Drew Kerman Posted October 4, 2016 Share Posted October 4, 2016 (edited) 4 hours ago, Mekan1k said: The Truck wheels don't work. Still love the pack, but I used to use those quite a bit when building rovers for my base. known issue. But Kerbin Shuttle Orbiter System has yellow trucks in their vehicles pack that do work fine in v1.1.3, so you can maybe use the wheels from that pack Edited October 4, 2016 by Drew Kerman Link to comment Share on other sites More sharing options...
xD-FireStriker Posted October 12, 2016 Share Posted October 12, 2016 Hey all that's working on the mod now, hows the 1.2 update going? The beta that was posted on the last page works with no issue beside the textures and most likely the wheels [i don't use the truck parts]. BTW Who is working on this mod now? Lack made it and was working on it but i haven't seen him update it since the 1.1 basic update which made it work with no noticeable bugs for me and my friends beside the wheels. Thanks FireStriker xD Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 12, 2016 Share Posted October 12, 2016 7 hours ago, xD-FireStriker said: BTW Who is working on this mod now? LinuxGuruGamer, among his many, many, many other projects. So be patient Link to comment Share on other sites More sharing options...
xD-FireStriker Posted October 12, 2016 Share Posted October 12, 2016 8 hours ago, Drew Kerman said: LinuxGuruGamer, among his many, many, many other projects. So be patient i know Linux doesnt like the question to pop up but how many mods does it maintain atm, Thanks for all the work Linux xD FireStrikerr Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 13, 2016 Share Posted October 13, 2016 (edited) 3 hours ago, xD-FireStriker said: i know Linux doesnt like the question to pop up but how many mods does it maintain atm, Thanks for all the work Linux xD FireStrikerr Probably best that he doesn't really think about it. Don't make him think about it. Just sit back, be quiet and in a few days or weeks you'll have what you want. Err, what we want. I want this too. Now - shhhhhhhhhhh.... guru at work Edited October 13, 2016 by Drew Kerman Link to comment Share on other sites More sharing options...
xD-FireStriker Posted October 13, 2016 Share Posted October 13, 2016 1 hour ago, Drew Kerman said: Probably best that he doesn't really think about it. Don't make him think about it. Just sit back, be quiet and in a few days or weeks you'll have what you want. Err, what we want. I want this too. Now - shhhhhhhhhhh.... guru at work lol Link to comment Share on other sites More sharing options...
adsii1970 Posted October 20, 2016 Share Posted October 20, 2016 Just wanted to report the STXairlock part is not loading in 1.2. Please note, this is to report a non-loading part, NOT to complain... Lack's mods are some of the best I use; have used them continuously since .24! Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 22, 2016 Share Posted October 22, 2016 On 10/12/2016 at 1:42 AM, xD-FireStriker said: Hey all that's working on the mod now, hows the 1.2 update going? The beta that was posted on the last page works with no issue beside the textures and most likely the wheels [i don't use the truck parts]. BTW Who is working on this mod now? Lack made it and was working on it but i haven't seen him update it since the 1.1 basic update which made it work with no noticeable bugs for me and my friends beside the wheels. Thanks FireStriker xD There are nearly 300 parts in this. I'm a mother 2/3 of the way through. Other than bug fixes, this is at the opening of my list. I'm hoping (cross your fingers) to have an initial beta next weekend or so. It going well, but very tedious. On 10/20/2016 at 10:37 AM, adsii1970 said: Just wanted to report the STXairlock part is not loading in 1.2. Please note, this is to report a non-loading part, NOT to complain... Lack's mods are some of the best I use; have used them continuously since .24! Please wait until I release a 1.with beta On 10/12/2016 at 6:11 PM, xD-FireStriker said: i know Linux doesnt like the question to pop up but how many mods does it maintain atm, Thanks for all the work Linux xD FireStrikerr Last count, about 25 or so. The count has dropped since antenna range isn't needed, what I dropped were the AR mm cfgs Also, when the is done, I'm moving on to the full LLL mod Link to comment Share on other sites More sharing options...
StevieC Posted October 22, 2016 Share Posted October 22, 2016 @linuxgurugamerThere are no words to adequately express how grateful I am for your work on these mods. You're awesome. Link to comment Share on other sites More sharing options...
Wolf Baginski Posted October 22, 2016 Share Posted October 22, 2016 I have not seen any worrying aspects from the SXT mod, but I do know of Mods that have rather large IVAs. In one case, I haven't seen the creator this year, the IVAs were most of the memory use. I managed to delete the references in the part.cfg files and then remove a lot of data. I have seen similar problems elsewhere, people using wonderful models which could be a lot simpler. Just a general example, for some things your camera-view has to get very close to the object before screen-pixels are close in size to texture pixels. Even if people are using an IVA, how often will they see the difference between a 1024-pixel texture and a 512-pixel texture? I never saw much use for an IVA. I had to do a little digging to pin down what was annoying me with bloated IVAs, and it may have been a side-effect of the memory management on a complicated .craft file. I do create stuff to use with other games, and my working copies of graphics files are pretty big. I have sometimes forgotten to shrink them to a sane size for use. If I wanted to do that sort of shrinking for KSP, my file or somebody else's, I think I would need to dig out the correct file import/export utility. Some Mod creators are already careful. Some, alas, aren't. You can use lower-resolution options for graphics. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 22, 2016 Share Posted October 22, 2016 4 hours ago, linuxgurugamer said: Just wanted to report the STXairlock part is not loading in 1.2. Please note, this is to report a non-loading part, NOT to complain... Lack's mods are some of the best I use; have used them continuously since .24! Just an FYI, I just finished with this part and tested, works well Link to comment Share on other sites More sharing options...
Bit Fiddler Posted October 24, 2016 Share Posted October 24, 2016 (edited) I am not sure if the part I am looking for was part of SXT... but there was a "tail section" that matched up to the "Bonny" cockpit very nicely. I cant find this part now. I may be blind and it is lost in the part spam in my list, but I cant find it anywhere. the question is if it came from SXT, is it still here? EDIT: ok did some digging, and this part is from SXT and should be in the "Aero" group, but for some reason it is not. I looked at the .cfg for it and it was all run together with no white space, so I edited this file and made it all look nice and properly formatted. However I still do not see it in game. Spoiler C:\Kerbal Space Program\GameData\SXT\Parts\Aviation\Command\Bonny\partTail.cfg PART { // Kerbal Space Program - Part Config // Fuselage Fuel Tank // --- general parameters --- name = LMiniAircaftTail module = Strut author = C. Jenkins Lack // --- asset parameters --- MODEL { model = SXT/Parts/Aviation/Command/Bonny/tail texture = model000 , SXT/Parts/Aviation/OldAssets/Command/mk1InlineCockpit/CockpitDiffuse texture = model001_NRM , SXT/Parts/Aviation/OldAssets/Command/mk1InlineCockpit/CockpitNRM2 scale = 1.055 , 1.055 , 1.055 } rescaleFactor = 1 scale = 1 // --- node definitions --- node_stack_top = 0.0, 0.4837175, 0.0, 0.0, 1.0, 0.0 CoMOffset = 0.0, -0.3, 0.0 // --- editor parameters --- TechRequired = start entryCost = 600 cost = 380 category = Aero subcategory = 0 title = Tail Connector 0.625m manufacturer = C7 Aerospace Division description = A small tail piece with small fuel-tanks inside. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 70 breakingForce = 2000 breakingTorque = 2000 maxTemp = 3000 fuelCrossFeed = True bulkheadProfiles = size0 RESOURCE { name = LiquidFuel amount = 15 maxAmount = 15 } } Edited October 24, 2016 by Bit Fiddler Link to comment Share on other sites More sharing options...
RoboRay Posted October 24, 2016 Share Posted October 24, 2016 (edited) Change module = Strut to module = Part Way back in the KSP alpha days, there was some reason to use the archaic "Module = Strut" instead, but I don't recall why. It seems that KSP 1.2 has some changes that now prevent parts set up like that from loading. I've been applying this fix to a lot of old abandoned mod parts I still like to use. Edited October 24, 2016 by RoboRay Link to comment Share on other sites More sharing options...
Bit Fiddler Posted October 24, 2016 Share Posted October 24, 2016 (edited) oh sorry, I did this. must not have re copied the text. ok removed that line altogether and it is ok... maybe 1.2 has decided it must not be in the file at all now? Edited October 24, 2016 by Bit Fiddler Link to comment Share on other sites More sharing options...
RoboRay Posted October 24, 2016 Share Posted October 24, 2016 In that case, I have no idea. Link to comment Share on other sites More sharing options...
Bit Fiddler Posted October 24, 2016 Share Posted October 24, 2016 (edited) what ever.... it is in the part list now... that Is all I care about. lol cant survive without my runabout made from the Bonny. EDIT: well it is missing again... I think something else must be causing it to vanish. as nothing was changed about the part itself from when it was working to now. so I am at a loss as to why this part keeps vanishing. Edited October 25, 2016 by Bit Fiddler Link to comment Share on other sites More sharing options...
Ruedii Posted October 25, 2016 Share Posted October 25, 2016 On 10/22/2016 at 9:58 AM, linuxgurugamer said: There are nearly 300 parts in this. I'm a mother 2/3 of the way through. Other than bug fixes, this is at the opening of my list. I'm hoping (cross your fingers) to have an initial beta next weekend or so. It going well, but very tedious. Please wait until I release a 1.with beta Last count, about 25 or so. The count has dropped since antenna range isn't needed, what I dropped were the AR mm cfgs Also, when the is done, I'm moving on to the full LLL mod Do you have the needed work cataloged on the GitHub page's issue section. I might be able to make a few contributions if need be. We don't need to coordinate other than me dropping a few pull requests here and there. (I know what a pain coordinating can be, it's better to just utilize the pull request system.) Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 25, 2016 Share Posted October 25, 2016 8 minutes ago, Ruedii said: Do you have the needed work cataloged on the GitHub page's issue section. I might be able to make a few contributions if need be. We don't need to coordinate other than me dropping a few pull requests here and there. (I know what a pain coordinating can be, it's better to just utilize the pull request system.) It's all done, just reviewing. When I release, I'll upload to Github. I expect there to be issues, and will gratefully accept pulls at that time Thanks Link to comment Share on other sites More sharing options...
Bit Fiddler Posted October 26, 2016 Share Posted October 26, 2016 (edited) well since you are actively updating this mod as well. I have a request on this one as well. I would like a cargo ramp tail like this MK3 version but designed to match this "Goose" cockpit and passenger part. as well as a plain "Structural part" as in no details, no windows, just a hollow tube but with the texture and the black stripe and "flag" on it. lol and while I am at it the "snoopy" nose as well. could we get the texture on it so the black stripe will run the full length of the aircraft? also do you have the specs on that "flag"? what sort of flag would I need to make to have it fit on the side of the fuselage correctly? Edited October 26, 2016 by Bit Fiddler Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 6, 2016 Share Posted November 6, 2016 On 10/26/2016 at 11:51 AM, Bit Fiddler said: well since you are actively updating this mod as well. I have a request on this one as well. I would like a cargo ramp tail like this MK3 version but designed to match this "Goose" cockpit and passenger part. as well as a plain "Structural part" as in no details, no windows, just a hollow tube but with the texture and the black stripe and "flag" on it. lol and while I am at it the "snoopy" nose as well. could we get the texture on it so the black stripe will run the full length of the aircraft? also do you have the specs on that "flag"? what sort of flag would I need to make to have it fit on the side of the fuselage correctly? I'm maintaining, not creating. If someone would like to make a part, i'd be happy to include it. Sorry Link to comment Share on other sites More sharing options...
Bit Fiddler Posted November 6, 2016 Share Posted November 6, 2016 do you have the 3d mesh files? if you can send me the files so I can make things match up I will try. Link to comment Share on other sites More sharing options...
Deimos Rast Posted November 7, 2016 Share Posted November 7, 2016 On 11/6/2016 at 1:42 AM, Bit Fiddler said: do you have the 3d mesh files? if you can send me the files so I can make things match up I will try. https://github.com/Signatum/SXT This is the original Repo, but lacks what you're asking, sadly. Also, this conversation should probably be moved to the new thread. Link to comment Share on other sites More sharing options...
regulus Posted November 12, 2016 Share Posted November 12, 2016 So, I've never modded KSP before, but I really liked the yellow trucks. To try and get them back in KSP 1.2.1, I've hacked on the config files, and built something that actually works; albeit without the small yellow wheels. I simply removed the wheels from their housings, and created a 70% scale version of the stock TR-2L. Is it OK to distribute the resulting files? Alternatively, I could use git to create a patch file, which others could manually apply, in order to not redistribute others' work. Picture of resulting trucks; stock built-into-terrain version on left, modified physical version on right. Link to comment Share on other sites More sharing options...
Jiraiyah Posted November 26, 2016 Share Posted November 26, 2016 i have a question, does anyone know if ksc+++ (or as a mater of fact kerbin side itself) work in 1.2.1? thanks Link to comment Share on other sites More sharing options...
Sharpy Posted November 28, 2016 Share Posted November 28, 2016 (edited) Crossing the mountain pass west of KSC Completing Duna circumnavigation. Hauling parts for Gilly base Completing Gilly circumnavigation. The wheels definitely work, and work great. Big kudos to the authors. Edited November 28, 2016 by Sharpy Link to comment Share on other sites More sharing options...
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