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MichaelV2.0

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Everything posted by MichaelV2.0

  1. I have granted @zer0Kerbal permission to adopt Version 2.0 Industries Rover Pack mod with the understanding that he will keep the `Version 2.0 Industries` brand, and proper attribution to the original author (myself). Any Significant changes to models and codes, along with new parts, textures, models, and functions are permitted as per agreement and approval at such time as changes maybe needed. The license is to be CC BY-ND 4.0. Express revocable permission is granted to use the assets, code, copyrights, and trademarks. zer0Kerbal has been added to the SpaceDock listing as an author. @VITAS Moderators: kindly close this thread once a replacement thread has been linked here.
  2. sorry, only just saw this, i'll have a look as soon as i can but irl stuff may keep me from it for a few days. hopefully, but not sure when i will get around to it im affraid. Thanks glad your enjoying the mod.
  3. There was no specific source for the design but i did draw inspiration from several places, after all, everything we do is based on things we've seen whether we know of it or not. mainly design inspirations such as the halo franchise, the mass effect rovers as well as current military/exploration vehicles and some NASA concepts like the 6 wheel rover they recently showed. i never base them on a particular thing. and too your second question there not scaled, the cargo truss buggy in the photo uses the radial ore tanks on mirrored placement. Hope this helps i hope to in the future include some example rovers such as these maybe with the next update but no promises.
  4. Glad you Found a way around it, i hadn't fought of that myself, glad to here it all worked out sorry for the inconvenience. Hope you continue to enjoy the mod.
  5. Cheers glad you like it. i have a new forum thread for the rover pack and it is located here - [1.3] Version_2.0 Industries Rover Pack this will be where im posting updates and other information from now on for the V2.0 Industries Rover Pack mod.
  6. About. This is the new thread for the Version_2.0 Industries Rover pack, the old thread can be found here Version_2.0 Industries Rover Pack. This pack seeks to fill the kerbal's need for thrill and adventure in the way of exploration and little to no safety guidelines. The pack consists of a variety of rover parts to tackle the gap in planetary scientific exploration as well as cargo and passenger transportation. Leading the pack in these endeavors is the R32M Puma vehicle parts which give the perfect platform for light transport solutions and scientific exploration. accompanying the puma is its big brother the R32L honey badger parts which work fluently with the puma parts to help with heavier cargo transportation, mining and planetary exploration. Version. Current Release 2.0.0 for KSP 1.3 Download from Spacdock Image gallery. Legal. This pack distributed under the creative commons license, Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-ND 4.0). See for more details (http://creativecommons.org/licenses/by-nd/4.0/)
  7. About This Thread was Created in The wrong place you can find the real Thread here, my apologies. Link - [1.3] Version_2.0 Industries Rover Pack
  8. space dock hasn't been working for me all day, im afraid i think its on there end as so many space dock links have not worked for me today. shame i really like space docks UI very user friendly.
  9. yes sorry ive been meaning to get around to removing that as it was my first ever go at a mod and lets just say, it had more problems that there were solutions so after much debating i have decided to discontinue the "comet class" model and there fore the "v2.0 pack" in way of more individual packs although lately i dont have much time, but thank you for the support.
  10. to my knowledge it works in 1.2 as well as always, but due some other responsibilities I've sadly been too busy to do much more than a quick test. so i have done basic tests but i am gonna update it to say 1.2 but please if you find any bugs dont be afraid to tell me and ill do the best of my limited knowledge to fix it.
  11. just done that works perfectly. thank you very much for the assistance.
  12. so is it as simple as creating two blank game objects and naming them? i should take this time to mention i have not learned these programs via any actual training so i dont know it too well, im a hobbiest learning them in my spare time.
  13. im thinking maybe sleep at this point may be a good idea, i didn't stop to think it may be the model i presumed it would be a purely config based system. is there something in unity i need to add? sorry abit new to this.
  14. so i made a duplicate of the stock docking node and changed the config so that it locks to an orientation and the docking port worked perfectly. but as soon as i replaced it with the model i made the "decouple" button has disappeared from the GUI but the disable cross feed and control from here remain. nothing has changed except the model and i can find no explanation for it stopping working. has anyone experienced this issue or can offer a possible explanation?
  15. MrMeeb not all hero's wear capes... it 100% worked thankyou so much, i kinda feel dumb now... but thankful none the less.
  16. just giving your first suggestion a try ll get back to you in a second sorry
  17. i did the exact same thing maybe something in one of the programs has changed was it recent? and yup that would be my exact issue glad too hear its not just me but also sorry too hear its happening to you too.
  18. how did you animate these parts in blender may i ask? just brain storming appreciate the help btw.
  19. did your part only contain one model? as this may be the issue, but in this case how do you have the gui "toggle door" activate multiple animated parts in the config? P.S. sorry if my explination is lacking ive been at this for 8 hrs
  20. i did pretty much the exact same thing, my part contains 8 models but really simple animations, exported it as an .fbx and imported into unity using the legacy setting.
  21. i have recently been trying to produce a cargo bay with two sets of opening doors but the animations are just not working. the animation works fine in blender but not in unity. issue 1 when parts with animation is imported into unity from blender it has too many clips, where each part is followed by 3 or 4 actions unity animation tab for parts issue 2 when i do get an animation working only one of the parts actually is animated im looking for any advice or help ive spent a day on this and its just not working. im looking for all 4 doors to open with one gui button (like the defualt cargo bays) and simply put every tutorial online ive found has not helped here i am hoping that someone here will be kind enough to help this lost sole.
  22. Thanks for the help but its more of a case of adding the orientation too my own custom parts rather than just the requirement for orientated docking nodes from another mod.
  23. Hello I'm currently working on some models and wondering if there is a way to mod in a docking node that only attaches in certain orientations? For example to make a square docking port that only connects when the squares are aligned.
  24. DeepSlayLP I have thought about bigger rovers but still very much just concepts im affraid
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