Warshawski Posted October 15, 2012 Share Posted October 15, 2012 That's the only way they would connect and look decent. With an RCS block underneath the front to tip the nose up and down, it makes for a decent escape-pod/jump-capable rover/General Purpose Vehicle. I like your mod and ideas - I look forward to seeing more. Link to comment Share on other sites More sharing options...
CrashnBurn Posted October 15, 2012 Share Posted October 15, 2012 That's the only way they would connect and look decent. With an RCS block underneath the front to tip the nose up and down, it makes for a decent escape-pod/jump-capable rover/General Purpose Vehicle. I like your mod and ideas - I look forward to seeing more.They fit on the two side nodes. But, of course , feel free to put them where every you like. That top node is there just for fun stuff like that. Link to comment Share on other sites More sharing options...
Warshawski Posted October 15, 2012 Share Posted October 15, 2012 They kind of refused to function at all if I put them there. Link to comment Share on other sites More sharing options...
CrashnBurn Posted October 15, 2012 Share Posted October 15, 2012 How odd. Ion engines are like RCS, location doesn't matter you just need fuel (or energy in this case) somewhere on the ship. I'd love to figure out what problem you had. Link to comment Share on other sites More sharing options...
Devo Posted October 15, 2012 Share Posted October 15, 2012 I suspect you might have another cart mod with a different DLL file loaded.I am having the same issue, but it is not related to the cart plugin, nor do i think it is related to any of your mods. I get this when only a handful of mods have been installed on 0.17 (no plugin.dll's, purely models)You can click once, it works - but every right click after fails for me, so all landing gear parts, all cargo bays.. anything that has a right click option, and yes the carts also. Link to comment Share on other sites More sharing options...
CrashnBurn Posted October 15, 2012 Share Posted October 15, 2012 I am having the same issue, but it is not related to the cart plugin, nor do i think it is related to any of your mods. I get this when only a handful of mods have been installed on 0.17 (no plugin.dll's, purely models)You can click once, it works - but every right click after fails for me, so all landing gear parts, all cargo bays.. anything that has a right click option, and yes the carts also.Well, hell, that's the first I've heard of a problem with the game context menu system. Thanks for letting us know about it. If it happens on all context menus we'll have to wait for a new release for a fix. Did you report it to KSP devs? Link to comment Share on other sites More sharing options...
Geronimo Posted October 15, 2012 Share Posted October 15, 2012 I am trying the demo craft, and can get it to land, and open, but when I press "space" to separate the vehicle, the whole thing explodes end over end and my rover flies out, and always seems to land upside down. I can't figure out what I'm doing wrong. Link to comment Share on other sites More sharing options...
The Destroyer Posted October 15, 2012 Share Posted October 15, 2012 Hmmm... Screenshots? (Use F1 and then upload them to somewhere like www.tinypic.com) Link to comment Share on other sites More sharing options...
haydn1997 Posted October 15, 2012 Share Posted October 15, 2012 I can't say that I've had any problems with rapid unscheduled dis-assemblies but every time I go to launch the Mk4 Demo Stage it tries and most of the time successfully flips over and points itself at the ground Link to comment Share on other sites More sharing options...
The Destroyer Posted October 15, 2012 Share Posted October 15, 2012 Aren't you supposed to put it on a rocket first? Link to comment Share on other sites More sharing options...
haydn1997 Posted October 15, 2012 Share Posted October 15, 2012 Aren't you supposed to put it on a rocket first? Doesn't the word "Launch" in anything to do with KSP infer some sort of rocket strapped to it? Link to comment Share on other sites More sharing options...
Geronimo Posted October 15, 2012 Share Posted October 15, 2012 Nevermind - I got it! Instead of using space bar to decouple the one that attached rover to container, I can sneak in under it and right-click / decouple. Beautiful!! Link to comment Share on other sites More sharing options...
Katamari Posted October 15, 2012 Share Posted October 15, 2012 (edited) I absolutely love your work. The Mark 2 is so much fun to drive and when I saw the Mark 4, spare Mark 4 vehicles (non-pods but can be occupied) and Drop pod as well as the nod to Kethane, I have big plans of orbital garage drops (just wish there was a raw Kethane thruster).However, I read the documentation, but I can't get my Kerbalnauts to EVA at all even when I have the exterior hatch opened. I tried it without any thruster sets on that side of the ship as well since they overlap with the ladder but that made no difference. Has anyone else had a similar problem? Edited October 15, 2012 by Katamari I forgot that 4 came after 2... Link to comment Share on other sites More sharing options...
The Destroyer Posted October 15, 2012 Share Posted October 15, 2012 (edited) Wait, what? Mark3? There is only Mark 1,2, and 4.Also, you aren't the only one, However, I might join this mod team soon, And ill see if i can fix it EDIT: Seems that when I try to load any of the files in there in blender, It shows up as a box. Maybe I did somthing wrong. Edited October 15, 2012 by The Destroyer Link to comment Share on other sites More sharing options...
Lalwcat Posted October 15, 2012 Share Posted October 15, 2012 Can we get some craft ideas for launching and landing the new Mark 4? I haven't figured out a good way to use the drop pod yet on, say, the Mun Link to comment Share on other sites More sharing options...
BobCat Posted October 15, 2012 Author Share Posted October 15, 2012 (edited) Mark 3 project hold. This is due to errors in the design of the model, it is not capable. Most likely the project will be completely redesigned and transformed into an ultra lightweight single ATV.EDIT: Seems that when I try to load any of the files in there in blender, It shows up as a box. Maybe I did somthing wrong. The files you are trying to open in a blender? *.mu ? Edited October 15, 2012 by BobCat Link to comment Share on other sites More sharing options...
Stymie Posted October 15, 2012 Share Posted October 15, 2012 At the first release, I figured "eh, nice truck, but they will get bored and quit"then the second release, and I figured . "Nice truck, good versatility, hope they keep it coming."after this latest addition. For all that Jeb and I hold dear. DO NOT LEAVE. You have made my number 1 favorite mod part. Link to comment Share on other sites More sharing options...
Devo Posted October 15, 2012 Share Posted October 15, 2012 Well, hell, that's the first I've heard of a problem with the game context menu system. Thanks for letting us know about it. If it happens on all context menus we'll have to wait for a new release for a fix. Did you report it to KSP devs?I thought it may have been the cart plugin also, as I did notice there was 2 versions floating around here in current packages. I sort of make sure I only download stuff from kerbal.net now because it's the most trustworthy (besides official threads here of course)I have not reported it as yet, it wasn't until I saw the other post with a similar issue that I took note of it. I thought may have been a result of me poking and prodding experimenting making mods, one would imagine if it was a global issue more than a couple of us would have noticed it, especially you guys with the amount of experimenting on ATV's that you are doing. I'll go back to another vanilla 0.17 and cross my kerballs. Link to comment Share on other sites More sharing options...
BobCat Posted October 15, 2012 Author Share Posted October 15, 2012 devogenAccording to the description it is very likely that the plug-Carts, conflict with another plugin based on it.Make sure you have a folder, there is no plug-ins such as modified from Bigtrack (cartCommand.dll) Link to comment Share on other sites More sharing options...
Devo Posted October 15, 2012 Share Posted October 15, 2012 devogenAccording to the description it is very likely that the plug-Carts, conflict with another plugin based on it.Make sure you have a folder, there is no plug-ins such as modified from Bigtrack (cartCommand.dll)Ok, Ill make sure that's the case, thanks. I hope the other main cart I use will still work, the small silver disc type one with the extendable gold wheels. Link to comment Share on other sites More sharing options...
BobCat Posted October 15, 2012 Author Share Posted October 15, 2012 (edited) If you use the original plug-in, no problems should arise. If you use a modified plug-ins are possible trouble, similar to the one described above. We can not make a mod that will work with all the plugins and modifications of them, so we focus on the original versions. Edited October 15, 2012 by BobCat Link to comment Share on other sites More sharing options...
Thourion Posted October 15, 2012 Share Posted October 15, 2012 Im not sure, but for the people with the decoupling issues, check that you are not activating the engines at full throttle the time you are seperating, maybe thats it.On the other hand something is messing with my stages when i load custom craft from others. The decouple of the demv was activated at the same stage as chutes opened, making my initial kerbin tests go boom Another thing is that EVA, like others said, is a bit weird. I need to rapid-tap EVA, or for better open-close-open the hatch a few times for it to work.I had the problem with the missing right click menu myself with the other DEMV in the past. If i remember correct it was Bigtrack/Liltrack cartcommand extra plugin conflict, but i think it was fixed at some update (or someone elses plugin anyway). In any case, for me and at this time, the menu works as intended. Heh it even works with 2 Demv M4's stack inverted on top of each other.And for last, the "cargo - transfer" module for the DEMV is so freaking awsome, all the way from the design to the way it operates, i shoulda expect somethin like this from a guy named BobCat Link to comment Share on other sites More sharing options...
Alephzorg Posted October 15, 2012 Share Posted October 15, 2012 I, too, have a problem with the EVA. It worked once before but even then I had to hit the button multiple times. Link to comment Share on other sites More sharing options...
CrashnBurn Posted October 15, 2012 Share Posted October 15, 2012 Ok guys, we'll look into the EVA issue. We've not had this happen to us so it will take some digging.If anyone who is having this issue can send us some additional info, please do. As for the "exploding" when decoupling from the DROP, the only thing that comes to mind is; do not extend the wheels before decoupling. Part's collisions do strange things with Cart plugin wheels. That is an old bug from long ago and I don't think it ever was resolved. Link to comment Share on other sites More sharing options...
FishyFishy13 Posted October 15, 2012 Share Posted October 15, 2012 Is anyone else having trouble launching the rat? All of my ships lean one way if not can I have a .craft? Link to comment Share on other sites More sharing options...
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