TouhouTorpedo Posted April 26, 2014 Author Share Posted April 26, 2014 (edited) Indeed, I'd love to use your wheels again.Then do! It may be on the old mod system but is still compatible if unzipped in the KSP main directoryany chance on a Modular Multiwheels update ??As above in the meantime, but this will be a long way down the line. Theres a lot I want to add and right now I'm limited for time.At most, I might get a quick fix out that'll switch to the new mod system. (as no one remembers the old one anymore or reads the instructions for how to install it, but it does still work if installed in the right place and not gamadata.)Another thing I'd like to do is put together a mod that strips transforms from other mods, so they can run off my own plugins. Theres a lot of nice wheels and vtol engines out there, but I've never liked what they run on. (hence I made my own)Currently working on:Updating MK3E to PART{}Updating MK3Crew to PART{}Planned soon:Update MK4 to PART{}, add adapter for 3.75m fuselageFinish last part for TTFS expansion, releaseUpdate MM to PART{} standard (maybe, I may end up just doing the other option)Future Ideas: (too time consuming at the moment to do)When I do next big update for Multiwheels: (if theres more or any thoughts on this let me know)- Fix for incorrect axis by switching to reference transform instead of vessel transform. Should allow vessel docking to work properly.- Adjustable max steering axis via tweakables- Possible switch for each wheel type to one part, and control the type (visually and otherwise) via the tweakables in VAB/SPH only so it's less clogging on the screen. A big problem with this though is it'll make old saves incompatible, unless I made a save file / craft file converter or something which isn't impossible.- perhaps in wheel electric motors (tweakables add/remove VAB/SPH only)- might consider rebalancing the mass of some parts- technodes, obv. Truckwheels would be on the starting items, it'd be hard to believe Kerbals could master rocket engines before wheels.Concept : Pitch Vector Structure- with rewrite of Pitch Vector Engine code and some bits of the Kerbal Seat mod, and a game I started making in Unity, I might be able to create a system much like the Infernal Robotics but with the controllability of Pitch Vector Engine. Concept : High Warping Ion Engine- I've advocated this for a long time and we ended up just getting higher thrust ion engines, which was the wrong approach far as I'm concerned. I'd like to try and see if I can have the orbital properties modified over higher warps then x4, simulating a long burn of an ion engine over the course of an orbital transfer. Be fairly hacky but I think it'd make them actually worth using for some different gameplay. Edited April 26, 2014 by TouhouTorpedo Quote Link to comment Share on other sites More sharing options...
Azimech Posted April 26, 2014 Share Posted April 26, 2014 Great, thanks for the info. It never occured to me, I made a folder inside Gamedata en threw everything in there. Then I had this puzzled look on my face when they didn't show up. Quote Link to comment Share on other sites More sharing options...
Madrias Posted April 27, 2014 Share Posted April 27, 2014 An idea I'd like to see, actually, for multiwheels would be a car cab to go with the truck one. Maybe some car body pieces as well, although not perhaps the most necessary. Quote Link to comment Share on other sites More sharing options...
Hellbrand Posted April 27, 2014 Share Posted April 27, 2014 (edited) (edit: FML I didnt read anything) Edited April 27, 2014 by Hellbrand Quote Link to comment Share on other sites More sharing options...
Amaroq Posted April 28, 2014 Share Posted April 28, 2014 Yay! My favorite cockpit, favoriter!!! Thank you, TT! Quote Link to comment Share on other sites More sharing options...
DevL Posted April 28, 2014 Share Posted April 28, 2014 Looking forward to being able to open/close the cargo/bomb bays in SPH/VAB. Quote Link to comment Share on other sites More sharing options...
The Destroyer Posted April 28, 2014 Share Posted April 28, 2014 TT is back!And wait.WHAT! The wheels still work! *zooms off* Quote Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted April 29, 2014 Author Share Posted April 29, 2014 Looking forward to being able to open/close the cargo/bomb bays in SPH/VAB.Actually you can - thats one of the things I planned to add to the opening post. Get "Tweakable Everything" mod. This is compatible with the MK3/MK4 cargo/bomb bay doors, and will let you open and close them in VAB/SPH! Quote Link to comment Share on other sites More sharing options...
DevL Posted April 29, 2014 Share Posted April 29, 2014 Actually you can - thats one of the things I planned to add to the opening post. Get "Tweakable Everything" mod. This is compatible with the MK3/MK4 cargo/bomb bay doors, and will let you open and close them in VAB/SPH!Interesting, thanks. Are you considering making use of the almost omnipresent Firespitter DLL instead so that this extra mod is not needed? Quote Link to comment Share on other sites More sharing options...
DevL Posted April 29, 2014 Share Posted April 29, 2014 Oh, just saw that said mod enables opening a shielded docking port in SPH/VAB - something I've been wanting to do for a long time. Thanks again TT for the tip! Quote Link to comment Share on other sites More sharing options...
shynung Posted April 30, 2014 Share Posted April 30, 2014 (edited) I found out that the Mk3 cockpit now uses a large node at the center rather than a small one towards the belly. Mk3 Expansions and Mk4 Fuselages does not attach correctly to current stock Mk3 fuselages. I have no idea whether you knew this already, but I'll point it out for good measure. Edited April 30, 2014 by shynung Quote Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted April 30, 2014 Author Share Posted April 30, 2014 Curious, I wasn't aware of this - but I'm updating to the bigger nodes anyway. I'll check this out. Quote Link to comment Share on other sites More sharing options...
The Destroyer Posted April 30, 2014 Share Posted April 30, 2014 I tried installing the mod the old way I.E merging parts with parts (TT whee-I know! This isn't compatible with career mode. Will adding a sciencetechrequired (or whatever its called) make it work? Quote Link to comment Share on other sites More sharing options...
montyben101 Posted May 1, 2014 Share Posted May 1, 2014 Is there a way to make the mk3 internal work with the mk5 cockpit in the b9 mod? Quote Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted May 1, 2014 Author Share Posted May 1, 2014 Is there a way to make the mk3 internal work with the mk5 cockpit in the b9 mod?Sort of. you can edit the internals line in the cfg to be the same as in cfg included with the MK3 IVA mod. BUT:The MK5 cockpit had been made originally to fit the MK3 IVA, but the windows were placed at the wrong scale by mistake (isn't this 1.25m - 1.00m thing fun?)So the MK5 doesn't fit the MK3 IVA properly. Quote Link to comment Share on other sites More sharing options...
montyben101 Posted May 2, 2014 Share Posted May 2, 2014 Just tried it and it works fine no problem at all. Even the MFDS load! Quote Link to comment Share on other sites More sharing options...
Azimech Posted May 3, 2014 Share Posted May 3, 2014 Great! I'll use the IVA in the MK5 then! The MK3 parts are too ugly nowadays. Might be an idea to update this in your OP, TT :-) Quote Link to comment Share on other sites More sharing options...
0Kev Posted May 4, 2014 Share Posted May 4, 2014 I tried installing the mod the old way I.E merging parts with parts (TT whee-I know! This isn't compatible with career mode. Will adding a sciencetechrequired (or whatever its called) make it work?I did this.Just addTechRequired = startto every part. They will all be in the starting tech, but you have to still click on each part to research them individually (no science cost). Quote Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted May 4, 2014 Author Share Posted May 4, 2014 Great! I'll use the IVA in the MK5 then! The MK3 parts are too ugly nowadays. Might be an idea to update this in your OP, TT :-)I'd rather not do that - although it does "work" and you can "see" out the windows, it's messy and you can see window edges of the actual cockpit outside from the inside, plus it's not quite in the right place due to how the two cockpits are built. Zoom in on and windows and you'll see it. Quote Link to comment Share on other sites More sharing options...
Wrench Head Posted May 5, 2014 Share Posted May 5, 2014 Hey old buddy these new TT Vector Engine are BadA--. It took a little trickery to make it balanced but man what a ride.1ST. Test flight that did not kill a keberal pilot. Quote Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted May 6, 2014 Author Share Posted May 6, 2014 Great job, good to see the vectoring going to full use!bit of advice for what I do when testing, fast forward to daytime first can even do this on the space center view now before going to the SPH! It'll make your videos come out better. Quote Link to comment Share on other sites More sharing options...
Wrench Head Posted May 7, 2014 Share Posted May 7, 2014 Thank TT. I have been waiting for the sun to come up for days lol Quote Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted May 8, 2014 Author Share Posted May 8, 2014 A word of warning, I am considering not re-uploading anything after the move to Curse. This is in response to Squad's policy of having no interest in maintaining the history of the community, as proven by the previous forum blunder of losing enormous amounts of content and the following this up with the total shutdown of Spaceport. We've lost out twice before, back when there was no spaceport and Kerbal.net went down. We lost again when links, knowledge, etc was all lost on the forums. And losing again to Spaceport total shutdown is unacceptable. Reuploading to Curse would support Squads bad decisions, but equally since Squad incurs no cost to where uploads actually happen, the only way we can stand against this is simply not to upload at all.I apologise if it does come to this, but there is only Squad to blame. Quote Link to comment Share on other sites More sharing options...
Deadweasel Posted May 8, 2014 Share Posted May 8, 2014 (edited) A word of warning, I am considering not re-uploading anything after the move to Curse. This is in response to Squad's policy of having no interest in maintaining the history of the community, as proven by the previous forum blunder of losing enormous amounts of content and the following this up with the total shutdown of Spaceport. We've lost out twice before, back when there was no spaceport and Kerbal.net went down. We lost again when links, knowledge, etc was all lost on the forums. And losing again to Spaceport total shutdown is unacceptable. Reuploading to Curse would support Squads bad decisions, but equally since Squad incurs no cost to where uploads actually happen, the only way we can stand against this is simply not to upload at all.I apologise if it does come to this, but there is only Squad to blame.Not that I don't understand your reasoning, but this would be a tragedy and a half to have entire segments of the community simply fall away, especially the big mod makers like yourself!I wasn't even aware of the move you're referring to, and if there's no way to migrate these forums, it's going to be a heck of a dropoff. At least with the crash, there was something to start from; this just sounds like it's going to be a complete from-scratch transition (if I'm reading your intent correctly). O_o(One positive aspect will be that we won't have to deal with the complete mess that Spaceport has become, at least)EDIT:I found the thread discussing the move, and it has been stated that the forums won't be moving. WHEW! Well, here's hoping the modders who think like you will find their own hosting methods for their projects at least. Edited May 8, 2014 by Deadweasel Quote Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted May 8, 2014 Author Share Posted May 8, 2014 (edited) You misunderstand me, the problem isn't who the new hosting site is.It's that Squad would happily nuke the current official repository, and every mod on it, regardless of what may be lost forever, simply because it'll save them money and effort.If they would happily do the above, and then ship off to some third party that costs nothing, What makes anyone think they will not eventually shut down this forum permanently and erase all content here, and redirect everyone to the KSP reddit?I am not intending to look for any replacement host whatsoever. If Squad wants to nuke my mods, so be it on them. Edited May 8, 2014 by TouhouTorpedo Quote Link to comment Share on other sites More sharing options...
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