Midnight Jade Posted November 2, 2014 Share Posted November 2, 2014 (edited) Thanks for bringing back the black texture, really love it ^^By the way, what does the DynamicTanks.dll and USI_Converter.dll do? I'm curious.Also, AVC now complains that Firespitter plugin is outdated (24.2) Edited November 2, 2014 by Midnight Jade Link to comment Share on other sites More sharing options...
Schmonzo Posted November 2, 2014 Share Posted November 2, 2014 okay, I think you forgot to put the .cfgs into a 'parts' folder (i.e. there is no 'parts' folder in this release), testing now with manual part folder... Link to comment Share on other sites More sharing options...
Midnight Jade Posted November 2, 2014 Share Posted November 2, 2014 okay, I think you forgot to put the .cfgs into a 'parts' folder (i.e. there is no 'parts' folder in this release), testing now with manual part folder...Wait what? No no, a Parts folder is not necessary. As long as a .cfg starts with a PART{ tag that will be defined as a part. The directory structure changed from the previous version. Did you delete the previous version before installing this one? Link to comment Share on other sites More sharing options...
Schmonzo Posted November 2, 2014 Share Posted November 2, 2014 Wait what? No no, a Parts folder is not necessary. As long as a .cfg starts with a PART{ tag that will be defined as a part. The directory structure changed from the previous version. Did you delete the previous version before installing this one?It's a fresh install (with other mods already activated), but yeah, including a 'parts' folder did not change anything... I guess I'll have to deactivate all the other mods and check if the problem is on my side... It just seems weird to me, because all the other USI mods work without problems... Link to comment Share on other sites More sharing options...
Midnight Jade Posted November 2, 2014 Share Posted November 2, 2014 (edited) It's a fresh install (with other mods already activated), but yeah, including a 'parts' folder did not change anything... I guess I'll have to deactivate all the other mods and check if the problem is on my side... It just seems weird to me, because all the other USI mods work without problems...I assume you included everything from the zip? ORSX, CommunityResourcePack, ModuleManager, etc?It's very weird, mine is working fine. Edited November 2, 2014 by Midnight Jade Link to comment Share on other sites More sharing options...
RoverDude Posted November 2, 2014 Author Share Posted November 2, 2014 There is no parts folder in this mod (but there are parts) - you just drop it's GameData in GameData like any other mod, no muss no fuss. Just be sure to (a) drop in ALL of the GameData folder, and ( don't move anything! RE FireSpitter, grab the latest DLL from the FireSpitter thread (btw both work as I just use this for animations). Link to comment Share on other sites More sharing options...
Midnight Jade Posted November 2, 2014 Share Posted November 2, 2014 RE FireSpitter, grab the latest DLL from the FireSpitter thread (btw both work as I just use this for animations).What about the plugins in USITools? What do they do? Are they for Karbonite extraction? Link to comment Share on other sites More sharing options...
RoverDude Posted November 2, 2014 Author Share Posted November 2, 2014 What about the plugins in USITools? What do they do? Are they for Karbonite extraction?000_USITools is shared library stuff. Link to comment Share on other sites More sharing options...
Schmonzo Posted November 2, 2014 Share Posted November 2, 2014 I just installed this on a completly new install and it works fine, so the problem is definatly on my end... sorry to have bothered you Link to comment Share on other sites More sharing options...
RoverDude Posted November 2, 2014 Author Share Posted November 2, 2014 No worries - glad it worked for you Link to comment Share on other sites More sharing options...
Ruedii Posted November 3, 2014 Share Posted November 3, 2014 the parts don't show up for me, anything special about this USI release regarding installation? Because all the other USI released work fine for me....Double check that you are installing correctly. The GameData folder in the pack is improperly capitalized as "Gamedata" which causes problems on case sensitive systems (Mac, Linux and some non-standard Windows setups.) Just move the contests of Gamedata to GameData and you should be good. Link to comment Share on other sites More sharing options...
AetherGoddess Posted November 3, 2014 Share Posted November 3, 2014 Double check that you are installing correctly. The GameData folder in the pack is improperly capitalized as "Gamedata" which causes problems on case sensitive systems (Mac, Linux and some non-standard Windows setups.) Just move the contests of Gamedata to GameData and you should be good.Quick FYI: Unity on Windows is Fully case sensitive. i found this out the hard way when playing with textures for my ART expansions. Link to comment Share on other sites More sharing options...
McD92 Posted November 3, 2014 Share Posted November 3, 2014 so excited for the airbags and DERP pod! i dont know how many lives were saved with those pods Link to comment Share on other sites More sharing options...
Serino Posted November 8, 2014 Share Posted November 8, 2014 Are the airbags crash tolerance listed correctly? The large one states it can withstand 750 m/s in my game but my probe turns into a pretty fireball when I tested a lithobrake on mun at only 300m/s. Link to comment Share on other sites More sharing options...
RoverDude Posted November 8, 2014 Author Share Posted November 8, 2014 You're likely experiencing force being transferred to your probe. These are not meant to be the sole way you stop your ship - they are generally rated for around 100m/s if you pack it right. Link to comment Share on other sites More sharing options...
Serino Posted November 9, 2014 Share Posted November 9, 2014 so it would be better to take it at 1/10th the stated impact tolerance then? just curious cause I was planning to use them similar to how the pathfinder was dropped for my MKS modules. Link to comment Share on other sites More sharing options...
RoverDude Posted November 9, 2014 Author Share Posted November 9, 2014 It's really all about ship design and the physics engine. the part itself may survive (crash tolerance), but the rest of your ship might be crushed. Kinda like dropping a steel safe full of glassware. Sure the safe is fine... whole different story for the contents.I've had some survive at 300m/s, some at 100 - a lot of it also is angle of impact, etc. - so generally 100 m/s or less is your safe zone. Link to comment Share on other sites More sharing options...
ExavierMacbeth Posted November 9, 2014 Share Posted November 9, 2014 I have to say I love the DERP Pods as it makes returning from missions where you want to leave everything in orbit alot easier to plan for.I have a request for the Airbags if its possible. Can you give (or make a set) that has Ablative Shielding for Deadly Renetry? Would be nice to be able to create an interlocking drop shield for some of the oddball payloads I try to launch, especially when I am trying to land a mining/converter/refuling rigs since they tend to be spread out (to prevent being top heavy), heavy (so I don't have to assemble them EVA style), and hard to cover with the normal DR heatshields. Link to comment Share on other sites More sharing options...
RoverDude Posted November 9, 2014 Author Share Posted November 9, 2014 Sure, throw me a github issue. Link to comment Share on other sites More sharing options...
ExavierMacbeth Posted November 9, 2014 Share Posted November 9, 2014 Issue Submitted Link to comment Share on other sites More sharing options...
Serino Posted November 9, 2014 Share Posted November 9, 2014 Wow that's a pretty large range, I know you don't have any control over that. Is there no equation that someone has found for how impact force is transfered to other parts? It would be unfortunate to crash a multi million dollar base because my angle was just a degree or two off when my deceleration rockets run out of fuel from trying to save mass and cost. Link to comment Share on other sites More sharing options...
RoverDude Posted November 10, 2014 Author Share Posted November 10, 2014 Wow that's a pretty large range, I know you don't have any control over that. Is there no equation that someone has found for how impact force is transfered to other parts? It would be unfortunate to crash a multi million dollar base because my angle was just a degree or two off when my deceleration rockets run out of fuel from trying to save mass and cost.Welcome to KSP Physics Link to comment Share on other sites More sharing options...
Serino Posted November 10, 2014 Share Posted November 10, 2014 lol yea been playing ksp for almost 2 years and could never get some of the mechanics but after almost 5 hours of crashing the same probe over and over to figure things out I think I have a solid idea on how impact force is distributed so far it seems that it is impact speed of part/5 transfered to all connected parts as impact speed for that partbasically if you hit the ground at 100 m/s then the part that is connected to it takes 20m/s as its impact speed and the part connected to that takes 4 m/s and so on and so on. if the part is destroyed then the parts "above" it seem to take extra impact force from the explosion but without concrete numbers I don't know how much. so theoretically one could run their probes into the ground at obscene speeds provided that they have enough between them and the ground to soak the m/s Link to comment Share on other sites More sharing options...
Jivaii Posted November 12, 2014 Share Posted November 12, 2014 RoverDude, when I'm trying to setup the DERP for an emergency escape system, what's the combination of activation sequences to use? Link to comment Share on other sites More sharing options...
RoverDude Posted November 12, 2014 Author Share Posted November 12, 2014 RoverDude, when I'm trying to setup the DERP for an emergency escape system, what's the combination of activation sequences to use?Just tie to the evac option. It will automatically fill each DERP with a Kerbal and jettison it. Link to comment Share on other sites More sharing options...
Recommended Posts