GJNelson Posted April 19, 2018 Share Posted April 19, 2018 17 hours ago, maja said: Just heads-up for all of you, who are waiting for a burried rover fix. I'm waiting for the new KSP update, which will most likely happen this week. It's a little bit hectic this month, but I hope that BV update will be soon after KSP one. Thanks for the update! I'm looking forward to the new KSP version along with the new Bon Voyage. Quote Link to comment Share on other sites More sharing options...
Sokol_323 Posted May 11, 2018 Share Posted May 11, 2018 Recent tests in version 1.4.3 have revealed the problem: after the trip, when returning to the Rover, it is at an altitude of the surface and falls on it. In some cases, the height of the fall is large and the Rover is destroyed. In version 1.3.1-1.4.2 it was the opposite: the Rover appeared as if a little under the surface and then recovered without destruction. What could be the reason? Quote Link to comment Share on other sites More sharing options...
maja Posted May 11, 2018 Author Share Posted May 11, 2018 (edited) @Sokol_323 Don't worry, I have a fix coming. I'm a little bit busy right know, because I'm spending the rest of my free time in a gym training to achieve another technical level next week. So it's work, family, gym and sleep to regenerate and heal bruises and a little bit of a time to fix that rover positioning which changes with every new KSP update Edited May 11, 2018 by maja Quote Link to comment Share on other sites More sharing options...
Sokol_323 Posted May 11, 2018 Share Posted May 11, 2018 3 hours ago, maja said: @Sokol_323 Don't worry, I have a fix coming. I'm a little bit busy right know, because I'm spending the rest of my free time in a gym training to achieve another technical level next week. So it's work, family, gym and sleep to regenerate and heal bruises and a little bit of a time to fix that rover positioning which changes with every new KSP update Thank you! I am very grateful for such a quick response to my question. Quote Link to comment Share on other sites More sharing options...
Melfice Posted May 20, 2018 Share Posted May 20, 2018 I think I have the same issue as Sokol has. Upon loading into the vehicle, something explodes (and it's usually something on TOP of my rover colliding with the surface...?) before the whole rover just flips. You mentioned working on it, but I figured I'd confirm the issue (if it's even the same or similar.). Quote Link to comment Share on other sites More sharing options...
Warezcrawler Posted May 21, 2018 Share Posted May 21, 2018 On 4/18/2018 at 8:34 AM, maja said: Just heads-up for all of you, who are waiting for a burried rover fix. I'm waiting for the new KSP update, which will most likely happen this week. It's a little bit hectic this month, but I hope that BV update will be soon after KSP one. I just got a rover stuck under ground on duna after roving.... I sure hope the fix you have been working on will help! In the meantime, have you or anyone else a suggestion of how to salvage a rover stuck inside duna? Can any other mod help? Hyperedit maybe? But is that even updated to ksp 1.4 yet? Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted May 21, 2018 Share Posted May 21, 2018 42 minutes ago, Warezcrawler said: Can any other mod help? Hyperedit maybe? But is that even updated to ksp 1.4 yet? Hyperedit has a beta releease for 1.4 but I don't know if you can use it to change the altitude of an unloaded vessel, I have just used Hyperedit once. You can actually work around with an savefile edit. Just quicksave, add ~20m to the altitude value of your rover, quickload and it should be save to switch to your rover. On bodies with low gravity like duna, this will give you some air time to rotate your rover into the right position before he will reach the ground again. Quote Link to comment Share on other sites More sharing options...
maja Posted May 21, 2018 Author Share Posted May 21, 2018 47 minutes ago, Warezcrawler said: I just got a rover stuck under ground on duna after roving.... I sure hope the fix you have been working on will help! In the meantime, have you or anyone else a suggestion of how to salvage a rover stuck inside duna? Can any other mod help? Hyperedit maybe? But is that even updated to ksp 1.4 yet? As was mentioned, Hyperedit don't move unloaded vessels. I'm moving and rotating vessel before physics catch up during a scene change. There is still a minor issue regarding to much rotation during correction, so usually some wheel colides with the ground. Quote Link to comment Share on other sites More sharing options...
Warezcrawler Posted May 22, 2018 Share Posted May 22, 2018 22 hours ago, 4x4cheesecake said: Hyperedit has a beta releease for 1.4 but I don't know if you can use it to change the altitude of an unloaded vessel, I have just used Hyperedit once. You can actually work around with an savefile edit. Just quicksave, add ~20m to the altitude value of your rover, quickload and it should be save to switch to your rover. On bodies with low gravity like duna, this will give you some air time to rotate your rover into the right position before he will reach the ground again. Thanks for you answer. Hyperedit exploded my vessel when trying the land vessel function. However, vessel mover worked like a charm. Now a permanent install to save my rovers from ending up inside the planet! 22 hours ago, maja said: As was mentioned, Hyperedit don't move unloaded vessels. I'm moving and rotating vessel before physics catch up during a scene change. There is still a minor issue regarding to much rotation during correction, so usually some wheel colides with the ground. Have you considered doing something like what vessel mover does? It raises the vessel high, and then slowly lowers it until it is on the ground.... FYI the orientation of the vessel is still important though, but it seems to deal with the height issue. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 22, 2018 Share Posted May 22, 2018 2 hours ago, Warezcrawler said: Thanks for you answer. Hyperedit exploded my vessel when trying the land vessel function. However, vessel mover worked like a charm. Now a permanent install to save my rovers from ending up inside the planet! Have you considered doing something like what vessel mover does? It raises the vessel high, and then slowly lowers it until it is on the ground.... FYI the orientation of the vessel is still important though, but it seems to deal with the height issue. Have you tried World Stabilizer? Most of the time it keeps my craft safe when loading in, even after BonVoyage has moved them. Quote Link to comment Share on other sites More sharing options...
maja Posted May 23, 2018 Author Share Posted May 23, 2018 7 hours ago, Warezcrawler said: Thanks for you answer. Hyperedit exploded my vessel when trying the land vessel function. However, vessel mover worked like a charm. Now a permanent install to save my rovers from ending up inside the planet! Have you considered doing something like what vessel mover does? It raises the vessel high, and then slowly lowers it until it is on the ground.... FYI the orientation of the vessel is still important though, but it seems to deal with the height issue. Yes, I'm taking inspiration from other mods Quote Link to comment Share on other sites More sharing options...
Rallyman03 Posted May 23, 2018 Share Posted May 23, 2018 So I built a rover with an Infernal Robotics arm as well as a KAS winch and magnet. I grab an item, secure it to my rover and poehali! when I get to where I'm going the item is where I originally was? Am I missing something? Quote Link to comment Share on other sites More sharing options...
maja Posted May 23, 2018 Author Share Posted May 23, 2018 (edited) On 5/23/2018 at 7:15 AM, Rallyman03 said: So I built a rover with an Infernal Robotics arm as well as a KAS winch and magnet. I grab an item, secure it to my rover and poehali! when I get to where I'm going the item is where I originally was? Am I missing something? That item must be a part of a vessel/rover. What I know, KAS magnet does not make that type of an attachement. You need a docking port, a claw or attach it with a wrench or a screwdriver. Edited May 25, 2018 by maja Quote Link to comment Share on other sites More sharing options...
Rallyman03 Posted May 23, 2018 Share Posted May 23, 2018 4 hours ago, maja said: That item must be a part of a vessels/rover. What I know, KAS magnet does not make that type of an attachement. You need a docking port, a claw or attach it with a wrench or a screwdriver. Hum okay. I wonder if attaching it with a KAS porrt and the winch will work. That's supposed to act like a mini docking port... further testing continues. Thanks for the response. Quote Link to comment Share on other sites More sharing options...
luisIBZ Posted June 27, 2018 Share Posted June 27, 2018 On 5/23/2018 at 3:58 PM, Rallyman03 said: Hum okay. I wonder if attaching it with a KAS porrt and the winch will work. That's supposed to act like a mini docking port... further testing continues. Thanks for the response. KAS ports have two modes of attachment: docked and undocked. The docked mode works like a docking port, so I suppose it'll work. Undocked mode acts like the magnet. Quote Link to comment Share on other sites More sharing options...
Maestro22 Posted June 30, 2018 Share Posted June 30, 2018 On 3/16/2018 at 3:22 PM, maja said: Rover can have alternative power source (RTGs, Nuclear Reactors, Fission Reactors, Antimatter Reactors, whole bunch of reactors is supported, if it has "reactor" in it's name than it will definitely work) I built a rover with two stock RTG as unique energy source. When trying to send it on its voyage, the interface tells me that there is no energy source. Looking into the persistent file I see that the part is called "rtg" - i.e. it doesn't contain the magic word "reactor". Is it possible that this is the issue? That would mean that the stock RTG is unsupported, which would be a pity. Any workaround possible (renaming the part is obviously not possible)? Quote Link to comment Share on other sites More sharing options...
maja Posted June 30, 2018 Author Share Posted June 30, 2018 2 minutes ago, Maestro22 said: I built a rover with two stock RTG as unique energy source. When trying to send it on its voyage, the interface tells me that there is no energy source. Looking into the persistent file I see that the part is called "rtg" - i.e. it doesn't contain the magic word "reactor". Is it possible that this is the issue? That would mean that the stock RTG is unsupported, which would be a pity. Any workaround possible (renaming the part is obviously not possible)? Stock RTG is of course supported. It's not about some magic word in a part name If you have other mods installed, then try to recreate the issue in the stock game (without mods). If it persist, then I need more info. Game version, BV version, log, save or craft file if possible. Quote Link to comment Share on other sites More sharing options...
Maestro22 Posted June 30, 2018 Share Posted June 30, 2018 6 hours ago, maja said: Stock RTG is of course supported. It's not about some magic word in a part name If you have other mods installed, then try to recreate the issue in the stock game (without mods). If it persist, then I need more info. Game version, BV version, log, save or craft file if possible. You're right - it's about mod compatibility. It works fine in stock game, in my modded game not. At least not well. I assume it's Kerbalism, but I didn't drill it down to it yet. What I found was that in "my modded game" the RTG test rover would BV rove even though it says 0 energy - but only during daylight. In the night, the control panel tells me that the rover is awaiting sunlight. I'll continue searching... Thank you for your quick response! Quote Link to comment Share on other sites More sharing options...
maja Posted June 30, 2018 Author Share Posted June 30, 2018 48 minutes ago, Maestro22 said: You're right - it's about mod compatibility. It works fine in stock game, in my modded game not. At least not well. I assume it's Kerbalism, but I didn't drill it down to it yet. What I found was that in "my modded game" the RTG test rover would BV rove even though it says 0 energy - but only during daylight. In the night, the control panel tells me that the rover is awaiting sunlight. I'll continue searching... Thank you for your quick response! Kerbalism isn't fully supported. You don't need to search more. Quote Link to comment Share on other sites More sharing options...
PiezPiedPy Posted June 30, 2018 Share Posted June 30, 2018 @Maestro22 @maja FYI Kerbalism removes the ModuleGenerator and replaces it with its own module. There is a Discord for Kerbalism if you want to discuss how this issue can be fixed with maybe Kerbalism API access, assuming Kerbalism is the problem. https://discord.gg/NgFawe4 Quote Link to comment Share on other sites More sharing options...
Jasmir Posted June 30, 2018 Share Posted June 30, 2018 (edited) On my installation, the Rover isn't rotated correctly according to the surface when i traveling huge distances. For example, if I travel half way around a celestrial body, the rover spawns upside down. See vid http://www.azha.de/downloads/BonVoyage.mp4 (2min40) Edited June 30, 2018 by Jasmir Quote Link to comment Share on other sites More sharing options...
Starwaster Posted June 30, 2018 Share Posted June 30, 2018 16 minutes ago, Jasmir said: On my installation, the Rover isn't rotated correctly according to the surface when i traveling huge distances. For example, if I travel half way around a celestrial body, the rover spawns upside down. See vid http://www.azha.de/downloads/BonVoyage.mp4 (2min40) Quote Link to comment Share on other sites More sharing options...
Jasmir Posted June 30, 2018 Share Posted June 30, 2018 World-Stabilizer put the Rover above the terrain, but it don't turn the rover to the right attitude. So, if you traveled half around the planet, Bon Voyage spawns the rover upside down, and World-Stabilizer lift it a bit above the surface. Want to see both in action? Look my video^^ Quote Link to comment Share on other sites More sharing options...
maja Posted June 30, 2018 Author Share Posted June 30, 2018 21 minutes ago, Jasmir said: On my installation, the Rover isn't rotated correctly according to the surface when i traveling huge distances. For example, if I travel half way around a celestrial body, the rover spawns upside down. See vid http://www.azha.de/downloads/BonVoyage.mp4 (2min40) In progress. Life has tendency to alter my plans Quote Link to comment Share on other sites More sharing options...
Starwaster Posted June 30, 2018 Share Posted June 30, 2018 2 hours ago, Jasmir said: World-Stabilizer put the Rover above the terrain, but it don't turn the rover to the right attitude. So, if you traveled half around the planet, Bon Voyage spawns the rover upside down, and World-Stabilizer lift it a bit above the surface. Want to see both in action? Look my video^^ oh you know what, I forgot that I was also running a customized BV that rotates the rover... I had totally forgotten I did that. I thought it was World Stabilizer doing it 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.