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Release: BobCat Ind. Space&Planet products


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The question is the author or caretaker going to bother updating it or is it going to be community fixes, remember that 1.03 is right around the corner which could bring another round of issues. To be honest most of Bobcats stuff is well out of date and each update brings more problems perhaps its time to put them to bed.

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Theoretically, you'd 'simply' need to change the rotation of one gameobject of the part. If this will actually solve the problem, is not clear, but I will have a look at this tomorrow. I have plans for updating this to 1.0 (I know I've already said that on the Community ISS thread, but another person gave me the impression that he would be getting that alone, so I didn't bother with that anymore :P ). Wait and see. ;)

I'll keep checking in. :) Would be really nice if the fix for the gimbaling is as simple as you think it is.

The question is the author or caretaker going to bother updating it or is it going to be community fixes, remember that 1.03 is right around the corner which could bring another round of issues. To be honest most of Bobcats stuff is well out of date and each update brings more problems perhaps its time to put them to bed.

Since KSP is technically in release, I'd have to think that the updates Squad puts out from this point on would have less of an impact on most mods (especially parts mods). I mean, I can understand major changes during the alpha and beta testing phases. I can even understand some serious changes between 0.9 and 1.0. But any major changes they make during release have a higher risk of causing problems that you don't really want to see in a released product.

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The question is the author or caretaker going to bother updating it or is it going to be community fixes, remember that 1.03 is right around the corner which could bring another round of issues. To be honest most of Bobcats stuff is well out of date and each update brings more problems perhaps its time to put them to bed.

I agree however they can't go until there are proper mods to replace them. Bobcats stuff is awesome because they look good, function in game, and have a low memory footprint. So there is a large section of the community that want Soyuz, Mir, basically the soviet pack. However the alternative are too stockalike or so high fidelity that you need a 64 Linux box to get them to work. They are beautiful but let's be real the average ksp player wants it for utility and bobcat had a great combination of both. There isn't enough real world infrastructure in game anymore. We need these things. Everyone makes space stations model their shape off of the ISS, yet it's a struggle to get support for the real ISS pack. Everyone loves the Soyuz and Orion and models their ships off of them but there is no love or support for the actually models. So it is disheartening. Maybe they have to die for someone to start their own. Idk.

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Short of messing with the actual meshes and textures, is there any way to trim a part? Specifically, in the American Pack, the Orion Service Module, Ares V main tank, and both parts of the Altair lander, the engines are combined with the rest of the part. Without actually changing the texture/model/mesh files, is there a way to create a part that crops out the engine. So I could create two parts from the existing models? For instance, create one part that is just the Ares V main tank and a second part that is just the Ares V main engines, all based off the one set of meshes/textures that currently exist for main tank?

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Maybe need lookinng to near future? I think many mods in U5 stop work good. And big part mods in U5 need remake.

Hey BobCat,

I've always admired your stuff, but started playing too late to really use it.

Any chance you are going to update in the near future?

Thanks

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I adapted the part.fcg shares configuration files by modifying the "node definitions."

This is the "Up Y" that must sometimes change the sign.

For example Buran shuttle

Part Buran_avionicsection :

node_stack_bottom = 0.0, -0.4464045, 0.0, 0.0, -1.0, 0.0,2

Part Buran_cargosection_door :

node_stack_door = 0.0, -3.0, 0.0, 0.0, -1.0, 0.0,2

Part Buran_cargosection1 :

node_stack_top = 0.0, 3.137035, -0.4077612, 0.0, -1.0, 0.0,2

node_stack_bottom = 0.0, -2.774646, -0.4077612, 0.0, -1.0, 0.0,2

Part Buran_cargosection2 :

node_stack_bottom = 0.0, -2.827363, -0.4077612, 0.0, -1.0, 0.0,2

Part Buran_jet_engine :

node_stack_jet = 0.0, 0.222462, -3, 0.0, -1.0, 0.0,2

Part Buran_LWsection

node_attach = 1.267047, 0.0, 0.0, -1.0, 0.0, 0.0

node_stack_side = 1.267047, 0.0, 0.0, 0.0, -1.0, 0.0, 2

Part Buran_rcssection :

node_stack_bottom = 0.0, -0.9800719, 0.0, 0.0, -1.0, 0.0,2

Part Buran_RWsection :

node_stack_side = -1.267047, 0.0, 0.0, 0.0, -1.0, 0.0, 2

I have not been able to adapt and share Buran_tailsection Buran_tailcontrol replaced by Squad \ Parts \ Aero \ shuttleWings

No way to adapt the Romfarer_RoboticArmBuran either

I did the same for the elements of the Soyuz, Progress, Dragon, Cygnus, ATV and the ISS parts.

Edited by MarrouxIsBack
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I adapted the part.fcg shares configuration files by modifying the "node definitions."

This is the "Up Y" that must sometimes change the sign.

For example Buran shuttle

Part Buran_avionicsection :

node_stack_bottom = 0.0, -0.4464045, 0.0, 0.0, -1.0, 0.0,2

Part Buran_cargosection_door :

node_stack_door = 0.0, -3.0, 0.0, 0.0, -1.0, 0.0,2

Part Buran_cargosection1 :

node_stack_top = 0.0, 3.137035, -0.4077612, 0.0, -1.0, 0.0,2

node_stack_bottom = 0.0, -2.774646, -0.4077612, 0.0, -1.0, 0.0,2

Part Buran_cargosection2 :

node_stack_bottom = 0.0, -2.827363, -0.4077612, 0.0, -1.0, 0.0,2

Part Buran_jet_engine :

node_stack_jet = 0.0, 0.222462, -3, 0.0, -1.0, 0.0,2

Part Buran_LWsection

node_attach = 1.267047, 0.0, 0.0, -1.0, 0.0, 0.0

node_stack_side = 1.267047, 0.0, 0.0, 0.0, -1.0, 0.0, 2

Part Buran_rcssection :

node_stack_bottom = 0.0, -0.9800719, 0.0, 0.0, -1.0, 0.0,2

Part Buran_RWsection :

node_stack_side = -1.267047, 0.0, 0.0, 0.0, -1.0, 0.0, 2

I have not been able to adapt and share Buran_tailsection Buran_tailcontrol replaced by Squad \ Parts \ Aero \ shuttleWings

No way to adapt the Romfarer_RoboticArmBuran either

I did the same for the elements of the Soyuz, Progress, Dragon, Cygnus, ATV and the ISS parts.

Did you fix the error that spamming the log on the solar panels ?

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LJbknEi.png

was there a plan to add a mid deck for the buran. if you still pan to make some time i the far future could i recommend that it is done Ptichka stile

cigarette but and all. YbHXFCn.png

Edited by crunch
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is there a way to download all of the soviet pack stuff in 1 file?

- - - Updated - - -

also does this mod work with 1.0.4?

1. no. but a long time ago (2014) you could download the pack in one go, but sadly that is a thing of the past. :(

2. No not yet, from what i know/think bobcat (the mod pack creator) is quite busy and we are not shore when he will able to get around to it.

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Hey

It is possible to fly with most BobCat 's creations by modifying the "node definitions" in file part.cfg (see above)

Proton :

794021Proton1.jpg

626819Proton2.jpg

Soyuz :

537621Soyuz.jpg

ISS with Buran, Cygnus , ATV and Soyuz :

593640ISS1034.jpg

Edited by MarrouxIsBack
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can't seem to get the trusses to work, namely the truss docking port. Could you post your config file for them

I never used the truss docking port to build the ISS.

I never understood where was his place.

I use another way to connect the structure to the node unity.

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I never used the truss docking port to build the ISS.

I never understood where was his place.

I use another way to connect the structure to the node unity.

thanks I will try a diifferent way

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I have spent the better part of the day trying to fix the issues with the HOME 3 configs and for the most part i have them working as intended however I am stuck with the parachutes they fly sideways instead of up and down and I dont know how to fix this, can anyone help

coDG9lF.png

Edited by Virtualgenius
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I have checked the MM patch for RealChute for HOME. It was only partial working. The HOME3 parts weren't included.

So I have made them working now. It was not that complicated.

There are now 4 chutes for HOME working with RealChute. And the work well. No wrong direction.

HOME_RealChute_MM.cfg


@PART[HOME_3m_parachute]:FOR[RealChute]
{

maximum_drag = 0.32
@mass = 0.3
!sound_parachute_open

!MODULE[ModuleParachute]{}

MODULE
{
name = RealChuteModule
caseMass = 0.3
timer = 0
mustGoDown = false
cutSpeed = 0.5
spareChutes = 5

PARACHUTE
{
material = Nylon
preDeployedDiameter = 5
deployedDiameter = 90
minIsPressure = true
minPressure = 0.01
deploymentAlt = 1000
cutAlt = -1
preDeploymentSpeed = 4
deploymentSpeed = 10
preDeploymentAnimation = semiDeployhome
deploymentAnimation = fullyDeployhome
parachuteName = canopy
capName = cap
}
}

MODULE
{
name = ProceduralChute
}

EFFECTS
{
rcpredeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_open
volume = 1
}
}

rcdeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_single
volume = 1
}
}

rccut
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_cut
volume = 1
}
}

rcrepack
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_repack
volume = 1
}
}
}
}

@PART[HOME2Parachute]:FOR[RealChute]
{

maximum_drag = 0.32
@mass = 0.3
!sound_parachute_open

!MODULE[ModuleParachute]{}

MODULE
{
name = RealChuteModule
caseMass = 0.3
timer = 0
mustGoDown = false
cutSpeed = 0.5
spareChutes = 5

PARACHUTE
{
material = Nylon
preDeployedDiameter = 10
deployedDiameter = 90
minIsPressure = true
minPressure = 0.005
deploymentAlt = 500
cutAlt = -1
preDeploymentSpeed = 2
deploymentSpeed = 6
preDeploymentAnimation = para_semi
deploymentAnimation = para_full
parachuteName = canopy
capName = cap
}
}

MODULE
{
name = ProceduralChute
}

EFFECTS
{
rcpredeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_open
volume = 1
}
}

rcdeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_single
volume = 1
}
}

rccut
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_cut
volume = 1
}
}

rcrepack
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_repack
volume = 1
}
}
}
}

@PART[HOME3_cargo_para]:HAS[@MODULE[ModuleParachute]]:FOR[RealChute]
{

maximum_drag = 0.32
@mass = 0.3
!sound_parachute_open
!sound_parachute_single

!MODULE[ModuleParachute]{}

MODULE
{
name = RealChuteModule
caseMass = 0.3
timer = 0
mustGoDown = false
cutSpeed = 0.5
spareChutes = 5

PARACHUTE
{
material = Nylon
preDeployedDiameter = 10
deployedDiameter = 90
minIsPressure = true
minPressure = 0.005
deploymentAlt = 700
cutAlt = -1
preDeploymentSpeed = 2
deploymentSpeed = 6
preDeploymentAnimation = H3_semi
deploymentAnimation = H3_full
parachuteName = canopy
capName = cap
}
}

MODULE
{
name = ProceduralChute
}

EFFECTS
{
rcpredeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_open
volume = 1
}
}

rcdeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_single
volume = 1
}
}

rccut
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_cut
volume = 1
}
}

rcrepack
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_repack
volume = 1
}
}
}
}

@PART[HOME2_Mk2Pod_para]:HAS[@MODULE[ModuleParachute]]:FOR[RealChute]
{

maximum_drag = 0.32
@mass = 0.3
!sound_parachute_open
!sound_parachute_single

!MODULE[ModuleParachute]{}

MODULE
{
name = RealChuteModule
caseMass = 0.3
timer = 0
mustGoDown = false
cutSpeed = 0.5
spareChutes = 5

PARACHUTE
{
material = Nylon
preDeployedDiameter = 10
deployedDiameter = 90
minIsPressure = true
minPressure = 0.005
deploymentAlt = 700
cutAlt = -1
preDeploymentSpeed = 2
deploymentSpeed = 6
preDeploymentAnimation = H2_semi
deploymentAnimation = H2_full
parachuteName = canopy
capName = cap
}
}

MODULE
{
name = ProceduralChute
}

EFFECTS
{
rcpredeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_open
volume = 1
}
}

rcdeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_single
volume = 1
}
}

rccut
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_cut
volume = 1
}
}

rcrepack
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_repack
volume = 1
}
}
}
}

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