edited January 26, 2019 by sharkx Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted January 26, 2019 Share Posted January 26, 2019 2 hours ago, sharkx said: I have a problem with installation. I added to game data but, in the game, I don't see parts. Please help me. Typically, you need to show a picture of your GameData folder and maybe your logs to help you effectively, but to start off with, make sure you don't have nested GameData folders. Should just be Kerbal Space Program -> GameData -> KerbetrotterLtd Quote Link to comment Share on other sites More sharing options...
FeersumEndjinn Posted January 31, 2019 Share Posted January 31, 2019 Hi everyone - I've been using FUR for about a week, 3 part articulated rover driven hundreds of K's on Duna, but suddenly my bellows joint has stopped working, I can no longer lock or unlock it? It has also started doing this weird concertina thing. It is still drivable with the wheels that are in contact with the ground, but each time I switch to this ship, the concertina issue gets worse? Any help is appreciated! Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted January 31, 2019 Share Posted January 31, 2019 4 hours ago, FeersumEndjinn said: It has also started doing this weird concertina thing. It is still drivable with the wheels that are in contact with the ground, but each time I switch to this ship, the concertina issue gets worse? It's measuring the duna-golds! Quote Link to comment Share on other sites More sharing options...
Nils277 Posted February 1, 2019 Author Share Posted February 1, 2019 (edited) 17 hours ago, FeersumEndjinn said: Hi everyone - I've been using FUR for about a week, 3 part articulated rover driven hundreds of K's on Duna, but suddenly my bellows joint has stopped working, I can no longer lock or unlock it? It has also started doing this weird concertina thing. It is still drivable with the wheels that are in contact with the ground, but each time I switch to this ship, the concertina issue gets worse? Any help is appreciated! Oh This does not seem good. Can you send me the save file for that? What happens when you time warp with the rover? Edited February 1, 2019 by Nils277 Quote Link to comment Share on other sites More sharing options...
FeersumEndjinn Posted February 3, 2019 Share Posted February 3, 2019 On 2/1/2019 at 6:47 AM, Nils277 said: Oh This does not seem good. Can you send me the save file for that? What happens when you time warp with the rover? Sure - what is the best way to send you the save file? When I time-warped with the rover prior to the problem it worked fine - I kept the speed under 20m/s and used time warp to make it go faster and that was fine. Suddenly after loading my game I lost the ability to lock and unlock (buttons missing), and now it seems to get about 10 degrees worse each time I switch to it. The only thing I had changed between it working fine and not working, was that I installed Antenna Helper (https://spacedock.info/mod/1730/Antenna Helper). Thanks! Quote Link to comment Share on other sites More sharing options...
FeersumEndjinn Posted February 3, 2019 Share Posted February 3, 2019 (edited) In case this helps, I've uploaded the save file to https://s3.eu-west-2.amazonaws.com/redqueen-ksp/Rover+Going+Crazy.sfs The craft is called 'Duna Articulated Rover'. Thanks! Edited February 3, 2019 by FeersumEndjinn Quote Link to comment Share on other sites More sharing options...
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