Koolkei Posted April 15, 2014 Share Posted April 15, 2014 (edited) oh wow.i thought this thread was dead..then i looked at the last page heheanyway you said the multiwheels 0.6 still works for the latest version right?how do i install it exactly? (i mean step by step, trying a couple times still wont work/show up the parts)update:the part show up...but i cant make my rover run.... i tried the saved rover.... still cant run Edited April 15, 2014 by Koolkei Quote Link to comment Share on other sites More sharing options...
Justin Kerbice Posted April 15, 2014 Share Posted April 15, 2014 The command seat "filler" is a great contribution, thanks.@TouhouTorpedo: you have edited the first post but without giving any hint of what was updated/edited, as it is a bit full of things, it's hard to know what was changed :/. Quote Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted April 15, 2014 Author Share Posted April 15, 2014 The command seat "filler" is a great contribution, thanks.@TouhouTorpedo: you have edited the first post but without giving any hint of what was updated/edited, as it is a bit full of things, it's hard to know what was changed :/.Newest stuff always goes at the top! Only recent change is Pitch Vector Engine 3. (There has been an update to 0.3.1 but its only a minor tweak to add an intake to the scorpion engine, most people would never notice the change) The Command Seat filler is not officially yet released as it's still got problems (any reports on this mods bugs are appreciated)I've also got a Firespitter Expansion pack on the way, I want a few more parts in it to make it worth the download before I release it though (unless the demand is high for the three parts it includes). Here's a sneaky:the intakes are in TTFS expansion pack as well as a shorter version of those intakes, and it also has a FS oblong tricoupler which is how the intakes are mounted where they are.oh wow.i thought this thread was dead..then i looked at the last page heheanyway you said the multiwheels 0.6 still works for the latest version right?how do i install it exactly? (i mean step by step, trying a couple times still wont work/show up the parts)update:the part show up...but i cant make my rover run.... i tried the saved rover.... still cant runAre you using the rover controls you have set? It should work fine. Also be sure you have unzipped the mod into your KSP folder, not the Gamedata folder. Quote Link to comment Share on other sites More sharing options...
Mekan1k Posted April 15, 2014 Share Posted April 15, 2014 There is demand. YES. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted April 16, 2014 Share Posted April 16, 2014 +1 Demand. AJE has me addicted to 50s-60s jet building, and those parts are _perfect_. Quote Link to comment Share on other sites More sharing options...
Koolkei Posted April 16, 2014 Share Posted April 16, 2014 Are you using the rover controls you have set? It should work fine. Also be sure you have unzipped the mod into your KSP folder, not the Gamedata folder.doesn't the control work by default? like stock rover wheels?and yes i unzipped it OUTSIDE the Gamedata forlderbut there's a 'plugins' folder from your mod and 'PluginData' from squad itself. so i put the 'plugin' into the 'PluginData' folderbesides that. nothing, like other folders, i keep them in the KSP main directory.... Quote Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted April 16, 2014 Author Share Posted April 16, 2014 doesn't the control work by default? like stock rover wheels?and yes i unzipped it OUTSIDE the Gamedata forlderbut there's a 'plugins' folder from your mod and 'PluginData' from squad itself. so i put the 'plugin' into the 'PluginData' folderbesides that. nothing, like other folders, i keep them in the KSP main directory....well that's why it doesn't work, don't mess with the file order. Quote Link to comment Share on other sites More sharing options...
MonkeyLunch Posted April 16, 2014 Share Posted April 16, 2014 Does your Modular wheels work with the current ARM update? If not I sure hope you update those soon. I use most of your stuff regularly, thank you. Quote Link to comment Share on other sites More sharing options...
Koolkei Posted April 17, 2014 Share Posted April 17, 2014 well that's why it doesn't work, don't mess with the file order.so purely. just extract it and dont do anything more?? Quote Link to comment Share on other sites More sharing options...
Mekan1k Posted April 17, 2014 Share Posted April 17, 2014 Anyone figured out how to apply the hotrockets to these engines? Quote Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted April 17, 2014 Author Share Posted April 17, 2014 Does your Modular wheels work with the current ARM update? If not I sure hope you update those soon. I use most of your stuff regularly, thank you.Yup, still work. No tweakables as that isn't implemented yet. Quote Link to comment Share on other sites More sharing options...
MonkeyLunch Posted April 18, 2014 Share Posted April 18, 2014 Yup, still work. No tweakables as that isn't implemented yet.Thanks. I look forward to your next update. Ive been using your parts for a long time, they are great additions to the game. Quote Link to comment Share on other sites More sharing options...
Koolkei Posted April 18, 2014 Share Posted April 18, 2014 Thanks. I look forward to your next update. Ive been using your parts for a long time, they are great additions to the game.agreedi just love the multiwheelsand accidentally, the second rover i built with this mod could drift all the way along the KSP area......(was testing how much power would 12 flat 4 engine produced. it was immense)any plans for updating this mod?this would be a great rover for ET planets Quote Link to comment Share on other sites More sharing options...
Justin Kerbice Posted April 18, 2014 Share Posted April 18, 2014 (edited) I get an issue with your seat filler:- there is a little camera glitch when kerbal is coming from EVA to the seat,- the "hatch" I guess is visible (a white box on the seat),- kerbal can't leave the seat, or they just explode ("... collided into EAS cs")-more funny:- after kerbal was "poofed", we can do things with context menu and "shuntairlock" make the box grow on one axis and move up,- a revert to launch just after kerbal was poofed without shunting airlock make kerbal jump out the seat on each "revert to launch" (not always, weird).- we can grab the seat (KAS) it will disappear+ there is a harmless warning when launching craft (regarding the thing has no control at all). Edited April 18, 2014 by Justin Kerbice Quote Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted April 18, 2014 Author Share Posted April 18, 2014 I get an issue with your seat filler:- there is a little camera glitch when kerbal is coming from EVA to the seat,- the "hatch" I guess is visible (a white box on the seat),- kerbal can't leave the seat, or they just explode ("... collided into EAS cs")-more funny:- after kerbal was "poofed", we can do things with context menu and "shuntairlock" make the box grow on one axis and move up,- a revert to launch just after kerbal was poofed without shunting airlock make kerbal jump out the seat on each "revert to launch" (not always, weird).- we can grab the seat (KAS) it will disappear+ there is a harmless warning when launching craft (regarding the thing has no control at all).Thanks for the feedback! Yeah, the Camera glitch is unfortunately unavoidable due to how it works. As I don't really know how to "Spawn" a Kerbal into the world with the right characteristics to be on the seat and in command, the easiest way is to more or less force built in functions to occur, which is what it does. The camera jumping around is the vessels quickly switching between vessel, kerbal, vessel, kerbal, etc.Kerbals not being able to leave the seat is 50/50 - doesn't always happen but yes, sometimes does. I've got an idea what causes it, I need to investigate it. In the meantime there is a solution - the fault does not occur in persistant saves. So if you want to get the kerbal back out, switch to space center, then back to the vessel, and the kerbal will be free.Not sure I get whats happened with the revert there. Shunting airlock is a bit of a redundant feature from before i messed with kerbal collisions. The KAS problem sounds a bit alarming, though. The hatch being visible is a development feature that helps me see what's going on. Not really needed now though so it will be disabled.I think I can make the warning at launch go away, though it'll probably be a hacky solution.Till Squad actually allows seats to be commanded from the get go, hacky is what it'll have to be... Quote Link to comment Share on other sites More sharing options...
Rivvik Posted April 18, 2014 Share Posted April 18, 2014 I really like your vtol engines. :3 Quote Link to comment Share on other sites More sharing options...
Justin Kerbice Posted April 18, 2014 Share Posted April 18, 2014 Ok, the easiest way to make seat behave as other command pods/cockpits is to add a dummy node on top somewhere (even 1 m above, we don't care), so it can be use as the first part of a vessel, which may (or not) allow to put these stubborn kerbals into it without the need of a disposable command pod. + iconfig needs to be tweaked a bit regarding crewcapacity and other. This idea worth to dig a bit before playing with KSP internal things.By the way, it's on 0.23 with the 0.4.6 KAS release (the latest compatible), KSP seems to be confuse where the kerbal actually is and his death might let an immortal soul nearby a ghost perhaps which can still do thing in the physical world.In fact I don't think it worth all the time and energy spent on it, for just fill the seat(s)... unless for people preparing an invasion or a massive evacuation. Quote Link to comment Share on other sites More sharing options...
Rivvik Posted April 19, 2014 Share Posted April 19, 2014 I really really really like your VTOLS. Quote Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted April 20, 2014 Author Share Posted April 20, 2014 Nice Videos, Rivvik! I'm suprised you're not using any intermediate settings on those engines though. Why not move all the engines to 45 degrees on the Vega rather than moving half of them to full then the other half? Or even split it down into 30, 60, 90?The Firesplitter Expansion pack I'll need to make one more model before I want to release it, it's not too complicated but just getting around to doing it.At the moment I'm focusing on getting everything modernized and up to date, so firstly I'm upgrading the MK3 IVA to make use of both Module Manager and Rasterprop Monitor. It will be provided in both the old style (with no additional mods needed to play) and this new style below. (currently only one side made, need to mirror the instruments layout)I'd like to know if anyone has any thoughts on this layout or ways they'd suggest improving it, otherwise I think I'll just mirror these instruments on the other side and leave it at that. Quote Link to comment Share on other sites More sharing options...
Rivvik Posted April 20, 2014 Share Posted April 20, 2014 (edited) Nice Videos, Rivvik! I'm suprised you're not using any intermediate settings on those engines though. Why not move all the engines to 45 degrees on the Vega rather than moving half of them to full then the other half? Or even split it down into 30, 60, 90?Cuz I'm not that good at it yet. LOLAlso I updated the Vega a bit, as well. I want to be able to take off perfectly vertical. The challenge now is breaking to be able to descend vertically. I should see about setting the lower vtols to a negative angle to slow the craft... (Ignore the crazy takeoff angle...I was watching Game of Thrones and was distracted)EDIT: RE: MK3 internals: I would move the throttle to a middle partition and that might give you enough space to put an angled screen in its place. Then you could easily mirror it for a total of 6 screens.EDIT 2: Possibly put windows on either side of that one panel with the handle too? I dunno. Edited April 20, 2014 by Rivvik Quote Link to comment Share on other sites More sharing options...
evilC Posted April 23, 2014 Share Posted April 23, 2014 Liking the mod, unfortunately it appears not to play well with RCS Build Aid. The yellow Center of Thrust lines are off-center when you change the initial pitch.B9 VTOLs do not suffer from this, I can use the preset to change angle in editor and the yellow CoT lines draw just fine.Not sure if this is just an editor bug or if the CoT is not where you actually think it is, I suspect it is OK as the default purple CoT indicator is aligned just fine.Any ideas why? Quote Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted April 23, 2014 Author Share Posted April 23, 2014 No idea, probably better asking the RCS build aid guy. Pitch Vector Engine doesn't do anything to do with RCS. Quote Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted April 23, 2014 Author Share Posted April 23, 2014 NEW RELEASE!MK3 Cockpit Internals RasterPropMonitor Edition v0.3http://kerbalspaceprogram.com/mk3-cockpit-internals/Two versions included, a new RasterPropMonitor and ModuleManager driven glass cockpit in its own folder using the PART{} system, and the classic version which overwrites Squad files with an analogue cockpit. (but is also on PART{} now)This mod also slightly modifies the Navball in RasterPropMonitor to add a Throttle Gauge. the set up file for that is free for anyone to use for anything. Otherwise the license which applies for the mod is on the spaceport page and in the readme files of either install. Quote Link to comment Share on other sites More sharing options...
Hellbrand Posted April 24, 2014 Share Posted April 24, 2014 any chance on a Modular Multiwheels update ?? Quote Link to comment Share on other sites More sharing options...
Azimech Posted April 26, 2014 Share Posted April 26, 2014 Indeed, I'd love to use your wheels again. Quote Link to comment Share on other sites More sharing options...
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