RoverDude Posted March 19, 2021 Author Share Posted March 19, 2021 2 hours ago, goldenpsp said: Is the "new" stock inventory compatible Packrat out yet? I haven't seen a new release posted. Constellation pre-release has this sorted. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted March 22, 2021 Share Posted March 22, 2021 On 3/19/2021 at 5:59 PM, RoverDude said: Constellation pre-release has this sorted. Oh snap! I didn't realize there was a new pre-release out. Quote Link to comment Share on other sites More sharing options...
DaveyJ576 Posted April 28, 2021 Share Posted April 28, 2021 I wanted to pass on my compliments for a brilliant mod. The rover is fantastic and fun to drive. I disable the steering for the rear wheels and that prevents potentially problematic super-tight turns. It is still pretty nimble without the rear steering. I ran it around KSC and took it over to LC-34. There is an earthen ramp there meant to protect some fuel tanks. I used to to catch some air with the rover! There thing is practically indestructable. I have only one minor quibble: I am on 1.10 and using KAS to assemble the two frame pieces and it proved quite frustrating to get them to line up properly at the right node. It required a great deal of manipulation, but I eventually got it once I figured out how to shift the nodes around. The rest of the rover assembled like a dream. One more minor observation: do the science packs actually hold anything? If so I couldn’t figure out how to open their inventory. Thanks again for the great work! Quote Link to comment Share on other sites More sharing options...
Grimmas Posted April 28, 2021 Share Posted April 28, 2021 (edited) I'm a bit confused by the terminology. Science pack? In Exploration Pack's latest version there is a 'science pack' which is a collection of 12 new experiments. They do not hold any inventory. If you mean the "A cardboard box stuffed with science" those are actually from another mod (Sounding Rockets) and they are also simply new experiments. Older versions of Exploration Pack had just one experiment IIRC (the data camera) but I don't recall a science pack there either... Edit: if you mean the old "science crate" that's just another experiment storage container like the stock Experiment Storage Unit. Edited April 28, 2021 by Grimmas Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted April 28, 2021 Share Posted April 28, 2021 47 minutes ago, DaveyJ576 said: I am on 1.10 and using KAS to assemble the two frame pieces and it proved quite frustrating to get them to line up properly at the right node. It required a great deal of manipulation, but I eventually got it once I figured out how to shift the nodes around. The rest of the rover assembled like a dream. The new version of the packrat (WIP) can be assembled with stock EVA assembly. FYI Quote Link to comment Share on other sites More sharing options...
DaveyJ576 Posted April 28, 2021 Share Posted April 28, 2021 17 hours ago, Grimmas said: I'm a bit confused by the terminology. Science pack? In Exploration Pack's latest version there is a 'science pack' which is a collection of 12 new experiments. They do not hold any inventory. If you mean the "A cardboard box stuffed with science" those are actually from another mod (Sounding Rockets) and they are also simply new experiments. Older versions of Exploration Pack had just one experiment IIRC (the data camera) but I don't recall a science pack there either... Edit: if you mean the old "science crate" that's just another experiment storage container like the stock Experiment Storage Unit. I apologize if I was not clear. I meant the experiment storage lockers. The tan colored ones. How are they used? Quote Link to comment Share on other sites More sharing options...
Grimmas Posted April 28, 2021 Share Posted April 28, 2021 Well, I'm stumped. Pretty sure there's no such part as an 'experiment storage locker' in any version of any USI mod I'm familiar with, apart from what I listed above. Maybe it's from another mod? Quote Link to comment Share on other sites More sharing options...
modus Posted April 28, 2021 Share Posted April 28, 2021 Maybe a screenshot would help. Quote Link to comment Share on other sites More sharing options...
DaveyJ576 Posted April 28, 2021 Share Posted April 28, 2021 11 minutes ago, Grimmas said: Well, I'm stumped. Pretty sure there's no such part as an 'experiment storage locker' in any version of any USI mod I'm familiar with, apart from what I listed above. Maybe it's from another mod? There are pictures of it on the first and second pages of this thread, mounted to the back of the Packrat rover. They are mentioned in the OP. Quote Link to comment Share on other sites More sharing options...
Grimmas Posted April 28, 2021 Share Posted April 28, 2021 30 minutes ago, DaveyJ576 said: There are pictures of it on the first and second pages of this thread, mounted to the back of the Packrat rover. They are mentioned in the OP. If you mean the one from the video then yea, that would be the science crate I mentioned in my previous post. It doesn't exist in the current pre-release of USI but it still exists in the old 1.4.0 version. 20 hours ago, Grimmas said: Edit: if you mean the old "science crate" that's just another experiment storage container like the stock Experiment Storage Unit. Works exactly like the stock part - use its PAW in flight to collect all science experiments' results in one place after running some experiments. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 28, 2021 Author Share Posted April 28, 2021 No more science crate, but there are new storage bits that work with the stock inventory system. Quote Link to comment Share on other sites More sharing options...
DaveyJ576 Posted April 28, 2021 Share Posted April 28, 2021 Part of the confusion may come from the fact that I am running 1.10. CKAN downloaded the compatible version which apparently has the original Packrat. I didn’t realize that until today. Anyway, I still love the mod. The Packrat is awesome! Quote Link to comment Share on other sites More sharing options...
Grimmas Posted April 28, 2021 Share Posted April 28, 2021 Nah, the new stuff hasn't really been released and isn't on CKAN yet. But you can check it out in the constellation download from Github. The new packrat is pretty cool too and has way more parts. Btw the thing about disabling steering on the rear wheels - I do this on every rover I build, no matter if stock or modded. Helps a lot with stability. Adjusting the traction and friction and spring/dampening settings manually can help too (and helps getting up inclines). Quote Link to comment Share on other sites More sharing options...
stk2008 Posted April 29, 2021 Share Posted April 29, 2021 Hmmm I assume the latest consellation will not work right on 1.10.1? Is there a consellation version for 1.10? Thanks Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 29, 2021 Author Share Posted April 29, 2021 9 minutes ago, stk2008 said: Hmmm I assume the latest consellation will not work right on 1.10.1? Is there a consellation version for 1.10? Thanks If you mean one with the latest goodies, no. Quote Link to comment Share on other sites More sharing options...
stk2008 Posted April 29, 2021 Share Posted April 29, 2021 Yep thats what I meant... Ah ok no problem thanks for replying Quote Link to comment Share on other sites More sharing options...
tofof Posted May 31, 2021 Share Posted May 31, 2021 On 4/16/2019 at 1:55 AM, ChrisF0001 said: I think I worked around it with this MM patch: @PART[AES_RCS] { !MODULE[ModuleRCS] {} EFFECTS { running { AUDIO_MULTI_POOL { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.02 0.1 volume = 0.5 0.1 volume = 1.0 0.1 pitch = 0.0 0.75 pitch = 1.0 1.5 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_small transformName = RCSTransform emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } MODULE { name = ModuleRCSFX stagingEnabled = False thrusterTransformName = RCSTransform thrusterPower = 0.25 resourceName = MonoPropellant resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = running atmosphereCurve { key = 0 240 key = 1 100 key = 4 0.001 } } } ...It's been a while though, so I can make no guarantees! ...In fact, since I can't remember which versions of KSP and USI caused this, you may need to do something different. In any case, find the effects module from a thruster that's working, patch it over the affected one like so, and hopefully it will work! I can confirm for anyone looking in 2021 (ksp 1.11.2, usi exploration 1.4.0) that yes, this patch fixes the bug of RCS thrust plumes visually going the opposite direction expected, and it tones down the plumes to be actual reasonable sizes. Just save this text to a .cfg file anywhere inside GameData and you're all set. Thanks for this, @ChrisF0001. Quote Link to comment Share on other sites More sharing options...
Kerbinidiel Posted June 9, 2021 Share Posted June 9, 2021 i'm happy to see this usefull mod updated, but i've seen the missing parachute on "Derp" pod. i've added the "parachute module" into the cfg of one previous release, and it works... quite works: it can be deployed but with the weird problem as in previous versions... the parachute seems to be deployed in "horizontal" i've asked an year ago if something can be done, and the only thing i've seen in this updated release is the erased parachute module... so, is there any way to mod the parachute module to obtain a fully functional Derp pod? Quote Link to comment Share on other sites More sharing options...
Kerbinidiel Posted June 10, 2021 Share Posted June 10, 2021 another thing: i'm trying to create another "inline inflatable float" with 0,625m diameter i've copied the "small float" cfg, i've managed inside (maybe with wrong values, i think it will be 0,3m diameter) for creating a "micro float", saved the cfg as "USI_Float_06" (asdefault there are only 5 part cfg) i've updated the patches cfg... but inside the game cant find the new part... i missed something? Quote Link to comment Share on other sites More sharing options...
Crimor Posted August 19, 2021 Share Posted August 19, 2021 Can't remember my github password right now so it's gonna have to be this way: The microduct fan starts with elPart instead of Part, making it obviously not exist. https://github.com/UmbraSpaceIndustries/ExplorationPack/blob/master/FOR_RELEASE/GameData/UmbraSpaceIndustries/ExpPack/AES/AES_DuctedFan.cfg Quote Link to comment Share on other sites More sharing options...
g_BonE Posted October 4, 2021 Share Posted October 4, 2021 The PackRat v2 included in yesterdays USI BleedingEdge release pack seems to have an untextured (all white) seat. Is there something i can do to fix it? Maybe copy a texture from the old PackRat ? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 4, 2021 Author Share Posted October 4, 2021 4 minutes ago, g_BonE said: The PackRat v2 included in yesterdays USI BleedingEdge release pack seems to have an untextured (all white) seat. Is there something i can do to fix it? Maybe copy a texture from the old PackRat ? Likely you just need the texture from the stock command seat Quote Link to comment Share on other sites More sharing options...
OrdinaryKerman Posted October 5, 2021 Share Posted October 5, 2021 (edited) What are the Imaging Science and Infrared Spectrometer experiments based on? Edited October 5, 2021 by OrdinaryKerman Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 5, 2021 Author Share Posted October 5, 2021 7 minutes ago, OrdinaryKerman said: What are the Imaging Science and Infrared Spectrometer experiments based on? Voyager Quote Link to comment Share on other sites More sharing options...
voicey99 Posted October 8, 2021 Share Posted October 8, 2021 On 8/19/2021 at 10:28 PM, Crimor said: Can't remember my github password right now so it's gonna have to be this way: The microduct fan starts with elPart instead of Part, making it obviously not exist. https://github.com/UmbraSpaceIndustries/ExplorationPack/blob/master/FOR_RELEASE/GameData/UmbraSpaceIndustries/ExpPack/AES/AES_DuctedFan.cfg I spent quite a while tracking down and fixing this issue myself today, and on removing the "el", the part appears and functions perfectly normally as it always has done. I don't understand why this change was made, since it doesn't seem to serve a purpose and has no changelog entry in either the folder or the git. Was it intentionally disabled (weird way to do it, and for an unknown reason?), some new syntax that didn't work (exclusively done on this part?) or was it just an error (but being the only edit to the file?) that somehow made it all the way to release and wasn't spotted for over a year (I assume the issue the person from a couple of pages back had with being unable to find the fan was this). Maybe RD could shed some light on this oddity? Quote Link to comment Share on other sites More sharing options...
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