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TT's Mod Releases - Development suspended till further notice


TouhouTorpedo

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I can understand why he is under no obligation, but would he object to at least updating it to the newer directory structure just to get people to back off for a while? I can understand the desire to use all the new shiny stuff in the next version, but it would be nice to at least have a stopgap which will prevent people from complaining as much, so he can focus more on work than dealing with people complaining.

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Oh for Pete's sake, there's no reason to do the stupid config edits. It works using legacy, so anyone with two brain cells to rub together can install it THE SAME WAY MODS WERE INSTALLED UNTIL NOW. Yes, I shouted that out loud. Geez. Seriously, people, it ain't difficult.

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Oh for Pete's sake, there's no reason to do the stupid config edits. It works using legacy, so anyone with two brain cells to rub together can install it THE SAME WAY MODS WERE INSTALLED UNTIL NOW. Yes, I shouted that out loud. Geez. Seriously, people, it ain't difficult.

Legacy folders remaining in game is a temp thing....that having been said its not hard to make a folder and get TT parts working in the 'gamedata' install method

Also wondering something TT, I have a snip from squad support forum, 'Known Issues' thread....http://forum.kerbalspaceprogram.com/showthread.php/24528-Known-Issues

"The Subassembly loader and Modular Wheels packs are known to cause slowdowns at this time."

Wondering if this is referring to the build in this thread, or possible its a reference to the set from the thread that's now locked????

Havent reinstalled yet because of this post, and how memory is tight now since 0.20+....but oh boy do I miss Omni wheels...not to mention the drastically improved landing gear options....

also wanted to thank you for that new engine...that thing is a lot of fun and has gotten me to revisit several (mostly silly) build idea I had let go of in the past!

Edited by KhaosCorp
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Legacy folders remaining in game is a temp thing....that having been said its not hard to make a folder and get TT parts working in the 'gamedata' install method

Also wondering something TT, I have a snip from squad support forum, 'Known Issues' thread....http://forum.kerbalspaceprogram.com/showthread.php/24528-Known-Issues

"The Subassembly loader and Modular Wheels packs are known to cause slowdowns at this time."

Wondering if this is referring to the build in this thread, or possible its a reference to the set from the thread that's now locked????

Havent reinstalled yet because of this post, and how memory is tight now since 0.20+....but oh boy do I miss Omni wheels...not to mention the drastically improved landing gear options....

also wanted to thank you for that new engine...that thing is a lot of fun and has gotten me to revisit several (mostly silly) build idea I had let go of in the past!

Sure, a temp thing. Translation: will be in the game for at least two more versions.

Concerning the memory load, I have not noticed any performance drop with Multiwheels installed.

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hey friends! I've got a problem. My ksp ran flawlessly, even after I have the TT mods installed. now I have aviation lights 3.2 [0.20.2] JARFR Tri-Hexagonal Structural strut and [0.20.2] AIES Space v1.1 installed, and ksp freezes on start WHILE trying to load DRBallbearing. I've already read something here about this problem, but the solution proposals do not really work for me. the strange thing is that it ran before. I deleted the new installed mods, but the game still remains freezing. If I delete the DRBAllbearing the game freezes TTRingemod (or so)...

Has anyone a solution or at least an idea?

My System: Intel Core i5-3570 @ 3,40GHz / 16GB DDR3 / Nvidia GeForce GTX660 Ti / 3x1 TB HDD / Win7 Ultimate

Post scriptum: I'm sorry for my bad english, but english is not my native language.

pps: WOOOHOOO first post :D

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hey friends! I've got a problem. My ksp ran flawlessly, even after I have the TT mods installed. now I have aviation lights 3.2 [0.20.2] JARFR Tri-Hexagonal Structural strut and [0.20.2] AIES Space v1.1 installed, and ksp freezes on start WHILE trying to load DRBallbearing. I've already read something here about this problem, but the solution proposals do not really work for me. the strange thing is that it ran before. I deleted the new installed mods, but the game still remains freezing. If I delete the DRBAllbearing the game freezes TTRingemod (or so)...

Has anyone a solution or at least an idea?

My System: Intel Core i5-3570 @ 3,40GHz / 16GB DDR3 / Nvidia GeForce GTX660 Ti / 3x1 TB HDD / Win7 Ultimate

Post scriptum: I'm sorry for my bad english, but english is not my native language.

pps: WOOOHOOO first post :D

DR has not been officialy updated bud. Scan though that thread though, there is a temp fix (infernal robotics) that mostly works till the DR devs have time to do official update

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Legacy folders remaining in game is a temp thing....that having been said its not hard to make a folder and get TT parts working in the 'gamedata' install method

Also wondering something TT, I have a snip from squad support forum, 'Known Issues' thread....http://forum.kerbalspaceprogram.com/showthread.php/24528-Known-Issues

"The Subassembly loader and Modular Wheels packs are known to cause slowdowns at this time."

Wondering if this is referring to the build in this thread, or possible its a reference to the set from the thread that's now locked????

Havent reinstalled yet because of this post, and how memory is tight now since 0.20+....but oh boy do I miss Omni wheels...not to mention the drastically improved landing gear options....

also wanted to thank you for that new engine...that thing is a lot of fun and has gotten me to revisit several (mostly silly) build idea I had let go of in the past!

I'm pretty sure its a reference to the Legacy Modular Wheels Pack. That one did cause slowdowns, but it is essentially an entirely different mod.

http://kerbalspaceprogram.com/modular-multiwheels-cleverbobcat-edition-v0-3-18/

The problem is that quite a few recommended modlists I've seen out there haven't been updated, and still link to that. And its still getting used and downloaded despite having the link on the first page to the new one lol ... I've mainly kept it incase there is an occasion where my plugin gets killed by an update, but for any reason CleverBobCat does not. That and I did slightly change the part set, and some people might just prefer the old ones.

CleverBobCat wheels though is reeeaally laggy in VAB/SPH on the page.

The newer TTPlugin version doesn't have this problem. I went over the performance in VAB/SPH carefully to avoid this issue.

http://kerbalspaceprogram.com/modular-multiwheels-and-omniwheels/

I should probably speak to Ted about it and a few others, I'm sure thats in reference to the much much older pack. The only way to get slowdown in the new one I'm aware of it to turn on "DEBUG MODE" on a lot of wheels at once, because that'll chunk up the Debug Log. (and its supposed to!)

EDIT : with regards to the file systems used, the plugin for Multiwheels 0.5 was written in 0.19. It is certainly still 0.19 compatible, and 0.19 is still downloadable from the KSP store. Update to the new file system would break compatability with 0.19 yet provide almost no benefit on a proper install of 0.20 (some similar models, maybe a tiny memory drop but thats about it - the mod doesn't have enough similar parts to get as bigger drop as something like B9 did). My later work the Rover ASAS and Pitch Vector Engine were made and tested in 0.20.2, hence they are only on the new file system. They would probably work if converted back, though.

Edited by TouhouTorpedo
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Update of whats in progress.

Smaller rover wheels!

PEFLmxq.png

ofqYYMA.png

I have unearthed a bug in the multiwheels in that the CoM shifts as you drive a bit, so a very small rover (like this one) can start to crabsteer if it has steerable rear wheels once at a high speed. On bigger rovers or using unsteerable rear wheels, (or just dont go that fast) it won't be noticable.

I'll check if its anything easily fixable, as I'm planning to look over the plugin this weekend to tweak in some more features.

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Haha, that's awesome, its a kerbal go-kart!

Kinda figured it was the older ones Squad was talking about, just good to have it confirmed.

I've spoke to the Squad team about it, the post has been rectified to now say (versions 0.4 or earlier). Thanks for making me aware of that!

Testing on MultiWheels 0.6 has started for the inclusion of ENGINES! after talking with Majiir (of Kethane) I was able to solve the problem of reading and manipulating variables from other parts, and now engines can be placed to power wheels. The more powerful an engine, the faster you'll go. The more powered wheels, the less power each gets! This has been tested and is working. Engines need their own dedicated model, and the suprisingly hacky method I've used just for testing isn't as laggy as expected (infact I'm shocked it runs smoothly, odd enough...) So I might stick with this method.

Also one screenshot treat:

7nfUlxB.png

This is what happens when using a lot of "engines" (ASAS model reused since the model didn't matter for this) and a light tap on the throttle with a very light little vehicle! Each engine is pumping out 8 units of Unity Torque. Standard Multiwheels vary between 5 and 10 for output. So its a got a bit of kick behind it there.

Edited by TouhouTorpedo
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Can you make different engines? Requires oxygen/is better, works in space/slower etc?

Yup thats the plan. all capable of working together as well.

Teaser image I posted in another thread, probably gonna included the craft for it or something similar.

WDkNWyK.png

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I'm extremely happy with this new vectored engine.

I have been trying to get one of these reversed staged rockets to fly right for a very long time.

This is the first one that I have made that is easy to fly, thank you.

S2mVGMs.png

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Err... I cannot figure whether I am doing something wrong here, because apparently no one can see my question, or I am proving so unbelievably stupid that no one on the forum wants to answer me. So again, PLEASE, PLEASE answer me on the below question. I have started browsing the entire forums for the answer, and yes I read all the replies to this thread until now. So in the interest of not being annoying, last time I ask. Thank you in advance for whomever answers.

Touhou, sorry if it is a stupid question. I am a total noob at KSP, and apparently nobody else had this problem, since google can't find any similar questions. I guess you can see how this would drive me crazy... So please, just an idea or something... Btw, happens the same for B9...
TouhouTorpedo, sorry mate if this has been reported, but I can't browse 165 replies :D

problem: vanilla KSP 0.20.2, only MK4 Fuselage installed. I want to use it as cargo bay for truck. The truck is inside the cargo bay, with docking clamps attaching it to the fuselage, using micronodes connected to the front node of the fuselage (or the floor). When I launch on the runway, the truck falls through the floor of the fuselage. Same prob if I do two launches and I dock it afterwards. Apparently, if the object inside the bay is connected in any way to the fuselage, then on launch the object will fall though the floor, it giving the object no support.

Thanks mate, love ur mods!

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I'm assuming each engine model is one individual cylinder that one can assemble into any combination as necessary, right? Also, how difficult would it be to transform other wheels to use these engines as a resource? Just simple CFG edits?

It doesn't run on the resource system, Aside from taking resources to generate the power. The Engine system will look for ModularWheels and assign the power output directly, skipping over anything else. So the Engines won't be usable by other mods. I don't mind if people look at the source for ideas though on how they can do something similar with plane engines for instance. Though if I was doing it with aircraft, I'd probably attach props directly to engines, and then get them to go through the parent parts and count engines behind it.

Err... I cannot figure whether I am doing something wrong here, because apparently no one can see my question, or I am proving so unbelievably stupid that no one on the forum wants to answer me. So again, PLEASE, PLEASE answer me on the below question. I have started browsing the entire forums for the answer, and yes I read all the replies to this thread until now. So in the interest of not being annoying, last time I ask. Thank you in advance for whomever answers.

Your best solution is either struts or using Qauntum Struts mod. Sadly there isn't any other way really, KSP doesn't detect internal collisions on a vessel, and if you dock a truck inside a plane they now count as one vessel, so it'll just sag through it. Qauntum struts can avoid this to some degree if done right, but it'd be tricky. Another solution would be using KAS, as you could winch the truck to correct heights.

So really the best way is to go with either KAS or Qauntum Struts. I think its a problem everyone is either so used to, or so unfamiliar with, they managed to skip over your post. Hopefully this answers your question - Sorry you seem to have got missed there!

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Your best solution is either struts or using Qauntum Struts mod. Sadly there isn't any other way really, KSP doesn't detect internal collisions on a vessel, and if you dock a truck inside a plane they now count as one vessel, so it'll just sag through it. Qauntum struts can avoid this to some degree if done right, but it'd be tricky. Another solution would be using KAS, as you could winch the truck to correct heights.

So really the best way is to go with either KAS or Qauntum Struts. I think its a problem everyone is either so used to, or so unfamiliar with, they managed to skip over your post. Hopefully this answers your question - Sorry you seem to have got missed there!

Thanks for the answer Touhou, and I am really sad this is the case with it. I hope they will fix it someday, it's really annoying. I have tried quantum struts, and indeed, really tricky, especially since they appear to not connect to external undocked objects. KAS seems a better solution, albeit less elegant than straight docking. I'll try and figure out something.

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Thanks for the answer Touhou, and I am really sad this is the case with it. I hope they will fix it someday, it's really annoying. I have tried quantum struts, and indeed, really tricky, especially since they appear to not connect to external undocked objects. KAS seems a better solution, albeit less elegant than straight docking. I'll try and figure out something.

That's right, Quantum Struts only connect to docked objects. But, you said you were docking the truck inside the bay, so it should work fine. I've used Strut Guns in similar situations, to hold a docked payload in position. That's really what they are designed for. They connect automatically when you dock, and disconnect when you undock.

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Hey TT, I just want to ask: what exactly do i need to edit to get the mk 3 cockpit working? What files? What lines?

It should just run. The latest release is set up to merge with the neccesary folders and overwrite the neccesary files when unzipping the mk3 cockpit into the root directory of KSP.

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