goldenpsp Posted October 3, 2014 Share Posted October 3, 2014 Fans were probably reversed because we finally fixed the orientation issue. Not sure why you'd have that issue, but I will take a lookI can provide the craft files if they help.I should be going to bed (gotta be up at 0630) but I'm playing with the MKS modules. Had what I think was a good idea. You're excellent mods may turn me into a modder. Quote Link to comment Share on other sites More sharing options...
LuckyPow Posted October 3, 2014 Share Posted October 3, 2014 Dude, your mods are great! thanks! i really enjoy it, and i hope u will make smth like that, but for rovers. RackRat is awesome, but i want a little more. Keep it up) Quote Link to comment Share on other sites More sharing options...
prioronion Posted October 4, 2014 Share Posted October 4, 2014 Can you help me i keep getting this error upon loading NullReferenceException: Object reference not set to an instance of an object it's referencing loading the umbraspaceindustries mods Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 4, 2014 Author Share Posted October 4, 2014 I can provide the craft files if they help.I should be going to bed (gotta be up at 0630) but I'm playing with the MKS modules. Had what I think was a good idea. You're excellent mods may turn me into a modder.Awesome And let me know how things work out for youDude, your mods are great! thanks! i really enjoy it, and i hope u will make smth like that, but for rovers. RackRat is awesome, but i want a little more. Keep it up)What more do you wish to have? Can you help me i keep getting this error upon loading NullReferenceException: Object reference not set to an instance of an object it's referencing loading the umbraspaceindustries modsAs noted in other thread, usually a bad install.My recommendation is to start with a clean KSP (just back up your stuff) and start with the USI bits then go from there re-adding things in. Quote Link to comment Share on other sites More sharing options...
Screaming Candle Posted October 4, 2014 Share Posted October 4, 2014 Hey. Loving the addition to gameplay with all the USI parts. However, I can't get a ratpack assembled out of the crates. When I try to attach the front end to the ground pylon it ALWAYS puts the part on upside down. Any pointers? Thanks.SC Quote Link to comment Share on other sites More sharing options...
AetherGoddess Posted October 4, 2014 Share Posted October 4, 2014 Hey. Loving the addition to gameplay with all the USI parts. However, I can't get a ratpack assembled out of the crates. When I try to attach the front end to the ground pylon it ALWAYS puts the part on upside down. Any pointers? Thanks.SCuse B and N to roate the part before it's attached, then use Alt B and Alt N to rotate it the other way Quote Link to comment Share on other sites More sharing options...
Screaming Candle Posted October 4, 2014 Share Posted October 4, 2014 use B and N to roate the part before it's attached, then use Alt B and Alt N to rotate it the other wayI'm playing now and I'll give this a shot! Thanks. Quote Link to comment Share on other sites More sharing options...
Screaming Candle Posted October 4, 2014 Share Posted October 4, 2014 That worked a treat! Thanks! Quote Link to comment Share on other sites More sharing options...
LuckyPow Posted October 4, 2014 Share Posted October 4, 2014 I need wheels. More wheels!) Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 5, 2014 Author Share Posted October 5, 2014 No wheels, but I'll give you this... Quote Link to comment Share on other sites More sharing options...
Entropius Posted October 5, 2014 Share Posted October 5, 2014 I think I found a bug.Javascript is disabled. View full albumUSI Exploration pack's manned command pods (all 3 of them) seem to suffer from some confusion when the command pod is not the root-part. In my screenshots, the root part is the probe-core (to which the front girder-leg attaches to). Quote Link to comment Share on other sites More sharing options...
sober667 Posted October 6, 2014 Share Posted October 6, 2014 I think I found a bug.http://imgur.com/a/FScHKUSI Exploration pack's manned command pods (all 3 of them) seem to suffer from some confusion when the command pod is not the root-part. In my screenshots, the root part is the probe-core (to which the front girder-leg attaches to).confirm i placed 2 of them one to ech other and both had same IVA Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 6, 2014 Author Share Posted October 6, 2014 Yep, aware of this. On my list Quote Link to comment Share on other sites More sharing options...
Entropius Posted October 6, 2014 Share Posted October 6, 2014 Yep, aware of this. On my list Awesome. By the way, I love the mod. If I might be so bold, there's a feature suggestion I like to offer in case the idea hasn't been considered yet: Give the ducted fans action-group options for "toggle hover" (locking you to a radar altitude), and "increase height" and "decrease height".B9 has a VTOL engine called the Engine_VA1 that does this, and I love it, but I'm pretty sure that hover functionality came from Firespitter, which is already a dependency for USI Exploration. Or at least I see such functionality noted in this Firespitter document. As best as I can tell, the hover function works by rapidly turning on/off the engine depending on your height relative to the target height (since it doesn't appear to work via throttling).Just an idea… maybe not a great one. It might cause me to crash fewer craft using those ducted engines though. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted October 6, 2014 Share Posted October 6, 2014 Awesome. By the way, I love the mod. If I might be so bold, there's a feature suggestion I like to offer in case the idea hasn't been considered yet: Give the ducted fans action-group options for "toggle hover" (locking you to a radar altitude), and "increase height" and "decrease height".B9 has a VTOL engine called the Engine_VA1 that does this, and I love it, but I'm pretty sure that hover functionality came from Firespitter, which is already a dependency for USI Exploration. Or at least I see such functionality noted in this Firespitter document. As best as I can tell, the hover function works by rapidly turning on/off the engine depending on your height relative to the target height (since it doesn't appear to work via throttling).Just an idea… maybe not a great one. It might cause me to crash fewer craft using those ducted engines though.From the last update announcement a few pages back0.2.1 is up!Download via the USI Catalog Page. All USI mods are updated at once, so for your convenience there is also an all-in-one pack on DropBox that includes all of the goodness in one package.Synced ORSX/CRP changesAdded the HERP command bubble and Jumpseat pods!FAR/NEAR supportEngine tweaks for the ducted fan enginesDRE supportATM supportBetter packrat wheels!FireSpitter Hover Mode!Corrected model for ducted fan (transform issues)Switched to latest USI DLLsSwitched to ORSX and new CRPThe PackRat has been adjusted again - be careful, old ones may have bees.Updated RDS cage (3.75m) with matching fairingsDucted fans have attachment nodes and should play symmetry better Quote Link to comment Share on other sites More sharing options...
Entropius Posted October 6, 2014 Share Posted October 6, 2014 From the last update announcement a few pages backOh man, I haven't tried to use them since that update apparently and it does exactly what I wanted already. All hail Rover Dude! Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 6, 2014 Author Share Posted October 6, 2014 Oh man, I haven't tried to use them since that update apparently and it does exactly what I wanted already. All hail Rover Dude!Easiest feature request evar. Quote Link to comment Share on other sites More sharing options...
JedTech Posted October 6, 2014 Share Posted October 6, 2014 Trying to understand how to best utilize the fan motors. It is stated that they are tied to the RCS system. Does that mean I should turn RCS on as I fly? Do the engines increase or decrease their thrust in order to keep me at my desired attitude? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 6, 2014 Author Share Posted October 6, 2014 Trying to understand how to best utilize the fan motors. It is stated that they are tied to the RCS system. Does that mean I should turn RCS on as I fly? Do the engines increase or decrease their thrust in order to keep me at my desired attitude?Yes, turn on RCS. They will make you have one shockingly nimble little ship. Quote Link to comment Share on other sites More sharing options...
JedTech Posted October 6, 2014 Share Posted October 6, 2014 Yes, turn on RCS. They will make you have one shockingly nimble little ship.Do I have to activate any thing on the motor themselves? Will I see thrust values changing as the motor makes RCS compensations? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 7, 2014 Author Share Posted October 7, 2014 Do I have to activate any thing on the motor themselves? Will I see thrust values changing as the motor makes RCS compensations?Nope - you still use the engines as thrust if you want - the RCS is separate. Think of a regular engine with RCS blocks attached. Now smash that into one part. Same thing Quote Link to comment Share on other sites More sharing options...
Tassyr Posted October 7, 2014 Share Posted October 7, 2014 (edited) So I grabbed this and am experimenting with the fans. I'm trying to make something that I've been trying to make for a long time, but I need to know if it'll work.1) does this fly on Duna/Eve?2) when it comes to hovering/motion; how do I keep it from flipping around? I've got it set up perfectly symmetrical (4x) and it loves to veer off and flip around like a top at random.3) Is RCS REQUIRED to be active for it to do things?4) ... How do I propel it forward then?AKA: HELP! XD[edit] Now that I figured out what I was doing wrong, the only bit I need is confirmation that it'd work on duna and/or eve. XDJavascript is disabled. View full album Edited October 7, 2014 by Tassyr Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 7, 2014 Author Share Posted October 7, 2014 So I grabbed this and am experimenting with the fans. I'm trying to make something that I've been trying to make for a long time, but I need to know if it'll work.1) does this fly on Duna/Eve?2) when it comes to hovering/motion; how do I keep it from flipping around? I've got it set up perfectly symmetrical (4x) and it loves to veer off and flip around like a top at random.3) Is RCS REQUIRED to be active for it to do things?4) ... How do I propel it forward then?AKA: HELP! XD[edit] Now that I figured out what I was doing wrong, the only bit I need is confirmation that it'd work on duna and/or eve. XDhttp://imgur.com/a/al9hfYes, it will work on Duna and Eve. Quote Link to comment Share on other sites More sharing options...
merlinux Posted October 7, 2014 Share Posted October 7, 2014 (edited) 1) does this fly on Duna/Eve?If an engine uses 'intake atm' instead of 'intake air', when you look at its description in the vab, it will work with any atmosphere whatever its composition.2) when it comes to hovering/motion; how do I keep it from flipping around? I've got it set up perfectly symmetrical (4x) and it loves to veer off and flip around like a top at randomI havent updated this mod in the last 2 weeks so my judgement might be obsolete. However it seems to me your craft is very over powered. You probably need only 2 on the engines.If it flips, make sure it is balanced properly. Also flying such a craft is very hard... Akin choppers, and it takes a while to know how to fly them. Edited October 7, 2014 by merlinux Quote Link to comment Share on other sites More sharing options...
Tassyr Posted October 7, 2014 Share Posted October 7, 2014 (edited) If an engine uses 'intake atm' instead of 'intake air', when you look at its description in the vab, it will work with any atmosphere whatever its composition.I havent updated this mod in the last 2 weeks so my judgement might be obsolete. However it seems to me your craft is very over powered. You probably need only 2 on the engines.If it flips, make sure it is balanced properly. Also flying such a craft is very hard... Akin choppers, and it takes a while to know how to fly them.Actually I THINK I've got the hang of flying it. And yeah, I know it's stupidly overpowered but I have this thing. Anything worth doing is worth overdoing. (And I have yet to attach the science and transmission suites)Also Duna has an amazingly thing atmostphere and I want to be sure as hell that it won't just drop through to the ground like a freaking rock. Edited October 7, 2014 by Tassyr Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.