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Azazael

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Everything posted by Azazael

  1. yes, I have Bobcats excellent DEMV 1,2,3,4,5 and H.O.M.E 1 & 2 all work with 1.05 just fine. Trouble is 64bit KSP 1.1 handles wheels in a completely different way and cleverbobcat.dll doesn't work. Maybe Bobcat can update the dll to 64bit as everything else can stay the same
  2. I am running KSP 1.02 and MJ 2.51. Assent autopilot works fine now with no more toppling over with large rockets, Rendezvous works well too but I cant get the docking autopilot to work. What happens is that it aligns perfectly with the docking axis but its a whole bounding box out (in my case 87m) the other side of the docking port. Is this a known issue ?
  3. Ok since the node definition has changed since 1.0. Most most config files need to be changed, but usually its only the node stack bottom one where all you need to do is reverse the sign from 1.0 to -1.0 (see below) // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, -0.1572881, 0.0, 0.0, -1.0, 0.0, 3 After you do this the green attach node sticks properly. I said most, as in the case of Home Mk3 base hub, the dock tube and the habitat wouldn't stick to two of the ports without changing the sign in side stack (see below) node_stack_side1 = 0.0, 0.0, 1.0, 0.0, 0.0, -1.0, 2 node_stack_side2 = 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 2 node_stack_side3 = 1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 2 node_stack_side4 = -1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 2 So if the node doesnt stick change its sign to -ve in the part cfg file (view my homepage for examples on Duna)
  4. I love Bobcats stuff. So since I couldn't wait for an update and for my own purposes only, I've got DEMV 1,2,4,5 and Home 3 all working fine in 1.02 sandbox mode. All I had to do was edit the part.cfg and in most cases just invert(change sign) the node_stack_bottom up x,y or z from 1 to -1
  5. I have always been a fan of Bobcats work This new shuttle Pegas is stunning
  6. Originally Posted by taniwha Yes I am running in sandbox mode so Star ratings for engineers is an issue Here is My Laythe base with kethane mapper on the launchpad ready to go. So it all works fine now thanks
  7. All works in 0.9. I added "Part{" at the beginning of DEMV config files and moved them from the(legacy) parts directory to a gamedata/Bocat directory so that active texture manager works with them. Also you need the cleverwalrus dll. Heres my Laythe base with H.O.M.E 2 and DEMV 1-4
  8. Finally worked out that 1 Kerbal must be an engineer for a workshop to have any productivity. Scientists and Pilots add to productivity but ONLY after you have at least 1 engineer else vessel productivity=0 Did I miss this fact in the instructions ?
  9. All works with 0.9 Here is my Home 2 and DEMV`s on Laythe at night. Still cant get the Home docking tubes to dock together.
  10. Snap exactly the same for me. So we all switch to 64bit to allow us to have a few decent MODS and not run out of memory and now its totally nerfed ? Unity Player [version: Unity 4.5.2f1_9abb1b59b47c] KSP_x64.exe caused an Access Violation (0xc0000005) in module KSP_x64.exe at 0033:03d00000. Error occurred at 2014-09-10_173300. F:\Games\SteamApps\Common\Kerbal Space Program\KSP_x64.exe, run by ray_000. 17% memory in use. 32713 MB physical memory [27052 MB free]. 37577 MB paging file [31185 MB free]. 134217728 MB user address space [134213947 MB free]. Write to location 03d00000 caused an access violation. Context: RDI: 0x00000024 RSI: 0xc4954bd0 RAX: 0xe3776fc0 RBX: 0xd18751a0 RCX: 0xe3776fc0 RDX: 0x4f28d400 RIP: 0x03d00000 RBP: 0x0092efb0 SegCs: 0x00000033 EFlags: 0x00010282 RSP: 0x0092ef00 SegSs: 0x0000002b R8: 0xc4e9dd48 R9: 0x0000000b R10: 0x00000000 R11: 0xade91662 R12: 0x0092f580 R13: 0x03c04d48 R14: 0x0092f4b8 R15: 0x00000000 Bytes at CS:EIP: ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? Module 1 C:\WINDOWS\SYSTEM32\xinput1_3.dll Image Base: 0x00400000 Image Size: 0x0001e000 File Size: 107368 File Time: 2007-04-04_195422 Version: Company: Microsoft Corporation Product: Microsoft® DirectX for Windows® FileDesc: Microsoft Common Controller API FileVer: 9.18.944.0 ProdVer: 9.18.944.0
  11. OK I assume you are right clicking on HOME 2 living module (with its built in legs) and selecting lower Try programming this via the action groups menu(In assembly bay) and set gear to toggle legs and see if you can lower legs without the right click menu
  12. My directory structure looks like this: C:\Program Files\Steam\steamapps\common\Kerbal Space Program\GameData\BobCatind\Parts\H.O.M.E
  13. No mine has been working from pre 0.2 to 0.235 in all versions just fine
  14. Strange mine all works in 2.35 fine.I use HOME 3M legs My home parts,flags,spaces folders are in the gamedata/BobCatind folder Maybe it needs cleverbobcat.dll in the gamedata/cleverwalrus/plugins directory to work which comes with bobcats DEMV vehicles
  15. I am using H.O.M.E 2 and Hub/Hab modules with Bavarian tubes as my Habitation Mods. All work with 2.35 H.O.M.E 2 on Duna http://kerbalspaceprogram.com/0-18-1-h-o-m-e-start-kit/ Hab/Hub with Bavarian aerospace tubes on Laythe http://forum.kerbalspaceprogram.com/threads/43840-Hab-Hub-%28and-other-strange-things%29 http://forum.kerbalspaceprogram.com/threads/52139-WIP-Bavarian-Aerospace-Tubes!-%28update11-13-13%29
  16. Why is the MMI_kethane.dll 0 bytes in the kethane 8.3 plugin directory ?? and the kethane.dll is back also in version 8.3 and wasnt in 8.2 Toolbar works well but no kethane is mined althugh animations work fine
  17. I am using Bobcats vehicles and H.O.M.E in my Duna colony. The Hub tube dock fine as can be seen here with 6 H.O.M.E bases interconnected and docked as one unit. Kethane drilling unit fills the blue&orange fuel tanks via KAS connected pipes
  18. Ok but I have >40 pipe ends and ~20 pylons , >30 strut end connectors and have no issues. Part count on Duna =700. I can take the picture again with accelerated time if you like (whats the yellow time clock mean?)
  19. Hi apoch1999 My Duna base is on a slope but I see no real issues. The pipes enable transfer of all materials: Oxidiser,Fuel,Electricity,Ore,Kethane,Metal etc etc. I use the KAS strut end connectors to stabilise the whole base. You can see these attaching KAS ground pylons (above the KAS pipes) and also connect all the landed bases. This is important as when you accelerate time the base doesn't jump about or explode. The Home 2 Hub airlocks are a bitch to align but they are all locked together. Everything you see in the picture (except vehicles) is docked as one single base. There are about 9 landed units in the above picture dragged together using the crane.
  20. Yes I changed it in the config to size 1, but I still cant get two inflated airlocks to dock end to end. Even though I select one as control from here and the other as the target. Maybe they are not supposed to dock together? . I have a cluster of 5 Home2 bases landed on Duna but I cant dock them together I cant even stick a stock Clamp-O-Tron Jr to the outside end as the tube only has one attachment node on its inside end. Am I missing something ?
  21. Here I have the launchpad connected to the smelter via KAS The smelter is connected via KAS to a Kethane production facility (double upright HOME admin unit) making LFO & Monofuel The smelter is also connect via KAS to a tall structure containing triple stacked empty Ore, Metal and part tanks The smelter is also connected via KAS to a large LFO tank (HOME Admin unit) All this makes complete ready to launch craft using the Extraplanetary launch pad. Took ages to land and then tow this stuff into position on Duna (no hyper edit used!!)
  22. Also with the bump & texture maps I can build my own Kerbol system orrery by using a 3D printer
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