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[20.x]BobCat Ind. Release


BobCat

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The cage is upside down, the cross bars go against the DROP.

Place the "cage" first against the DROP. then the ASAS, then the RCS tanks moving outward on the nodes toward the open end.

The two smaller center nodes are for the ASAS and RCS The large Nodes are for the DROP and two meter launch vehicle.

The RCS tanks should be centered in the cage, if not flip the tanks over.

<a href="http://imgur.com/7qdQn"><img src="http://i.imgur.com/7qdQn.jpg" title="Hosted by imgur.com" alt="" /></a>

Nope, the bars will go red and unplaceable if i try to orient them like that on that end, but they're fine with that if i try on the door end :huh:

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Unfortunately there are too many optional configurations to try and post them all. I will post a demo file with default parts if that will help.

Oh, well there's all my problems solved :D

Also, what's the node on top of the RAT *intended* for?

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Oh, well there's all my problems solved :D

Also, what's the node on top of the RAT *intended* for?

I put that node there to allow players to make their own configurations. There are no parts in the plugin that are intended for the top node. It works well for a stock parachute to land on Eve or Duna without the DROP, but I'm sure you could think of a hundred other configurations. We wanted to make the mod useful in a variety of settings, even those we had not thought of originally.

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Nope, the bars will go red and unplaceable if i try to orient them like that on that end, but they're fine with that if i try on the door end :huh:

That means we screwed up on the collider mesh. It happens...

Until we fix that, connect the cage to the drop on the other open end, them flip it over and connect it to the correct end. That usually works in that situation.

Or for a temporary fix you could replace the attachRules line in the part.cfg with this line:

attachRules = 1,0,1,1,1

Or just use my demo craft file.

Sorry about that.

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Its basically a light tank/APC that has jump jets.

http://masseffect.wikia.com/wiki/M35_Mako

In the mean time I still have to master flying this thing before I'm comfortable sending one to the Mun, let alone Duna. :P

Cool about the Mako.

As far as learning to fly the Mk4, I recommend strapping on a parachute and going directly to Eve. :cool:

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Anyone else having an issue where after they click on option on the drive chassis (part with the wheels), such as "deploy wheels" the context menu disappears and right clicking doesn't work any more.

As a side note, restarting the flight, or going to map/space center and selecting another craft, then going back to the 'RAT' from the map will re-set this, so I can right click again. I get the same issue as above though, where the right click menu only comes up once.

The deets:

-KSP .17

-Win 7 64 bit/ATI/AMD hardware (latest drivers/updates all around). DX Diag below.

-A lot of mods/plugins (I'll post the list if needed, but I let this package over-write everything it needed to, save for Mech Jeb (I believe it wanted to install an older version)

My output log is about 60 megs so.... but this line shows up several thousand times...

NullReferenceException: Object reference not set to an instance of an object

at MuMechObliteratorGhost.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

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Anyone else having an issue where after they click on option on the drive chassis (part with the wheels), such as "deploy wheels" the context menu disappears and right clicking doesn't work any more.

As a side note, restarting the flight, or going to map/space center and selecting another craft, then going back to the 'RAT' from the map will re-set this, so I can right click again. I get the same issue as above though, where the right click menu only comes up once.

The deets:

-KSP .17

-Win 7 64 bit/ATI/AMD hardware (latest drivers/updates all around). DX Diag below.

-A lot of mods/plugins (I'll post the list if needed, but I let this package over-write everything it needed to, save for Mech Jeb (I believe it wanted to install an older version)

My output log is about 60 megs so.... but this line shows up several thousand times...

I suspect you might have another cart mod with a different DLL file loaded.

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I really like the new car, but it's a headache arm it with all its features. Many times the ties do not bind. And sometimes bind if you only are placed in the correct order.

Personally I prefer a cabin without hatch animated, as it is difficult to get inside the vehicle.

Anyway, it's great!

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I really like the new car, but it's a headache arm it with all its features. Many times the ties do not bind. And sometimes bind if you only are placed in the correct order.

Personally I prefer a cabin without hatch animated, as it is difficult to get inside the vehicle.

Anyway, it's great!

Read the Field Guide. We can't control the bugs in the game so you must construct the Mk4 in a certain order, it's a game issue outlined in the Field Guide and an issue for many mods that have different local "up" axis nodes. It is easily resolved by construction order.

If they every fix the node issue the special construction order won't be required.

The animated hatch doesn't change how you get in the vehicle, in fact you can get in with the hatch closed. It only prevents you from getting out if it's closed. Boarding is simply a bit more difficult when the boarding area is under your feet.

Enjoy!

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Hey, i got "Hatch is obstructed" Why?

Because you have to open the hatch to get out. :)

Oops, it looks like you did. I don't know, we've not gotten that error before.

Can you send me some debug info?

Edited by CrashnBurn
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