Greys Posted June 22, 2013 Share Posted June 22, 2013 Likely both of you are installing it into /GameData/. None of the mods available in this thread are updated to .20+, they are only updated to be compatible with .20+'s legacy mode, and as such must be installed in the .19 way. Link to comment Share on other sites More sharing options...
Dave7 Posted June 22, 2013 Share Posted June 22, 2013 Likely both of you are installing it into /GameData/. None of the mods available in this thread are updated to .20+, they are only updated to be compatible with .20+'s legacy mode, and as such must be installed in the .19 way.Or you can convert the .cfg's to the .20+ format and install into GameData. Link to comment Share on other sites More sharing options...
Srilania Posted June 22, 2013 Share Posted June 22, 2013 No, I installed it just as directions said, to unzip in the main KSP directory, and accept all folder merges. Though would be easier with the .20 conventions to clear things when they go squirrely Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted June 22, 2013 Author Share Posted June 22, 2013 No, I installed it just as directions said, to unzip in the main KSP directory, and accept all folder merges. Though would be easier with the .20 conventions to clear things when they go squirrelygo into plugins folder, and if you have any of the following TTModularWheel, TTOmniWheel, TTGraphicFlipModule, TTLiftRamModule - Delete them. They are part of Multiwheels 0.5.Also if you have an older Mumech.dll from mechjeb's prior to 2.0 version, I recommend these are also removed. Link to comment Share on other sites More sharing options...
Srilania Posted June 22, 2013 Share Posted June 22, 2013 go into plugins folder, and if you have any of the following TTModularWheel, TTOmniWheel, TTGraphicFlipModule, TTLiftRamModule - Delete them. They are part of Multiwheels 0.5.Also if you have an older Mumech.dll from mechjeb's prior to 2.0 version, I recommend these are also removed.I disn't use the wheels prior to now, but I still use mechjeb 1.9, since the 2 has some issues with landing and some manuevers. Shame, since I really can use some better wheels, since all of them seem to pop or warp when I load them on the mun launchpad. Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted June 22, 2013 Author Share Posted June 22, 2013 I disn't use the wheels prior to now, but I still use mechjeb 1.9, since the 2 has some issues with landing and some manuevers. Shame, since I really can use some better wheels, since all of them seem to pop or warp when I load them on the mun launchpad.Alright, the other alternative then is delete DRBallBearing and TTDRHinge. Those two are what cause the problem if the user has an older mechjeb. Link to comment Share on other sites More sharing options...
KhaosCorp Posted June 22, 2013 Share Posted June 22, 2013 (edited) Love the 0.6wheels and engines! Working on top-fuel style drag car. Its 10 piston liquid-fueled. Flat ground speed of around 130 m/s! I'll throw a pic up when its done...looks kinda silly atm as Im testing.Awesome update TT!!!!!edit:couldn't resist, here is the test model Edited June 22, 2013 by KhaosCorp zoomzoom Link to comment Share on other sites More sharing options...
Srilania Posted June 22, 2013 Share Posted June 22, 2013 are those needed for anything special, like wheel functionality, or are they just extras that aren't all that necessary? Link to comment Share on other sites More sharing options...
Greys Posted June 22, 2013 Share Posted June 22, 2013 they're the limp joints from Damned Robotics, which isn't officially updated and doesn't work in legacy mode. Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted June 22, 2013 Author Share Posted June 22, 2013 they're the limp joints from Damned Robotics, which isn't officially updated and doesn't work in legacy mode.Not exactly correct. The unofficially updated Infernal Robotics DOES work in legacy. I am running it myself. Link to comment Share on other sites More sharing options...
Srilania Posted June 22, 2013 Share Posted June 22, 2013 that fixed it, though not getting the impact ratings and performance specs in the descriptions. I'll just have to test them all out Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted June 22, 2013 Author Share Posted June 22, 2013 that fixed it, though not getting the impact ratings and performance specs in the descriptions. I'll just have to test them all outIt doesn't do that yet. The actual behavior is pretty variable on the vessle though. Torque outputs per cylinder are as follows:Electric - 16RCS - 32LiquidFuel - 48what that translates to depends highly on your vessel mass, what wheels you use, and how much fuel you took with you.Also, Updated the OP with some notes in bold on installing process, including a link to the forum post on Infernal Robotics, which puts the loose hinges back in again (as well as the damned robotics parts, but I only installed the plugin myself). I would not recommend running Infernal Robotics with pre 2.0 mechjeb versions. If you insist on earlier mechjebs in 0.20, then any robotics parts are not going to work properly as far as I am aware. You can just delete the DRBallBearing and TTDRhingemod folders though without any ill effect on the wheel side of the mod, if neccesary. Link to comment Share on other sites More sharing options...
Srilania Posted June 22, 2013 Share Posted June 22, 2013 yeah, that's the issue I was having, all the wheels pop or warp when building, so hoping these ones work better, even though I need to add an engine to it all. Link to comment Share on other sites More sharing options...
Greys Posted June 22, 2013 Share Posted June 22, 2013 Not exactly correct. The unofficially updated Infernal Robotics DOES work in legacy. I am running it myself.I did very specifically say "officially" for that reason. Link to comment Share on other sites More sharing options...
Orphican Posted June 23, 2013 Share Posted June 23, 2013 go into plugins folder, and if you have any of the following TTModularWheel, TTOmniWheel, TTGraphicFlipModule, TTLiftRamModule - Delete them. They are part of Multiwheels 0.5.Also if you have an older Mumech.dll from mechjeb's prior to 2.0 version, I recommend these are also removed.Alright, the other alternative then is delete DRBallBearing and TTDRHinge. Those two are what cause the problem if the user has an older mechjeb.Sadly the DRBallBearing and TTDRHinge are also incompatible with both telescope mods. Ordan Industries Telescope and Lionhead Aerospace Zeus Space Telescope. They both require a pre-MechJeb 2 version of MuMechLib.dll for the MuMech Hull Camera module. KSP will hang or crash (ymmv) while trying to load with the parts stated above included in this pack. Removing MuMechLib.dll, and by extension the functionality of both these telescope mods, will allow you to load everything included in MultiWheels 0.6. Or install the Dammed Robotics fork know as Infernal Robotics to have your cake and eat it too! Link to comment Share on other sites More sharing options...
Mishkin_007 Posted June 23, 2013 Share Posted June 23, 2013 Great plugin but can't say that I'm too pleased that I now need many engines/motors to use the wheels. We're ham stringed with part counts on our bases as it is. Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted June 23, 2013 Author Share Posted June 23, 2013 Oh hang on, I misread a post. Derped. Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted June 23, 2013 Author Share Posted June 23, 2013 Great plugin but can't say that I'm too pleased that I now need many engines/motors to use the wheels. We're ham stringed with part counts on our bases as it is.Bigger engines are planned in a later release, or you can just edit the cfg's of the ones you have and increase the MaxEngineTorque property in the meantime.I didn't want to hold back a release on a part that'd be handy, but not really absolutely neccesary to the functionality, when I could get a lot of feedback on how the mod runs in the meantime. - which I'm getting here!I'll add a bigger engine next release sure. Removing MuMechLib.dll, and by extension the functionality of both these telescope mods, will allow you to load everything included in MultiWheels 0.6. Or install the Dammed Robotics fork know as Infernal Robotics to have your cake and eat it too! Hang on, are you saying that pre-mechjeb 2 versions and infernal robotics can be installed without interfereing with each other? I find that highly suprising if so, as I'd expect their modules to clash.Starting to consider an update to the current release removing those hinges, and placing them in their own download. Seem to cause a lot of hassles for people when they're there for convienience if people have the stuff to get them working - I didn't expect so many old mechjeb users out there. Link to comment Share on other sites More sharing options...
Lurven Posted June 23, 2013 Share Posted June 23, 2013 Bigger engines are planned in a later release, or you can just edit the cfg's of the ones you have and increase the MaxEngineTorque property in the meantime.I didn't want to hold back a release on a part that'd be handy, but not really absolutely neccesary to the functionality, when I could get a lot of feedback on how the mod runs in the meantime. - which I'm getting here!I'll add a bigger engine next release sure.Hang on, are you saying that pre-mechjeb 2 versions and infernal robotics can be installed without interfereing with each other? I find that highly suprising if so, as I'd expect their modules to clash.Starting to consider an update to the current release removing those hinges, and placing them in their own download. Seem to cause a lot of hassles for people when they're there for convienience if people have the stuff to get them working - I didn't expect so many old mechjeb users out there.Update is awesome! Only problem I have is weak engines, but that'll be fixed when you add bigger ones Link to comment Share on other sites More sharing options...
Orphican Posted June 23, 2013 Share Posted June 23, 2013 Hang on, are you saying that pre-mechjeb 2 versions and infernal robotics can be installed without interfereing with each other? I find that highly suprising if so, as I'd expect their modules to clash.Starting to consider an update to the current release removing those hinges, and placing them in their own download. Seem to cause a lot of hassles for people when they're there for convienience if people have the stuff to get them working - I didn't expect so many old mechjeb users out there.Ok after a bit of testing on a fresh install - Yes that's what im saying. I was surprised by that as well. At first I thought maybe this would only work with the MuMech Hull camera module both of the telescopes need but it works with MechJeb v1.9.8 as well. Any combination of MultiWheels v0.6.1 + MechJeb v1.9.8, Ordan Ind Telescope v2.1.3, LH Zeus v1.2 = Hang on launch or All parts erased.Add Infernal Robotics and I dont know why but any combination works. I realize as im typing I didnt look at the log but the only bug I noticed was a texture bug on the MechJeb v1.9.8 parts. Somebody please confirm this as I've been up way too long atm and had to cut this testing short. Link to comment Share on other sites More sharing options...
Sir_Tramalot Posted June 23, 2013 Share Posted June 23, 2013 Do you still do the wheels with the brake lights and turn signals?(BTW, love the mods, especially the MK3 IVA Link to comment Share on other sites More sharing options...
Dirt_Merchant Posted June 23, 2013 Share Posted June 23, 2013 ok, sorry if this has been asked before, or if im just being a bit remedial but im having a problem where my steering is inverted on my aircraft wheels. when i rudder left the wheels steer to the right, and vice versa. what is the deal? i see no option to disable steering, and switching the parts around has no effect. what is going on here? Link to comment Share on other sites More sharing options...
viperwolf Posted June 23, 2013 Share Posted June 23, 2013 Ok after a bit of testing on a fresh install - Yes that's what im saying. I was surprised by that as well. At first I thought maybe this would only work with the MuMech Hull camera module both of the telescopes need but it works with MechJeb v1.9.8 as well. Any combination of MultiWheels v0.6.1 + MechJeb v1.9.8, Ordan Ind Telescope v2.1.3, LH Zeus v1.2 = Hang on launch or All parts erased.Add Infernal Robotics and I dont know why but any combination works. I realize as im typing I didnt look at the log but the only bug I noticed was a texture bug on the MechJeb v1.9.8 parts. Somebody please confirm this as I've been up way too long atm and had to cut this testing short.ill support this in a little different way Im running multiwheels + mechjeb 2.8/dev66 + LH zeus + Fork DR inferno and everythings works good. Weird to me i deleted the plugin for the LH zeus and thats what fixed it. Actually any mod that used this particular plugin. In fact my LH zues has no plugin right now and works. So im guessing it is operating from another one somewhere else? This is the only way i could get all the parts to show up and DR to work. Link to comment Share on other sites More sharing options...
g_audio Posted June 23, 2013 Share Posted June 23, 2013 Good work on the new update. Was having fun with the new little engines. Decided to make a Kerbalish Drag Racer. It almost looks taped together!6 engines sitting on the inside. I noticed I needed to run a fuel line from one of the fuel tanks to one of the engines. Do I have to do that for each engine? I couldn't tell if they were all adding to the "horsepower" or not. Either way, it was going about 70m/s and fully under control! Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted June 24, 2013 Author Share Posted June 24, 2013 g_audio, I absolutely love your rover. Great work.Do you still do the wheels with the brake lights and turn signals?(BTW, love the mods, especially the MK3 IVAThanks! They don't have turn signals and brake lights anymore. they were last in the mod in version 0.4. I removed them because I made my own plugin, but haven't made it support brake lights yet. It is something I intend to add in the future once I've worked it out and got up the motivation.Also, update and opinions wanted : will this do for a more powerful monoprop engine? The more powerful LiquidFuel engine would just be this without the catalyst packs on top of it. I'm not sure what I'll do with regards to more powerful electric engines, if at all. Link to comment Share on other sites More sharing options...
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