Omega482 Posted November 19, 2018 Author Share Posted November 19, 2018 (edited) Thank you very much for that bug report @wlr2678! I think I have fixed it now. New Version Available Version 0.0.32 Changelog Fixed textures not showing up in part menus >>>>DOWNLOAD HERE Edited November 19, 2018 by Omega482 Quote Link to comment Share on other sites More sharing options...
wlr2678 Posted November 19, 2018 Share Posted November 19, 2018 4 minutes ago, Omega482 said: Thank you very much for that bug report @wlr2678! I think I have fixed it now. New Version Available Version 0.0.32 Changelog Fixed textures not showing up in part menus >>>>DOWNLOAD HERE Thanks! Really looking forward to your statics mod as well! Quote Link to comment Share on other sites More sharing options...
flart Posted November 19, 2018 Share Posted November 19, 2018 Can you move KIS support to Patches folder, and do not forget about :NEEDS[KIS] Community Category Kit support:@PART[*]:HAS[#manufacturer[OSUV]]:NEEDS[CommunityCategoryKit] { @category = none @tags ^= :$: cck-rovers: &tags = cck-rovers // will apply if part has no existing tags } in my taste Inappropriate IVA is better than nothing:@PART[s1_cab,s2_cab] { INTERNAL { name = mk1InlineInternal } } I believe you can make changeable KIS volume, switching from stock to B9 Part Switch I do not have any EC problem on S2 without USU, with full S2_Tank and 6 wheels - after you getting some speed, EC Consumption < EC Cabin Generation. So maybe USU as Converter or for Science? Quote Link to comment Share on other sites More sharing options...
Catatau_27 Posted November 19, 2018 Share Posted November 19, 2018 On 11/18/2018 at 11:31 AM, flart said: expected this way, but I think you can, at least for now, put the folders whatever you want to, because the part's configs don't have any path in them and the dll most likely doesn't depend on its path 20 hours ago, Omega482 said: Like so: Just paste them alongside Squad in your GameData folder. ^ You are correct about that. But best practice is to install like above. That way people can avoid duplicate installs. Thanks for all the help I have received from all of you =) Ps: Thanks for the update, I was going to comment but I ran out of time and were faster than me. LOL Now just wait and see how the cabin looks inside. :D Quote Link to comment Share on other sites More sharing options...
Omega482 Posted November 19, 2018 Author Share Posted November 19, 2018 9 hours ago, flart said: Can you move KIS support to Patches folder, and do not forget about :NEEDS[KIS] Community Category Kit support:@PART[*]:HAS[#manufacturer[OSUV]]:NEEDS[CommunityCategoryKit] { @category = none @tags ^= :$: cck-rovers: &tags = cck-rovers // will apply if part has no existing tags } in my taste Inappropriate IVA is better than nothing:@PART[s1_cab,s2_cab] { INTERNAL { name = mk1InlineInternal } } I believe you can make changeable KIS volume, switching from stock to B9 Part Switch I do not have any EC problem on S2 without USU, with full S2_Tank and 6 wheels - after you getting some speed, EC Consumption < EC Cabin Generation. So maybe USU as Converter or for Science? Thanks for writing those patches out! I'll include them and the KIS patch in the next version. You're right, it's better to have them as patches than in the configs. Quote Link to comment Share on other sites More sharing options...
Catatau_27 Posted November 19, 2018 Share Posted November 19, 2018 9 hours ago, flart said: Can you move KIS support to Patches folder, and do not forget about :NEEDS[KIS] Community Category Kit support:@PART[*]:HAS[#manufacturer[OSUV]]:NEEDS[CommunityCategoryKit] { @category = none @tags ^= :$: cck-rovers: &tags = cck-rovers // will apply if part has no existing tags } in my taste Inappropriate IVA is better than nothing:@PART[s1_cab,s2_cab] { INTERNAL { name = mk1InlineInternal } } I believe you can make changeable KIS volume, switching from stock to B9 Part Switch I do not have any EC problem on S2 without USU, with full S2_Tank and 6 wheels - after you getting some speed, EC Consumption < EC Cabin Generation. So maybe USU as Converter or for Science? Would it be possible to use an IVA copied from another cockpit? Like those of ASET simply by using a target link? Quote Link to comment Share on other sites More sharing options...
flart Posted November 19, 2018 Share Posted November 19, 2018 35 minutes ago, Catatau_27 said: Would it be possible to use an IVA copied from another cockpit? Like those of ASET simply by using a target link? I am not familiar with ASET, but yes, an existing internal (IVA) links to a part with INTERNAL {name = ... }. The stock IVAs are placed in the Squad/Spaces/ Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted November 22, 2018 Share Posted November 22, 2018 Finally got to try taking these out for a spin. Quite cool! While they do tend toward the "rustic" in the looks department, it's really, really cool how they're achieved and it's fun to have them in-game. I'm especially impressed with the handling. It really feels like driving low-center of gravity vehicles that don't skid all over like stock wheels. These will make great ute vehicle components. I'll see how well they mix and match with Grounded, etc. Quote Link to comment Share on other sites More sharing options...
flart Posted December 1, 2018 Share Posted December 1, 2018 (edited) Fix Default Vessel Type: Spoiler @PART[s1_cab,s2_cab] { @vesselType = Rover } Stock Part Variants: add stack nodes switchable stack nodes, mass and cost for Stock Part Variants (Steel Crates, Cargotubes):it is still impossible to make switchable KIS capacity even with B9PartSwitch Spoiler @PART[steelcrates] { %attachRules = 1,1,1,1,0 //node_attach = 0, 0, -0.25, 0, 0, 0 %node_stack_front = 0, 0, -0.25, 0, 0, -1, 1 %node_stack_back = 0, 0, 0.752, 0, 0, 1, 1 @mass = 0.4 @entryCost = 900 @cost = 200 @MODULE[ModulePartVariants] { @VARIANT[TypeA] { @displayName = Large Box } @VARIANT[TypeB] { @displayName = Medium Locker cost = 100 // 300 mass = -0.1 // 0.3 NODES { node_stack_front = 0, 0, -0.25, 0, 0,-1, 0 node_stack_back = 0, 0, 0.25, 0, 0, 1, 0 } } @VARIANT[TypeC] { @displayName = Small Box cost = 300 // 500 mass = -0.15 // 0.25 NODES { node_stack_front = 0, 0, -0.25, 0, 0, -1, 0 node_stack_back = 0, 0, 0.25, 0, 0, 1, 0 } } } //node_stack_right = //node_stack_left = //node_stack_top = //node_stack_bottom = } @PART[cargotube] { %attachRules = 1,1,1,1,0 //node_attach = 0, 0, -0.400, 0, 0, 0 %node_stack_front = 0, 0,-0.400, 0, 0,-1, 1 %node_stack_back = 0, 0, 0.427, 0, 0, 1, 1 @mass = 0.1 @entryCost = 600 @cost = 200 @MODULE[ModulePartVariants] { @VARIANT[TypeA] { @displayName = Larger } @VARIANT[TypeB] { @displayName = Smaller cost = -50 mass = -0.025 NODES { node_stack_back = 0, 0, 0.604, 0, 0, 1, 1 } } } } B9PartSwitch Support: Wooden Crates stores an ore instead of KIS (Steel crates still store KIS) Wooden Crates stores different amount of ore for Crates size (this is why B9PartSwitch is needed) Wooden Crates is flammable, cheap and lightweight switchable Wooden Crates stack nodes, mass, cost s1_tanks and s2_tanks resource switching: LF, LFO, Monoprop Chassis and beds resource switching: LF, EC s2 stores s1 x1.5 bedlong stores bedshort x2 Spoiler @PART[woodcrates]:NEEDS[B9PartSwitch] { @title = Wooden Transport Crate @description = A set of three generic wooden crates, easy to burn and crash, so they aren't for space. A raw materials are delivered not far away on our planet in these very crates. @maxTemp = 500 // wood is flammable, cheap and lightweight @skinMaxTemp = 700 @mass = 0.225 @cost = 500 @crashTolerance = 4 // stock ore tank = 7 %attachRules = 1,1,1,1,0 //node_attach = 0, 0, -0.8, 0, 0, 0 %node_stack_front = 0, 0, -0.8, 0, 0, -1, 1 %node_stack_backA = 0, 0, 2.2, 0, 0, 1, 1 %node_stack_backB = 0, 0, 1.2, 0, 0, 1, 1 %node_stack_backC = 0, 0, 0.56, 0, 0, 1, 1 -MODULE[ModulePartVariants]{} -MODULE[ModuleKISInventory]{} MODULE { name = ModuleB9PartSwitch moduleID = SwitchRes baseVolume = 1500.0 switcherDescription = #autoLOC_900643 // Resource // Subtype switcherDescriptionPlural = #autoLOC_444646 // Resources // Subtypes SUBTYPE { name = Ore title= #autoLOC_6002103 // Ore tankType = OreFreeTank } } MODULE { name = ModuleB9PartSwitch moduleID = SwitchSize parentID = SwitchRes switcherDescription = #autoLOC_443417 // Size // Subtype switcherDescriptionPlural = Sizes SUBTYPE { name = WoodCrateA title = Large transform = WoodCrateA node = front node = backA } SUBTYPE { name = WoodCrateB title = Medium transform = WoodCrateB addedMass = -0.075 addedCost = -100 volumeAddedToParent = -500 node = front node = backB } SUBTYPE { name = WoodCrateC title = Small transform = WoodCrateC addedMass = -0.125 addedCost = -200 volumeAddedToParent = -820 node = front node = backC } } } @PART[s1_bedlong,s1_bedshort,s1_chassis,s2_bedlong,s2_bedshort,s2_chassis]:NEEDS[B9PartSwitch] { !RESOURCE[LiquidFuel] {} MODULE { name = ModuleB9PartSwitch baseVolume = 10 switcherDescription = #autoLOC_900643 // Resource // Subtype switcherDescriptionPlural = #autoLOC_444646 // Resources // Subtypes SUBTYPE { name = LiquidFuel title = #autoLOC_6002095 // LF // #autoLOC_502032 = LiquidFuel tankType = LiquidFuelFreeTank } SUBTYPE { name = Battery title= #autoLOC_6002100 // EC // #autoLOC_313132 = Electric Charge tankType = BatteryFreeTank } } } @PART[s1_bedlong,s2_bedlong]:NEEDS[B9PartSwitch] { @MODULE[ModuleB9PartSwitch] { @baseVolume *= 2 } } @PART[s2_bedlong,s2_bedshort,s2_chassis]:NEEDS[B9PartSwitch] { @MODULE[ModuleB9PartSwitch] { @baseVolume *= 1.5 } } @PART[s1tank,s2tank]:NEEDS[B9PartSwitch] { -RESOURCE[LiquidFuel]{} -RESOURCE[Oxidizer]{} MODULE { name = ModuleB9PartSwitch baseVolume = 500 switcherDescription = #autoLOC_900643 // Resource // Subtype switcherDescriptionPlural = #autoLOC_444646 // Resources // Subtypes SUBTYPE { name = LiquidFuel title= #autoLOC_6002095 // LF // #autoLOC_502032 = LiquidFuel tankType = LiquidFuelFreeTank } SUBTYPE { name = LFO title= #autoLOC_502026 // Lf+Ox tankType = LFOFreeTank } SUBTYPE { name = MonoPropellant title= #autoLOC_6002098 // MP // #autoLOC_502045 // MonoPropellant tankType = MonoPropellantFreeTank } } } @PART[s1tank]:NEEDS[B9PartSwitch] { @cost = 300 // It is a dry cost } @PART[s2tank]:NEEDS[B9PartSwitch] { @cost = 1280 // It is a dry cost @MODULE[ModuleB9PartSwitch] { @baseVolume = 2400 // was 13.851kg } } Spoiler B9_TANK_TYPE:NEEDS[B9PartSwitch] { name = OreFreeTank tankMass = 0.0 tankCost = 0.0 RESOURCE { name = #autoLOC_501007 // Ore unitsPerVolume = 1 percentFilled = 0 } } B9_TANK_TYPE { name = LiquidFuelFreeTank title = #autoLOC_500999 // Liquid Fuel tankMass = 0.0 tankCost = 0.0 RESOURCE { name = LiquidFuel unitsPerVolume = 1 } } B9_TANK_TYPE { name = LFOFreeTank title = #autoLOC_502026 // Lf+Ox tankMass = 0.0 tankCost = 0.0 RESOURCE { name = LiquidFuel unitsPerVolume = 0.45 } RESOURCE { name = Oxidizer unitsPerVolume = 0.55 } } B9_TANK_TYPE { name = MonoPropellantFreeTank title = #autoLOC_501002 // MonoPropellant tankMass = 0.0 tankCost = 0.0 RESOURCE { name = MonoPropellant unitsPerVolume = 1.5 } } B9_TANK_TYPE { name = BatteryFreeTank title = #autoLOC_501004 // Electric Charge tankMass = 0.0 tankCost = 0.0 RESOURCE { name = ElectricCharge unitsPerVolume = 20 } } Edited December 1, 2018 by flart Quote Link to comment Share on other sites More sharing options...
kerbalx75 Posted July 26, 2019 Share Posted July 26, 2019 could you make a expansion to this mod with truck cockpits, bays, flatbed ramps, and hitches Quote Link to comment Share on other sites More sharing options...
flart Posted November 26, 2020 Share Posted November 26, 2020 At the starting time both OSUV and OSSNTR spam errors in the log. Could that be fixed? Spoiler [ERR 13:34:17.590] Texture 'OSSNTR/Statics/TriangleSmall/WindTurbine/model_vab_exterior_lines_01' not found! [ERR 13:34:17.592] Texture 'OSSNTR/Statics/TriangleSmall/WindTurbine/model_vab_exterior_props_01' not found! [LOG 13:34:17.650] Load(Model): OSUV/Cargo/s1tank/s1tank [ERR 13:34:17.661] Texture 'OSUV/Cargo/s1tank/model_vab_interior_props' not found! [LOG 13:34:17.692] Load(Model): OSUV/Cargo/s2tank/s2tank [ERR 13:34:17.701] Texture 'OSUV/Cargo/s2tank/model_vab_interior_props' not found! Also On 11/19/2018 at 6:51 PM, Omega482 said: Thanks for writing those patches out! I'll include them and the KIS patch in the next version. You're right, it's better to have them as patches than in the configs. Quote Link to comment Share on other sites More sharing options...
xD-FireStriker Posted November 19, 2022 Share Posted November 19, 2022 This still working today on 1.12.3? Quote Link to comment Share on other sites More sharing options...
AciveriousTippoline Posted July 25 Share Posted July 25 What I like is that you can park some of these around the KSC and it blends well with the statics ones, also good for roleplay. And well I know this mod has come out like 7 years ago, but will be in the future and expansion? (Dreaming is free) Quote Link to comment Share on other sites More sharing options...
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