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TT's Mod Releases - Development suspended till further notice


TouhouTorpedo

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How did you get them to work? I put them in and got nothing.

Use RCS Translation keys to move, IJKL, HN, ASWD. They're made to go any direction your RCS would be able to send you.

Here is my entire plugin folder.There is TTGraphicsFlipModule.

45duRsS.png

I am from Slovakia BTW

Yeah whats happened here is you've installed Mutliwheels 0.5 over Multiwheels 0.6, or vice versa.

Delete the following files from your plugin folder:

TTGraphicFlipModule

TTLiftRamModule

TTModularWheel

TTOmniWheel

Multiwheels6

Find wherever you put your zip files for either 0.5 or 0.6, and install only one of them. I'd recommend 0.6 for obvious reasons, more features, wheels and fixes. There is also a cheat mode that makes them run like 0.5 wheels if you want, that I may have forgot to mention.... :P

Then try again, should work.

Quick note for Multiwheels users who might have seen spaceport today :

Multiwheels has not been updated today, if you're checking spaceport. I was altering the description of some of the legacy versions of the mod. I am wondering if I should just remove the old versions and Mediafire them or something similar.

Edited by TouhouTorpedo
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Use RCS Translation keys to move, IJKL, HN, ASWD. They're made to go any direction your RCS would be able to send you.

Yeah whats happened here is you've installed Mutliwheels 0.5 over Multiwheels 0.6, or vice versa.

Delete the following files from your plugin folder:

TTGraphicFlipModule

TTLiftRamModule

TTModularWheel

TTOmniWheel

Multiwheels6

Find wherever you put your zip files for either 0.5 or 0.6, and install only one of them. I'd recommend 0.6 for obvious reasons, more features, wheels and fixes. There is also a cheat mode that makes them run like 0.5 wheels if you want, that I may have forgot to mention.... :P

Then try again, should work.

Quick note for Multiwheels users who might have seen spaceport today :

Multiwheels has not been updated today, if you're checking spaceport. I was altering the description of some of the legacy versions of the mod. I am wondering if I should just remove the old versions and Mediafire them or something similar.

Thanks for the heads up

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Interesting, I'll do some experimenting at some point and try to replicate these behaviors.

also Multiwheels don't use anything constructed for Stock. However they do use Unity Wheel colliders. Which yes, they are terrible. A lot of multiwheels is coded to try and cope with the deficiencies in them. Terrible suspension isn't something I've dealt with yet but I have noticed issues climbing hills yes. mainly the bad behavior under varying loads is what I've worked on. Though I beleive there is something quite wrong with Terrain at the moment and how it interacts with any Unity Wheelcollider at all.

In a thread discussing it back in 0.20, someone said something about it being the result of 'Imprecision' in the terrain mesh, or something. Basically, the visible terrain doesn't match where the engine thinks the terrain is at. So you hit segments where the suspension jacks either all the way up or all the way down the entire time you're on it, regardless of how you're actually moving (it does settle if you STOP moving entirely, but any movement, no matter how small, will set it off again). I'm presuming they're the same thing in opposite directions: One where the engine thinks the terrain's above the visible terrain, the other where the engine thinks it's below the visible terrain. I'm really not sure which is which.

The segments that cause the suspension to compress fully (as if there were major, sustained, Positive Gs) don't cause any problems. The segments that cause the suspension to go to full extension, however, cause SEVERE problems. I think it's related to the infiniglider bug, because what seems to be happening is that the suspension goes to full extension, jams there, and then starts trying to pull the rover off the ground. Gravity keeps it from really succeeding, but you end up in a state where it acts very much like you're barely touching the ground. Wheel thrust goes to almost zero, steering ability goes to almost zero, and the wheels start exhibiting serious directional instability (they bobble around, turning you a bit to either side more or less randomly). If you're on a slope and DO manage to get any steering authority at all it's very likely to turn extremely hard and tip over. If you catch one of the 'Negative G' segments while you're going downhill, it's EXTREMELY likely that you'll end up tumbling down said hill, probably throwing your kerbals and pieces of your rover (starting with the wheels) all over the place, regardless of how strong you build it.

The new terrain seems to have this problem much more strongly, with the 'bad' segments being both more common and much larger. It makes trying to drive in any kind of hilly terrain at anything above a crawl pretty much pointless, because you'll inevitably go tumbling down a hill and break the rover.

Edited by Tiron
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Don't get me wrong, I know this problem you're speaking of. I've asked around and it occurs with stock as well.

I think you're best off seeing if theres a bug report thread for it, as this is sounding like a KSP game engine problem since 0.21's new terrain.

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Don't get me wrong, I know this problem you're speaking of. I've asked around and it occurs with stock as well.

I think you're best off seeing if theres a bug report thread for it, as this is sounding like a KSP game engine problem since 0.21's new terrain.

It long predates the new terrain, and yes it does happen stock as well. I first noticed and reported it back in...0.19 I think (Before then I was using DEMVs).

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Update on what's going on with TT mods at the moment -

Started writing a plugin on Saturday night to allow Kerbals to be assigned to seats in the VAB/SPH. Got it to partially functional over the weekend but kept running into small problems (which the 'solutions' continually escalated into worser problems). I'm aiming to have it done by the end of the following weekend, at least in some kind of releasable form - even if it ends up a somewhat buggy one, thats better than what we have now for seat crew management ... nothing! lol

Two solutions have been tried so far, Hatch type ejection of Kerbals, then placement into seats after (get into seats reliably, but don't spawn well) or "debugging mode" Kerbal placement, which doesn't add the named Kerbal, but adds any Kerbal from the Roster. Its more reliable for ejecting Kerbals and works in roofed vehicles importantly, but the getting into seats is troublesome.

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Use RCS Translation keys to move, IJKL, HN, ASWD. They're made to go any direction your RCS would be able to send you.

Yeah whats happened here is you've installed Mutliwheels 0.5 over Multiwheels 0.6, or vice versa.

Delete the following files from your plugin folder:

TTGraphicFlipModule

TTLiftRamModule

TTModularWheel

TTOmniWheel

Multiwheels6

Find wherever you put your zip files for either 0.5 or 0.6, and install only one of them. I'd recommend 0.6 for obvious reasons, more features, wheels and fixes. There is also a cheat mode that makes them run like 0.5 wheels if you want, that I may have forgot to mention.... :P

Then try again, should work.

Quick note for Multiwheels users who might have seen spaceport today :

Multiwheels has not been updated today, if you're checking spaceport. I was altering the description of some of the legacy versions of the mod. I am wondering if I should just remove the old versions and Mediafire them or something similar.

I would say yes to this, bc im sure not many are still using it. Plus you have everything useful in .5 + If someone really needs it im sure they would ask.

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I would say yes to this, bc im sure not many are still using it. Plus you have everything useful in .5 + If someone really needs it im sure they would ask.

Multiwheels 0.4 and 0.5 are now currently set to private until I come up with any solution to this issue, if ever. It'd be a real shame to discard 50,000 downloads though to obscurity.

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Multiwheels 0.4 and 0.5 are now currently set to private until I come up with any solution to this issue, if ever. It'd be a real shame to discard 50,000 downloads though to obscurity.

Just put this fact in the Multiwheels 0.6 description. "Previous versions of the Multiwheels mod had over 50,000 downloads"

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I really hope you will update the Modular Wheels mod to the new file format. I can run KSP fabulously with 20+ mods installed, but when I install this, my game falls apart. I have done 'nilla and just this mod alone, and it still crashes. I have been using this mod for ages, but I am sad to say that I will no longer be using it. ;.;

When I load up a ship, and touch ANY key, I get a black screen, the nav ball goes away, and the altimeter rolls through the numbers (Ie 111111 222222 etc.) This happens to me with any mod install in a pre-.20 fashion. If anyone has any suggestions I will gladly try them as I love this mod.

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check if you have IVA portraits appearing. This often happens when there is a problem with the internals files loading incorrectly.

At some point I plan to go to new file format yes. I wasn't expecting as many people to have problems as did actually occur.

EDIT : But don't expect this to happen particularly soon. I'm going to be massively busy in the near term for a while I think.

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I really hope you will update the Modular Wheels mod to the new file format. I can run KSP fabulously with 20+ mods installed, but when I install this, my game falls apart. I have done 'nilla and just this mod alone, and it still crashes. I have been using this mod for ages, but I am sad to say that I will no longer be using it. ;.;

When I load up a ship, and touch ANY key, I get a black screen, the nav ball goes away, and the altimeter rolls through the numbers (Ie 111111 222222 etc.) This happens to me with any mod install in a pre-.20 fashion. If anyone has any suggestions I will gladly try them as I love this mod.

Sounds like you might have something in the wrong directory still. It runs fine for me, even under the old format. Still wish I could make the truck wheels actually retract though

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Sounds like you might have something in the wrong directory still. It runs fine for me, even under the old format. Still wish I could make the truck wheels actually retract though

I just doubled up the trailer wheels and used their retract capabilities.

Edited by viperwolf
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I know I'm late to the game on this one, but I just want to heap praise on your mk3 fuselage pack and your fantastic cockpits! These parts (with some niggling details polished out) should be stock. I know that c7 is doing an art pass on spaceplane parts soonish, but if they don't add your parts, or their equivalents, they are missing the boat. Great Job!

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Sounds like you might have something in the wrong directory still. It runs fine for me, even under the old format. Still wish I could make the truck wheels actually retract though

I beleive you should be able to edit the cfg of truckwheels to add "isRetractable = true" or something similar. Check the landing gear cfg's and edit the truck one to suit. Truck wheels to my memory actually do have retract animations that aren't used I think, which was there for testing and plugin compatability.

The newer car gear though definately can't, thats just got a dummy blank animation on it.

I know I'm late to the game on this one, but I just want to heap praise on your mk3 fuselage pack and your fantastic cockpits! These parts (with some niggling details polished out) should be stock. I know that c7 is doing an art pass on spaceplane parts soonish, but if they don't add your parts, or their equivalents, they are missing the boat. Great Job!

Thanks! Hopefully at a minimum the models would have provided some neat ideas. I hope they don't get rid of the MK3 fuselage in the future but build on it - and of course indeed add an IVA model for the MK3. I like to add things I beleive the developers had missed out myself!

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check if you have IVA portraits appearing. This often happens when there is a problem with the internals files loading incorrectly.

At some point I plan to go to new file format yes. I wasn't expecting as many people to have problems as did actually occur.

EDIT : But don't expect this to happen particularly soon. I'm going to be massively busy in the near term for a while I think.

For the parts themselves I don't think it's too hard, I could be wrong though. It's the plugin that might need some work doing.

All I know for sure is that within a very short time of 0.20 coming out, a random third party hacked a fix for Kethane 0.4.3 together to get it working (it was COMPLETELY broken by 0.20). The fixed version had the PARTS in the new folder structure but the plugin in the old folder structure (Mostly, I think it had to have the plugindata inside the plugins folder like on the new structure, but I distinctly remember you still had to put it in the root plugins folder or it wouldn't work). I'm pretty sure a modification to the plugin was involved, but I gather it was a quick, minor one. And it didn't work at ALL, as opposed to your multiwheels, which do. Let me just check something right quicky...

Edit: Well, I moved all the multiwheels parts to GameData/TohouTorpedo and left the plugin where it was. Predictably, none of the parts loaded, but I'm an old hand at fixing THAT particular problem...

289EA1FA9E7EFA043B917883D4BF5CEB20992FA3

After a minor edit to the part.cfg files of the three parts my experimental Multiwheels rover uses, it worked fine. The same modification I made to get the old spaceshim part working to use as a fuel crossflow blocker.

It consists of modifying the existing part.cfg files in the following manner:

PART

{

<Entire Existing .cfg file goes here>

}

Yep. Just add six characters on either side of what's there. You could do it with a batch file.

I've only done it with the three parts my rover used so far, but it seemed to function perfectly, so that might be all you need to do to get the PARTS into the new filesystem, while leaving the plugin where it is.

On the other hand, moving the plugin might be more complicated, because it has to move from '<root>/Plugins' to '<root>/Gamedata/<TohouTorpedo>/Plugins' . If it has any non-relative file calls it in, it won't work if it's moved. If it doesn't, well...it might. Hang on, I'll try that too just to see...

Edit2:

Okay, with the parts moved to Gamedata/TohouTorpedo/Parts, multiwheels6.dll moved to Gamedata/TohouTorpedo/Plugins, and config.xml moved with it (it was already in plugindata in plugins, interestingly), the three parts I modified in the prior test *still worked*.

So preliminary indications suggest that multiwheels at least might just need the .cfgs updated to be moved into the new file structure. The fact that it didn't seem to throw the plugin for a loop speaks to good coding practices on your part TT, so good job!

Edited by Tiron
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I wasn't actually expecting any issues moving to the new system. The biggest reasons really were that I didn't know how to take advantage of its new features (and really, still don't) to actually improve performance. Though I am aware now for texturers the new system is very useful.

Indeed it literally is just part wrappers and placement thats needed to do it. I've just not got around to doing so. But as you've seen, its not hard to change manually if you're desperate for those extra features, and it'll run without provided the instructions are read through.

When I do make the change though, I'm going to drop the DR hinges out of the mod. They just cause more harm than good in general.

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I wasn't actually expecting any issues moving to the new system. The biggest reasons really were that I didn't know how to take advantage of its new features (and really, still don't) to actually improve performance. Though I am aware now for texturers the new system is very useful.

Indeed it literally is just part wrappers and placement thats needed to do it. I've just not got around to doing so. But as you've seen, its not hard to change manually if you're desperate for those extra features, and it'll run without provided the instructions are read through.

When I do make the change though, I'm going to drop the DR hinges out of the mod. They just cause more harm than good in general.

In your case, I *think* there's a way now to have multiple parts using the same resources, so all those different wheels you've got with the same model/textures but some with or without steering, power, or both, could just use one set of models, textures, and resources. No idea how to do it though, if I had to guess I'd say combine the part.cfg files with each one in its own PART{} wrapper. Granted, it's also possible to turn steering/power on and off via a right click config option like the stock wheels, but that might require modifying the plugin. Now I'm back I might try that 'multiple part CFG thing' just to see if it works.

Edit: Alright, so I added the PART{} wrappers to the Littlecar_wheel U and S, then copied all four variants' respective part.cfg files into the U's cfg file, and removed the MS, M, and S folders entirely (to my desktop, actually.)

This was the result:

90E8AF85D1F087579B5E7592B2D784E56E8DE719

Notice how the path on all four of them shows '../Parts/TTCarwheel_/...'

It totally worked.

And when I took my rover fitted with MSes and Ms out on the runway, it worked perfectly. So that's one way. There might be deeper ones I suppose, I dunno.

Edited by Tiron
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