Angelo Kerman Posted July 6 Author Share Posted July 6 On 6/30/2024 at 12:39 PM, Av8tor8a said: why don't the cargo bays have a wide flatbed variant? In the OG, there were wide flatbeds, so why not do something similar for the existing cargo beds here? I didn't have a need for the wide variant flatbeds since I redid the whole form factor. The B2 Cargo Bay and B2 Cargo Bay (Short) have flatbed variants though. The flatbed is 1.4m wide, which is about a meter narrower than the 2.5m wide flatbed of the OG version. Anyway, Buffalo 2 v1.6.3 is now available: Changes - Added new Slim part variant to the B2 Gripper Pad. - Added new Standard and Wide part variants to the B2 Hinge. - Added new Standard and Wide part variants to the B2 Flatbed Hinge. - Added ModuleCommand to the B2 Hub Module. - Bug fixes for attachment nodes. - Bug fixes for B2 Laboratory Module when Wild Blue Tools is installed. - Bug fix for B2 Mineshaft texture. Quote Link to comment Share on other sites More sharing options...
Reaver67 Posted July 14 Share Posted July 14 when using raster prop monitor and aset with the command pod gives the error of rpm initialization error please check configuration. I hope this helps Quote Link to comment Share on other sites More sharing options...
panarchist Posted July 17 Share Posted July 17 On 7/13/2024 at 6:31 PM, Reaver67 said: when using raster prop monitor and aset with the command pod gives the error of rpm initialization error please check configuration. I hope this helps Do you also have MAS installed? Quote Link to comment Share on other sites More sharing options...
Reaver67 Posted July 23 Share Posted July 23 On 7/17/2024 at 6:04 PM, panarchist said: Do you also have MAS installed? never heard of it, and i have no mods with that acronym. Quote Link to comment Share on other sites More sharing options...
capi3101 Posted September 11 Share Posted September 11 Howdy @Angelo Kerman. Trying to use the Mk3 Drydock from MOLE to print up a craft with Buffalo 2 parts; it's doing the old bug where the craft pops up instantly in the drydock but you can't interact with it in any way and if you go to build something else the Kraken strikes. The Drydock is working properly with stock parts and other MOLE parts like the Bigby Orbital Workshop, which makes me think it's something specific to Buffalo or maybe Pathfinder. Here's my log file. I'm hoping we can resolve this relatively painlessly. Let me know if you need additional information. Quote Link to comment Share on other sites More sharing options...
KspNoobUsernameTaken Posted September 13 Share Posted September 13 @Angelo Kerman, Can you explain how to use the trailer parts? I never really got them working right. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 13 Author Share Posted September 13 Buffalo Big Rig 7 hours ago, KspNoobUsernameTaken said: @Angelo Kerman, Can you explain how to use the trailer parts? I never really got them working right. Trailer parts are designed to be flexible in how they go together, so it's hard to sum up. But if you look into the Buffalo2/Ships/SPH folder, you'll see a craft file called Buffalo Big Rig. It shows one example of how to use the trailer parts. On 9/11/2024 at 7:03 AM, capi3101 said: Howdy @Angelo Kerman. Trying to use the Mk3 Drydock from MOLE to print up a craft with Buffalo 2 parts; it's doing the old bug where the craft pops up instantly in the drydock but you can't interact with it in any way and if you go to build something else the Kraken strikes. The Drydock is working properly with stock parts and other MOLE parts like the Bigby Orbital Workshop, which makes me think it's something specific to Buffalo or maybe Pathfinder. Here's my log file. I'm hoping we can resolve this relatively painlessly. Let me know if you need additional information. That sounds more like an Extraplanetary Launchpads issue rather than a MOLE drydock issue, but I'll take a look. Quote Link to comment Share on other sites More sharing options...
capi3101 Posted September 13 Share Posted September 13 39 minutes ago, Angelo Kerman said: That sounds more like an Extraplanetary Launchpads issue rather than a MOLE drydock issue, but I'll take a look. I appreciate it. I suspect I know what the problem is at this point, but I haven't yet had sufficient free time to take corrective action. I'll let you know if it turns out what I think it is is actually the problem. Quote Link to comment Share on other sites More sharing options...
capi3101 Posted September 14 Share Posted September 14 Yeah. I had parts in inventory on a part that was also being used to carry Equipment. Took the parts out of inventory and things are working just fine now. Completely my fault. Thanks anyway. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 16 Share Posted September 16 On 9/13/2024 at 5:33 PM, Angelo Kerman said: Buffalo Big Rig Trailer parts are designed to be flexible in how they go together, so it's hard to sum up. But if you look into the Buffalo2/Ships/SPH folder, you'll see a craft file called Buffalo Big Rig. It shows one example of how to use the trailer parts. That sounds more like an Extraplanetary Launchpads issue rather than a MOLE drydock issue, but I'll take a look. Perhaps there is a new, specific problem: A kraken due to the printed craft being fully enclosed by the bounding box of the dock. Quote Link to comment Share on other sites More sharing options...
aviin Posted October 10 Share Posted October 10 I use B2 very frequently in my playthroughs and I've made a few minor tweaks that I might as well share here for anyone interested. First two additional variants to the command module (Cupola with doors and Choppah Observer) and adding the deployable ladders to the standard Choppah variant. Patch in the spoiler below: Spoiler // --------------------------------------------------------------------------------------------- // Buffalo 2 Command Module Extra Variants // --------------------------------------------------------------------------------------------- @PART[wbiBuffaloCommandPod]:NEEDS[WildBlueIndustries/Buffalo2] { @MODULE[ModulePartVariants] { // ---------------------------------- // Add ladders to Chopper External // ---------------------------------- @VARIANT[Chopper] { !disabledAnimations = Deploy @GAMEOBJECTS { @leftStairsDoor = true @rightStairsDoor = true @foldOutPlatform001 = true @foldOutPlatform002 = true @handrail001 = true @handrail002 = true @handrail003 = true @handrail004 = true @rung001 = true @rung002 = true @rung003 = true @rung004 = true @rung005 = true @rung006 = true @rung007 = true @rung008 = true @rung009 = true @rung010 = true } } // ---------------------------------- // NEW: Cupola with Doors External // ---------------------------------- VARIANT { name = CupolaDoors mass = 0 cost = 0 displayName = Cupola (doors) primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { msevNose = false chopperNose = false pilotHouseNose = false cupolaNose = true cupolaStationExtension = false roverBodyDoors = true roverBodySolid = false roverBodyObserver = false leftStairsDoor = true rightStairsDoor = true buffalogo = true foldOutPlatform001 = true foldOutPlatform002 = true handrail001 = true handrail002 = true handrail003 = true handrail004 = true rung001 = true rung002 = true rung003 = true rung004 = true rung005 = true rung006 = true rung007 = true rung008 = true rung009 = true rung010 = true } TEXTURE { materialName = Buffalo1 _MainTex = WildBlueIndustries/Buffalo2/Parts/sharedAssets/Buffalo1 _BumpMap = WildBlueIndustries/Buffalo2/Parts/sharedAssets/Buffalo1Nrm } } // ---------------------------------- // NEW: Chopper Observer External // ---------------------------------- VARIANT { name = ChopperObserver mass = 0 cost = 0 displayName = Choppah Observer primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB disabledAnimations = Deploy GAMEOBJECTS { msevNose = false chopperNose = true pilotHouseNose = false cupolaNose = false cupolaStationExtension = false roverBodyDoors = false roverBodySolid = false roverBodyObserver = true leftStairsDoor = false rightStairsDoor = false buffalogo = false foldOutPlatform001 = false foldOutPlatform002 = false handrail001 = false handrail002 = false handrail003 = false handrail004 = false rung001 = false rung002 = false rung003 = false rung004 = false rung005 = false rung006 = false rung007 = false rung008 = false rung009 = false rung010 = false } TEXTURE { materialName = Buffalo1 _MainTex = WildBlueIndustries/Buffalo2/Parts/sharedAssets/Buffalo1 _BumpMap = WildBlueIndustries/Buffalo2/Parts/sharedAssets/Buffalo1Nrm } } } @MODULE[ModuleIVAVariants] { // ---------------------------------- // NEW: Cupola with Doors Internal // ---------------------------------- VARIANT { name = CupolaDoors GAMEOBJECTS { chopperNose = false chopperMask = false pilotHouseNose = false pilotHouseMask = false cupolaNose = true cupolaMask = true msevNose = false msevMask = false msevMaskNoDoors = false msevMaskObserver = false roverBodyDoors = true roverBodySolid = false roverBodyObserver = false } } // ---------------------------------- // NEW: Chopper Observer Internal // ---------------------------------- VARIANT { name = ChopperObserver GAMEOBJECTS { chopperNose = true chopperMask = true pilotHouseNose = false pilotHouseMask = false cupolaNose = false cupolaMask = false msevNose = false msevMask = false msevMaskNoDoors = false msevMaskObserver = false roverBodyDoors = false roverBodySolid = false roverBodyObserver = true } } } } I also frequently found myself wishing there was a selectable "Up" control point for the three parts that have ModuleCommand: Spoiler // -------------------------------------------------------------------------------------- // Adds an up-oriented control point to the three Buffalo 2 parts that have ModuleCommand // -------------------------------------------------------------------------------------- @PART[b2AuXEN,wbiBuffaloCommandPod,wbiGuppyCommandPod]:NEEDS[WildBlueIndustries/Buffalo2] { @MODULE[ModuleCommand] { CONTROLPOINT { name = UP displayName = #autoLOC_6011000 //#autoLOC_6011000 = Up orientation = -90,0,0 } } } Lastly, I'm sure I am not the only one who has noticed the, um, oddities of crew being assigned to the cargo bay parts. This patch removes cargo bay crew capacity" Spoiler // ---------------------------------------- // Remove crew capacity from B2 cargo bays // ---------------------------------------- @PART[wbiB2CargoBay,wbiB2ShortCargoBay]:NEEDS[WildBlueIndustries/Buffalo2] { @CrewCapacity = 0 } Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 10 Author Share Posted October 10 5 hours ago, aviin said: I use B2 very frequently in my playthroughs and I've made a few minor tweaks that I might as well share here for anyone interested. First two additional variants to the command module (Cupola with doors and Choppah Observer) and adding the deployable ladders to the standard Choppah variant. Patch in the spoiler below: Reveal hidden contents // --------------------------------------------------------------------------------------------- // Buffalo 2 Command Module Extra Variants // --------------------------------------------------------------------------------------------- @PART[wbiBuffaloCommandPod]:NEEDS[WildBlueIndustries/Buffalo2] { @MODULE[ModulePartVariants] { // ---------------------------------- // Add ladders to Chopper External // ---------------------------------- @VARIANT[Chopper] { !disabledAnimations = Deploy @GAMEOBJECTS { @leftStairsDoor = true @rightStairsDoor = true @foldOutPlatform001 = true @foldOutPlatform002 = true @handrail001 = true @handrail002 = true @handrail003 = true @handrail004 = true @rung001 = true @rung002 = true @rung003 = true @rung004 = true @rung005 = true @rung006 = true @rung007 = true @rung008 = true @rung009 = true @rung010 = true } } // ---------------------------------- // NEW: Cupola with Doors External // ---------------------------------- VARIANT { name = CupolaDoors mass = 0 cost = 0 displayName = Cupola (doors) primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { msevNose = false chopperNose = false pilotHouseNose = false cupolaNose = true cupolaStationExtension = false roverBodyDoors = true roverBodySolid = false roverBodyObserver = false leftStairsDoor = true rightStairsDoor = true buffalogo = true foldOutPlatform001 = true foldOutPlatform002 = true handrail001 = true handrail002 = true handrail003 = true handrail004 = true rung001 = true rung002 = true rung003 = true rung004 = true rung005 = true rung006 = true rung007 = true rung008 = true rung009 = true rung010 = true } TEXTURE { materialName = Buffalo1 _MainTex = WildBlueIndustries/Buffalo2/Parts/sharedAssets/Buffalo1 _BumpMap = WildBlueIndustries/Buffalo2/Parts/sharedAssets/Buffalo1Nrm } } // ---------------------------------- // NEW: Chopper Observer External // ---------------------------------- VARIANT { name = ChopperObserver mass = 0 cost = 0 displayName = Choppah Observer primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB disabledAnimations = Deploy GAMEOBJECTS { msevNose = false chopperNose = true pilotHouseNose = false cupolaNose = false cupolaStationExtension = false roverBodyDoors = false roverBodySolid = false roverBodyObserver = true leftStairsDoor = false rightStairsDoor = false buffalogo = false foldOutPlatform001 = false foldOutPlatform002 = false handrail001 = false handrail002 = false handrail003 = false handrail004 = false rung001 = false rung002 = false rung003 = false rung004 = false rung005 = false rung006 = false rung007 = false rung008 = false rung009 = false rung010 = false } TEXTURE { materialName = Buffalo1 _MainTex = WildBlueIndustries/Buffalo2/Parts/sharedAssets/Buffalo1 _BumpMap = WildBlueIndustries/Buffalo2/Parts/sharedAssets/Buffalo1Nrm } } } @MODULE[ModuleIVAVariants] { // ---------------------------------- // NEW: Cupola with Doors Internal // ---------------------------------- VARIANT { name = CupolaDoors GAMEOBJECTS { chopperNose = false chopperMask = false pilotHouseNose = false pilotHouseMask = false cupolaNose = true cupolaMask = true msevNose = false msevMask = false msevMaskNoDoors = false msevMaskObserver = false roverBodyDoors = true roverBodySolid = false roverBodyObserver = false } } // ---------------------------------- // NEW: Chopper Observer Internal // ---------------------------------- VARIANT { name = ChopperObserver GAMEOBJECTS { chopperNose = true chopperMask = true pilotHouseNose = false pilotHouseMask = false cupolaNose = false cupolaMask = false msevNose = false msevMask = false msevMaskNoDoors = false msevMaskObserver = false roverBodyDoors = false roverBodySolid = false roverBodyObserver = true } } } } I also frequently found myself wishing there was a selectable "Up" control point for the three parts that have ModuleCommand: Reveal hidden contents // -------------------------------------------------------------------------------------- // Adds an up-oriented control point to the three Buffalo 2 parts that have ModuleCommand // -------------------------------------------------------------------------------------- @PART[b2AuXEN,wbiBuffaloCommandPod,wbiGuppyCommandPod]:NEEDS[WildBlueIndustries/Buffalo2] { @MODULE[ModuleCommand] { CONTROLPOINT { name = UP displayName = #autoLOC_6011000 //#autoLOC_6011000 = Up orientation = -90,0,0 } } } Lastly, I'm sure I am not the only one who has noticed the, um, oddities of crew being assigned to the cargo bay parts. This patch removes cargo bay crew capacity" Reveal hidden contents // ---------------------------------------- // Remove crew capacity from B2 cargo bays // ---------------------------------------- @PART[wbiB2CargoBay,wbiB2ShortCargoBay]:NEEDS[WildBlueIndustries/Buffalo2] { @CrewCapacity = 0 } Nicely done. The cargo bay has crew capacity because of the command seats. You can open the cargo bay doors and seat kerbals with their feet dangling over the side, like so: Quote Link to comment Share on other sites More sharing options...
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