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MichaelV2.0

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Posts 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. On 10/7/2017 at 12:11 PM, wile1411 said:

    Found a minor issue with the FSfuelSwitch module in the CFG files for three of the tanks you have in this mod. It looks like you did the same copy/paste on all three FSfuelSwitch modules with the property:  basePartMass = 0.4

    These are the values you have in the action PART modules of the relevant files

        name = V2.0-P-Side            mass = 0.05
        name = V2.0-P-Tank           mass = 0.15
        name = V2.0-HB-Tank        mass = 0.3

    Currently if gives an error for all three parts:   "FSFuelSwitch Mass Discrepancy detected in part XXXX". While the error isn't from this mod, it seems to be caused by the mismatch between the different mass amounts in the CFG file.

    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.

     

    On 10/14/2017 at 8:58 PM, Greyhound362 said:

    Hey, love this mod! Been using these for a planned Mun base mission, as well as for chassis pieces for lines of APCs and IFVs with BDArmory. Out of curiosity, will there ever be a a dedicated IVA made for the cockpits and crew compartments? Would be very cool looking instead of the bland Mk1 placeholders.

    hopefully, but not sure when i will get around to it im affraid. 

    Thanks glad your enjoying the mod.

  3. 15 hours ago, wile1411 said:

    Awesome model! Love it's rugged good looks. Did you base the design off anything specific?

    Other question - what scale do you have the ore tanks set to in the pictures to get them to fit in the truss with space like that?

    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. Just now, TheKurgan said:

    Thanks again for updating this mod!

    There were many part name changes, so I used Notepad ++ to find and replace all the old part names with all the new part names in the .craft files of my rovers that use your parts... so nice to have them back again.

    So glad I saved them.

    Cheers!

    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. smjInWe.png

    plIQCJR.png

    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.



    Change Log
    The mod Change log can be found on the mod download page on Spacdock
    Major Changes
    Important! - on the change from 1.X.X versions of the mod to the 2.0.0 Configs have had a major overhaul for my mod meaning that some parts have changed names, due to this existing ships may run into issues with "missing parts" I apologies for any inconvenience but the overhaul was required to move forward.
    This will also mean that to avoid parts being duplicated in the part directory you must remove previous versions of the mod before installing 2.0.0
     
    Dependencies and Included mods.
    Module Manager v2.8.1 by sarbian
    Firespitter Plugin, v7.4.X by Snjo

    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/)

  6. 5 minutes ago, Tr1gg3r said:

    spacedock link not working....miss ur rover parts

    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.

  7. 16 minutes ago, RocketSquid said:

    Also, just in case you weren't aware, only the rover pack page is working, the other one is giving me a 404.

    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.

  8. 23 hours ago, RocketSquid said:

    Any plans on taking this into 1.2?

    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.

     

  9. 3 minutes ago, JPLRepo said:

    Yes. They are just empty gameobjects in Unity. Make sure you get the rotation correct (as per my pics).
    If you have it setup like my pics and your config file with the two fields above correctly named it should work.

    just done that works perfectly. thank you very much for the assistance.

  10. 21 minutes ago, JPLRepo said:

    You need a dockingNode transform and controlNode transform (if you want control from here).

    http://imgur.com/a/qinWu

    The nodeTransformName transform is preset/default to nodeTransformName = "dockingNode".
    So either you create a transform with that name (as I have done in example pics)
    or if you call it something else you have to add nodeTransformName = "<name of transform>" in the partmodule config in the config file.
    The controlNode is a field in the partmodule config called 'controlTransformName =' and the name should be the name of your transform.
    It does not have a preset/default value so you have to specify it in the partmodule config in the config file.
     

    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.

  11. 2 hours ago, JPLRepo said:

    Have you got all the transforms required for a docking node in your new model? 

    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.

  12. 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?

  13. MrMeeb not all hero's wear capes...

    5 minutes ago, MrMeeb said:

    When exporting as a .fbx, in the animation tab (bottom left), try unticking everything other than 'Baked Animation' and 'Force Start/End Keying'. I did that, I think

    it 100% worked thankyou so much, i kinda feel dumb now... but thankful none the less.

  14. 4 minutes ago, MrMeeb said:

    Each part had a selection of LocRot keyframes, and I manually positioned the parts using the move tool. I didn't do any form of rigging or use armatures or anything complicated

    i did the exact same thing maybe something in one of the programs has changed was it recent?

    2 minutes ago, Stone Blue said:

    I'm having the same issue... I can load one model into Unity, and there is a list of 102 animation clips... for only whats supposed to be  or 3 animations... ??

    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.

  15. 3 minutes ago, MrMeeb said:

    When I made my part in Blender, I exported the model as a .fbx. Then I imported it into blender and set the animation to 'Legacy' and it all worked out fine. I didn't even go near the animation tab or anything. What was your workflow?

    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 

  16.  

    Just now, MrMeeb said:

    When I made my part in Blender, I exported the model as a .fbx. Then I imported it into blender and set the animation to 'Legacy' and it all worked out fine. I didn't even go near the animation tab or anything. What was your workflow?

    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.

  17. 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.

  18. 2 minutes ago, Nansuchao said:

    There was a mod called Non Androgynous Docking Ports that had different gender of docking ports. It's now pretty abandoned, but probably you'll find there what you're looking for.

    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.

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