Gristle Posted September 4, 2013 Share Posted September 4, 2013 Did you release something new in spaceport?see this thread: http://forum.kerbalspaceprogram.com/showthread.php/48720-TT-NeverUnload-Vessel-Unloading-Preventer Link to comment Share on other sites More sharing options...
viperwolf Posted September 6, 2013 Share Posted September 6, 2013 Ah ok thank you for that Link to comment Share on other sites More sharing options...
EvilotionCR2 Posted September 7, 2013 Share Posted September 7, 2013 Wait,what happened to the Modular Multiwheels 0.5? I've not been watching this thread. Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted September 7, 2013 Author Share Posted September 7, 2013 Multiwheels 0.4 and 0.5 have had the downloads closed. Only causes confusion so 0.6 is the only open download now. I could upload them elsewhere if needed but they won't be on Spaceport. Link to comment Share on other sites More sharing options...
EvilotionCR2 Posted September 7, 2013 Share Posted September 7, 2013 Thanks,mediafire should be enought.PM me the link please. Link to comment Share on other sites More sharing options...
viperwolf Posted September 13, 2013 Share Posted September 13, 2013 TT i get asked alot about the wheels im using. i always point them in your direction. Then they get discouraged bc of the format. all they need to do is wrap the parts correct? after that they can add the wrapped parts and plugin to the gamedata? or is it something else. Ive tried to explain ive been running your mod just the way it is with no problems. Link to comment Share on other sites More sharing options...
Gristle Posted September 13, 2013 Share Posted September 13, 2013 You can either install the TT Wheels in the legacy ...\Kerbal Space Program\Parts and ...\Kerbal Space Program\Plugins folders or edit the .cfg's and add the PART{...} wrapper (this is what I do). Link to comment Share on other sites More sharing options...
42undead2 Posted September 13, 2013 Share Posted September 13, 2013 Have you fixed the bug that caused the wheels to go in the opposite direction of what they were supposed to (Atleast, when built in the SPH) yet? Link to comment Share on other sites More sharing options...
Gristle Posted September 13, 2013 Share Posted September 13, 2013 Have you fixed the bug that caused the wheels to go in the opposite direction of what they were supposed to (Atleast, when built in the SPH) yet?I have never seen this bug and I build almost all my wheeled vehicles in the SPH. Link to comment Share on other sites More sharing options...
viperwolf Posted September 14, 2013 Share Posted September 14, 2013 (edited) You can either install the TT Wheels in the legacy ...\Kerbal Space Program\Parts and ...\Kerbal Space Program\Plugins folders or edit the .cfg's and add the PART{...} wrapper (this is what I do).Did you place the plugin with it in gamedata or leave it in legacy? Edited September 14, 2013 by viperwolf Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted September 14, 2013 Author Share Posted September 14, 2013 Plugins run in either Legacy or Gamedata. Theres only a few excepts to this for all mods, one of them being kOS. Even Multiwheels 0.6 plugin should run in either directory, but you need to remember to put the plugindata folder that was included there with it. Link to comment Share on other sites More sharing options...
viperwolf Posted September 14, 2013 Share Posted September 14, 2013 (edited) Plugins run in either Legacy or Gamedata. Theres only a few excepts to this for all mods, one of them being kOS. Even Multiwheels 0.6 plugin should run in either directory, but you need to remember to put the plugindata folder that was included there with it.Ok thank you TT,Gristle if its ok with TT can you send me a copy of the wrapped parts sense you already have them that way. Then i dont have to go through all of them. But its not that big of a deal and easy to do.EDIT: nevermind it did not take me to long to convert, thanks for the help everyone.TT can i pass the converted folder to someone?figured i would ask sense i converted it and now want to give it to someone else Edited September 15, 2013 by viperwolf Link to comment Share on other sites More sharing options...
Guest Posted September 15, 2013 Share Posted September 15, 2013 I can't get the legacy Modular Multiwheels packs. I want them, because I need more varied landing gear in various sizes (bigger than stock, anyway). I recall it had some. Link to comment Share on other sites More sharing options...
viperwolf Posted September 16, 2013 Share Posted September 16, 2013 I can't get the legacy Modular Multiwheels packs. I want them, because I need more varied landing gear in various sizes (bigger than stock, anyway). I recall it had some.I thought .6 had all the wheels plus the new ones? Are you using .6 now? Link to comment Share on other sites More sharing options...
viperwolf Posted September 18, 2013 Share Posted September 18, 2013 (edited) TT i have a question. What is the difference between the legacy way and the new system/gamedata ?Some say the performance is better and so on. but they are both doing the same thing. Is it easier for the program to run a mod from gamedata? I dont understand this area to much.nothing changes in the plugins and the parts cfg are wrapped to be recognized.Double post fail/ i thought i was editing the one above Edited September 18, 2013 by viperwolf Link to comment Share on other sites More sharing options...
BloodyRain2k Posted September 27, 2013 Share Posted September 27, 2013 If you'd change the "FlightInputHandler.State" in the TTModularWheel.cs to "vessel.ctrlState" it's even compatible with MJ's rover autopilot.You should also then comment out the "if (isActive == true) {" block so it can also keep controlling a nearby rover that's not the active vessel. Link to comment Share on other sites More sharing options...
theonegalen Posted October 15, 2013 Share Posted October 15, 2013 Do the Mk3 Crew cabin and Mk3 expansion pack work with 0.21? Link to comment Share on other sites More sharing options...
Ferrit Posted October 15, 2013 Share Posted October 15, 2013 Do the Mk3 Crew cabin and Mk3 expansion pack work with 0.21?Yep, though have to install them old style (i.e. in the parts folder etc, not Gamedata). Link to comment Share on other sites More sharing options...
Hellbrand Posted October 23, 2013 Share Posted October 23, 2013 has anybody tested this stuff with .22?? Link to comment Share on other sites More sharing options...
viperwolf Posted October 23, 2013 Share Posted October 23, 2013 has anybody tested this stuff with .22??So far everything is working for me. Link to comment Share on other sites More sharing options...
Hellbrand Posted October 23, 2013 Share Posted October 23, 2013 any planned tech tree integration?? Link to comment Share on other sites More sharing options...
Konraden Posted October 23, 2013 Share Posted October 23, 2013 You can integrate them yourself if you want, it just requires two lines in the part.cfg. I've been hand-updating these since .19 in order to make them work correctly as TT doesn't seem to be updating them at all. If you add the Part {} line to the configs, they work (except for the DRrobotics parts AFAIK, but I haven't tested those much--they rely on the defunct DR plugin). I also added these to the campaign mode using the new tech-tree lines, but I don't know the names of the tree so I just used 'start' for the parameter. Everything seems to work fine. Link to comment Share on other sites More sharing options...
viperwolf Posted October 24, 2013 Share Posted October 24, 2013 You can integrate them yourself if you want, it just requires two lines in the part.cfg. I've been hand-updating these since .19 in order to make them work correctly as TT doesn't seem to be updating them at all. If you add the Part {} line to the configs, they work (except for the DRrobotics parts AFAIK, but I haven't tested those much--they rely on the defunct DR plugin). I also added these to the campaign mode using the new tech-tree lines, but I don't know the names of the tree so I just used 'start' for the parameter. Everything seems to work fine.If you want to use anything robotics just use the MSI set. And delete those particular parts out of the modular mod. Link to comment Share on other sites More sharing options...
localSol Posted October 29, 2013 Share Posted October 29, 2013 (edited) Notes on cfg tinkering for modular multiwheels 0.6 for more compatibility with KSP 0.22 : assume that user is using Infernal robotics to replace damned roboticssurround all cfgs with PART { }updated other 0.22 related cfg data :comment out rotpower, linpower, kp, kd from ttcab cfg. I guess it's deprecated?some parts didnt have 'stagingIcon = [for example : COMMAND POD] ' ...don't know if there is a default.changed module = 'Strut' to module = Part in some cfgs...don't know the reason for that, maybe it's better as Part.changed category = [string] from category = [integer] in some configs, ..just easier to read.TTcrewcab didn't have vesselType set. possibly not needed.changed a few floppy hinge settings to be more like IR's settings. hopefully it helps :jointSpring = 0.0000001 to match IR settings and using IR dll, i guess.rotateLimits = False to match IR settings for similar partsservoName = Floppy Hinge ..for convenience, lots of 'New Hinge' can be confusing. not tested. Edited October 30, 2013 by localSol removed link Link to comment Share on other sites More sharing options...
viperwolf Posted October 30, 2013 Share Posted October 30, 2013 "Ninja'd" unofficial update for modular multiwheels 0.6 for KSP 0.22 (TT made the mod and still maintains it) : https://drive.google.com/file/d/0B83SmM0liV2ANjgzbmlTeFctcVE/edit?usp=sharingDon't know if the link will work, never used that service before, let me know if it doesn't.included this readme : The folders in the zip go into the Parts folder of your TT install folder, to overwrite. Highly recommend KSPModAdmin to install, it goes over a normal 0.6 modular multiwheels install. Parts won't appear in career mode - possibly 'TechRequired = techname in the cfgs would work, or use TreeEdit.Are you maintaining this now? Link to comment Share on other sites More sharing options...
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