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KSP2 Release Notes
Posts posted by Azazael
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Does this work with 1.0.5? I installed the mod but can't find it in the VAB.
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
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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 ?
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Duuuude! That is awesome. Care to share about the not "in most cases" cases?
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)
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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
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I have always been a fan of Bobcats work
This new shuttle Pegas is stunning
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Originally Posted by taniwha
Azazael: Actually, for scientists and pilots to be of any use, the engineer must have 5 stars. However, a level 3+ scientist or pilot will never drag down productivity. Though I just realized this might cause problems for non-career games (oops).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
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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
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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 ?
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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.
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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
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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
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My directory structure looks like this:
C:\Program Files\Steam\steamapps\common\Kerbal Space Program\GameData\BobCatind\Parts\H.O.M.E
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Cool thanks Azazael, I'll give that a try later on and see what happens.
EDIT: Could it have something to do with the fact that I'm still running V0.23?
No mine has been working from pre 0.2 to 0.235 in all versions just fine
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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
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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
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Works fine in 2.35. Here is mine :
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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
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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
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There are still some very weird things going on with pylons and pipes
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?)
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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.
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Love this MOD thanks:)
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Just noticed the airlocks are size4 versus regular docking ports being size1. Is this deliberate since it appears they would fit together fine?
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 ?
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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!!)
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Also with the bump & texture maps I can build my own Kerbol system orrery by using a 3D printer
Get a random screenshot from your folder and give it context here
in KSP1 Discussion
Posted
Laythe Base in 2014 with MODs
Duna refuelling in 2013