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[1.0.5] FASA 5.44


frizzank

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Anyone else having an issue with the LEM and not being able to EVA any kerbals out of it? I keep getting the hatch obstructed message.

I understand this is probably due to the unity update, but any ideas for a quick workaround?

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21 minutes ago, Qwarkk said:

Anyone else having an issue with the LEM and not being able to EVA any kerbals out of it? I keep getting the hatch obstructed message.

I understand this is probably due to the unity update, but any ideas for a quick workaround?

It seems to work for me if I go IVA and open the internal hatch. Then I can EVA just fine

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11 hours ago, maybach123 said:

so ummm waiting for the official update as its buggy in 1.1.2 :/ 

 

As designed....
But seriously its the Lem landing legs.  New KSP uses a new method for landing legs so yea just dont use the fasa ones....

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On 01/06/2016 at 2:57 PM, maybach123 said:

so ummm waiting for the official update as its buggy in 1.1.2 :/ 

wguKdXm.png

I solve this bug replacing in the Nova with the subassemble of the Saturn... the bug on LEM separation persists but now at least the bug on the pad has been solved.

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Soooo..... Is anyone planning to update this mod to 1.1.2 anytime soon? I don't mean to give frizzank a bad rap. This mod is amazing; I mean talk about modeling! But I would like to see this mod in the current version of KSP. This mod is just too good to be bugge3d out in the updated version.:(

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2 hours ago, MightyMan1133 said:

Soooo..... Is anyone planning to update this mod to 1.1.2 anytime soon? I don't mean to give frizzank a bad rap. This mod is amazing; I mean talk about modeling! But I would like to see this mod in the current version of KSP. This mod is just too good to be bugge3d out in the updated version.:(

For me its the best mod of the KSP

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7 hours ago, MightyMan1133 said:

Soooo..... Is anyone planning to update this mod to 1.1.2 anytime soon? I don't mean to give frizzank a bad rap. This mod is amazing; I mean talk about modeling! But I would like to see this mod in the current version of KSP. This mod is just too good to be bugge3d out in the updated version.:(

The vast majority of the mod works in 1.1.2. The only things that actually need substantial updating are the LM Landing legs and the landing gear for Winged Gemini (and the Gemini lander legs, though I haven't played around with them to know that for sure).

And in those cases, they aren't likely to be updated until after 1.2 at least, as the modules governing landing gear/legs now is broken at best and needs fixing (on Unity's part).

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18 minutes ago, species said:

ok that means ill have to build my own LEM.  I have a huge problem tho with finding any engines with adjustable thrust that are configured for RO/RSS :/

The LEM engines still work..? Just don't use the landing legs.

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well the thrust exhaust is above the engine for me :D both for ascent and descent engine, im sorry but it breaks immersion for me :(

 

edit - is that just me? I reinstalled twice Oo

Edited by species
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9 hours ago, G'th said:

The vast majority of the mod works in 1.1.2. The only things that actually need substantial updating are the LM Landing legs and the landing gear for Winged Gemini (and the Gemini lander legs, though I haven't played around with them to know that for sure).

And in those cases, they aren't likely to be updated until after 1.2 at least, as the modules governing landing gear/legs now is broken at best and needs fixing (on Unity's part).

 
 
 

Would anyone know how to fix that bug? Like replacing the landing legs? 

PS. All hail the United Russian Socialist Republic...the_u_r_s_r__united_russian_socialist_re

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7 hours ago, MightyMan1133 said:

Would anyone know how to fix that bug? Like replacing the landing legs? 

PS. All hail the United Russian Socialist Republic...the_u_r_s_r__united_russian_socialist_re

Legs need some reworking.  Not just the config file, but the Unity hierarchy and which objects and transforms exist need to change.  And that's just so it can use the new modules.  Then tuning it so it's not absurd starts.  And there's a few legs.

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^ That.

In the mean time, I recommend using the legs in AIES Aerospace as a temporary lookalike. Theres a fix for them in the thread for it, and it really doesn't look that off (aside from what i had to do to make it functional gameplay wise anyway:

QLuh8Td.png

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53 minutes ago, G'th said:

In the mean time, I recommend using the legs in AIES Aerospace as a temporary lookalike. Theres a fix for them in the thread for it, and it really doesn't look that off (aside from what i had to do to make it functional gameplay wise anyway:

Ooph I feel like those SEP lockers fit in so nicely. I didn't ever think to see how they looked with the FASA LEM.

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34 minutes ago, Nucluer said:

Not asking for and update 

But what will have to be done to update FASA to 1.1.2 

All the legs need rebuilding as far as hierarchy, colliders, wheel effects etc in Unity then in the config.  This is quite a bit of work, and not having the original files makes it harder.  You can rip open a .mu file, get what's needed rebuild, but it's a long way from the easiest way to do that.  Trust me, I tried.  I have non-exploding but non functioning LEM legs to prove it.  Legs are complicated enough in 1.1 without the extra work of reverse engineering the stuff you need from a compiled part.

There's probably some parts using non-convex colliders.  Pre1.1 they were often used for decouplers and fairings.  But KSP's Unity5 collision system doesn't like them.  There's a bit of work finding which parts they are and building colliders for those.  That's not a huge deal, but again, a lot easier to both find them (look at the Convex tick box for the collider) in the original Unity files, and to incorporate new colliders.  The real difference with patching those is just having the original part.  The collider will need to be made from scratch anyway.  But finding them would be heaps easier with the Unity objects.

There may be some other smaller tweaks.  I can't remember there being any wheels.  And I don't think there's custom modules apart from the reflection shader.

Existing engines _should_ work, the only change was to add gimbal options I think, but not declaring those options works to make the old parts compatible.  I can't really comment on how it'd work in Realism Overhaul.

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