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Everything posted by HGGundamReviews
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Majiir would it be possible to get a fuel/monoprop/kethane transfer device in the pack that doesn't require a kerbal to activate it. I have been using Quantum Fuel transfer currently to do it but that requires a EVA to start the process. A automatic part that can "Target Nearest Receiver" or what not would be awesome.
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[0.22.X] BobCat ind. Historical spacecraft thread
HGGundamReviews replied to BobCat's topic in KSP1 Mod Releases
There are no TGA files in the folder for the Parachute. In my game it just shows as a White part of the proper shape. I haven't tested to see if it deploys with a texture on the actual chute but the part has nothing. -
[0.22.X] BobCat ind. Historical spacecraft thread
HGGundamReviews replied to BobCat's topic in KSP1 Mod Releases
You could always use the Quantum Struts either the laser or strut gun versions, that way its a tiny unnoticeable part that you can put on action groups to turn on and off. -
[0.22.X] BobCat ind. Historical spacecraft thread
HGGundamReviews replied to BobCat's topic in KSP1 Mod Releases
Soviet Pack 1.8.7 Part - ISS_TKS_FGB has no Part.cfg file in the folder. -
[0.22.X] BobCat ind. Historical spacecraft thread
HGGundamReviews replied to BobCat's topic in KSP1 Mod Releases
I wouldn't be opposed to allowing the mod makers to have their own mod development blogs with a Donate button on them. If squad got on board with that I think a lot of us would be happy to donate some cash to the makers of our favorite mods. Just my 2 cents on the matter though. -
[0.22.X] BobCat ind. Historical spacecraft thread
HGGundamReviews replied to BobCat's topic in KSP1 Mod Releases
Are all the packs on spaceport updated with the new TGA files? American, Soviet, ISS? -
I have made it a point, regardless of mod or stock, any multistage rocket I build or use gets each stage strutted to the one above and below it. and for anything that gets docked together after launch, Quantum struts around the docking ports for solid connections. Honestly its the only way I can do things with out the constant booms
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[0.22.X] BobCat ind. Historical spacecraft thread
HGGundamReviews replied to BobCat's topic in KSP1 Mod Releases
Dude Not Cool. Bobcat is one of the best modders on here. That was uncalled for and totally makes you come off looking like a self entitled whiner. The only mod that still has issues is HOME and that's getting replaced soonish. So if it's that much of a issue for you, take your ball and go home. -
[0.22.X] BobCat ind. Historical spacecraft thread
HGGundamReviews replied to BobCat's topic in KSP1 Mod Releases
@Bobcat ... DUDE ... The updated American Pack is awesome. I love every bit of it. First thing I did was launch a Orion to do a crew transfer from my MIR station I'm working on a ground base for Mun to use the LER's on. Need to get heights set right for the docking ports. Over all very good, much fun. -
[0.20] Subassembly Loader - 0.20 Compatibility Patch
HGGundamReviews replied to TheUndeadFish's topic in KSP1 Mod Releases
The original author hasn't been heard from since the forums crashed. The mod hasn't had an official update and there are no signs it will get one from the original author. As such I would assume it's an abandoned project. Therefor I don't think there would be any problems in someone else taking it over. Giving it a new coat of paint and some chrome accents and putting it out there with proper credits included. -
[0.22.X] BobCat ind. Historical spacecraft thread
HGGundamReviews replied to BobCat's topic in KSP1 Mod Releases
Bobcat a couple of your videos ago showing off the LER, you had 2 of the ISS modules landed as a Mun base ... HOW ... O.o My Mind It Has Been BLOWN ... *Gollum Voice* I Needs The Landing Procedures ... Yes My Precious We Must Have Them .. GOLLUMGOLLUM ... The Nice Bobcatsus Will Give Them To Us He Will YESSS... -
I'm noticing a few glitching textures in the updated pack. And for some reason MechJeb 2.0.8 can't register Delta V stats on any stage made up of KW parts.
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[0.22.X] BobCat ind. Historical spacecraft thread
HGGundamReviews replied to BobCat's topic in KSP1 Mod Releases
Bobcat just uploaded this video 2 days ago. He's fine, but I think he's working his ass off for all of us. Appreciated and all but seriously this guy puts out the product -
[0.22.X] BobCat ind. Historical spacecraft thread
HGGundamReviews replied to BobCat's topic in KSP1 Mod Releases
Well I was kinda hoping for like a Joint Mod between Lionhead and Bobcat. Something that would be compatible both parts wise as well as aesthetically between bobcat's Mir/Iss and the stuff you're doing and that would also work on Stock built stations. I'm no modder, can't make as much as a square in 3d modeling so perhaps I'm thinking larger than can be done for KSP. I'm sure something like what I was talking about would require plugins and other things. just a thought though. -
[0.22.X] BobCat ind. Historical spacecraft thread
HGGundamReviews replied to BobCat's topic in KSP1 Mod Releases
You know I have been wondering for a while now, With Both you and bobcat doing these really interesting mods. Could you make the service flights in game useful. Say be able to load a service module or cargo pod with, fuel, monoprop or whatever have it launch to one of the stations either Iss, Mir, or even ksp stock built stations fitted with a "Birthing" Module and see a animated unloading of "Cargo Packs" containing whatever the player put in them and have that material added to the resource list of the station. ... Just a thought .. Maybe even find a way of incorporating like Kethane or something like that into it. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
HGGundamReviews replied to Tiberion's topic in KSP1 Mod Releases
Last I heard they were having to rebuild all the models for this pack. The olde DAE model set isn't working well with the newer versions of KSP. So their having to convert all the parts to MU format. Its 150 or so parts and doing the conversion and testing everything to make sure it still works takes time. So just be patient and wait it out. These guys do this stuff on their own time and it doesn't cost you or me a thing. So just relax and remember the old Squad Motto .. Its Done When Its Done. -
What I have found is that with the Soyuz TMA parts is if you add the module code for both Chatter and MechJeb to a part.cfg it causes the part to freeze in space. I did 5 different test on clean installs of KSP and all mods involved. The Debugging menu was showing no errors so I don't know what the Ghost In The Machine interaction is but its bloody interesting.
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[0.22.X] BobCat ind. Historical spacecraft thread
HGGundamReviews replied to BobCat's topic in KSP1 Mod Releases
Bobcat I found a interesting Ghost In The Machine bug while adding some plugin code to the Soyuz TMA parts. I was adding MechJeb 2.0.8 and Chatterer 0.4.1 (0.20 compatible). Something in the interaction of these two plugin's being part of the Part.Cfg file for the SoyuzTMA_Decent_Module causes that part to freeze in space and hover in midair and be totally unmoveable. After 5 different tests with fresh installs of 0.20.2 and both mods I'm sure its Chatterer causing the issue as the part works and flies properly with only Mj or only Chatterer in it's cfg. When the two are combined it freezes. Just thought I would share this interesting bug. I wasn't getting any error codes in the debug menu so I don't know what the exact interaction between the part and 2 plugins that's causing the issue. I'm still loving all your mods Keep up the good work. -
Ok I figured this out and it was something stupid I did. I had as I previously stated added the MJ code to the command pod of the Soyuz TMA from Bobcat's Soviet Pack. What I didn't realize is that I also added it to the Soyuz TMA Orbital Module (the ball shaped thing on top of the command pod) along with Chatterer. I removed the MJ code from that, got the same results, command pod locked in mid air. I removed the Chatterer code from the Orbital Module and left the MJ code in the command pod and it launched without a problem. I added the Chatterer Code to the command pod and it froze again. Apparently MJ and Chatterer can't coexist (code wise) in Bobcat's parts. It's the only mod I have found this with. I did 5 different tests, (on fresh installs of 0.20.2 with new versions of all mods involved). I have no idea what is exactly happening. I looked at the debug menu and was not showing in errors when trying to launch so I don't know what the interaction is between Bobcat's part, Mech Jeb, and Chatterer are that's freezing the part in place. I'll post a thing about it in both of the other two threads and maybe all the makers involved can see what's happening. This is a damned interesting ghost in the machine bug I tell you.
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The ship worked fine before I made the change, and worked properly after I removed to module code. It works fine with a MJ part attached to it. But for some reason it doesn't work with the code put into its cfg file. Edit : It is a fresh install, I was having other issues with the soviet pack a few days ago and did a fresh install of it to remove some incompatible DLL's the pack originally had and installed fresh seperate versions of those plugin's, Docking Cam and Kerbal Attachment System updated for 0.20 so everything was working smoothly. Until I tried to install the MJ code into that command pod. Unless someone figures out that little bug I'll just slap a AR case on it somewhere. It does work with a MJ attached to it from the outside.
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I added it as seen below. PART { // --- general parameters --- name = Soyuz TMA Descent Module module = CommandPod author = Bobcat, CrashnBurn // --- asset parameters --- mesh = model.mu scale = 1 rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, 1.275, 0.0, 0.0, 1.0, 0.0, 1 node_stack_para = 0.0, 1.2, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.25, 0.0, 0.0, 1.0, 0.0, 1 CoMOffset = 0, -0.8, 0 // --- editor parameters --- cost = 1800 category = Pods subcategory = 0 title = Soyuz TMA Descent Module manufacturer = Bobcat Ind description = This is the only part that comes back in one piece, it needs to. Otherwise your crew will have to walk back… and its a LONG way down // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 2 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 45 breakingForce = 630 breakingTorque = 630 maxTemp = 3400 vesselType = Ship // --- pod/rcs parameters --- rotPower = 5 linPower = 1 Kp = 1.0 Kd = 1.0 // --- internal setup --- CrewCapacity = 3 INTERNAL { name = SoyuzPod } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 250 maxAmount = 250 } MODULE { name = ModuleJettison jettisonName = VZOR bottomNodeName = bottom isFairing = False jettisonedObjectMass = 0.1 jettisonForce = 2 jettisonDirection = 0 0 1 } MODULE { name = MechJebCore } }