Well Posted February 4, 2018 Author Share Posted February 4, 2018 @RaiderMan I'm seriously don't understand what you trying to do.... if you try to attach the Robotic arm to an other part in the VAB and not in the "game" that impossible ! The Klaw system just work in game ! Sorry if i miss understood. (i don't understand enought english) If you want a cupola with a robotic arm, just use the part on the part list... tag "Hermes" "Knes" or "Hera" Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted February 4, 2018 Share Posted February 4, 2018 in orbit...if I try to grab the copula with the arm...see the first pic..it does not want to cooperate. see second pic for the consistently successful orgit grab. Quote Link to comment Share on other sites More sharing options...
Well Posted February 5, 2018 Author Share Posted February 5, 2018 (edited) @RaiderMan I've grabbed it 2 time on a différent position. If you fail the first time, you need maybe to disarm and re-arm after Edited February 5, 2018 by Well Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted February 5, 2018 Share Posted February 5, 2018 The arm and disarm Cycle takes way too long because it's tied to the animation of the model, I don't suppose you've had the thought to make the arming and disarming a simple toggle option on the right click menu? Obviously you'd still have to deploy the arm before you can arm it and disarm it.. Quote Link to comment Share on other sites More sharing options...
steedcrugeon Posted February 5, 2018 Share Posted February 5, 2018 24 minutes ago, RaiderMan said: The arm and disarm Cycle takes way too long because it's tied to the animation of the model, I don't suppose you've had the thought to make the arming and disarming a simple toggle option on the right click menu? Obviously you'd still have to deploy the arm before you can arm it and disarm it.. Due to the unique way in which 'nodes' work with KSP making the ARM/DISARM a simple toggle would break the part. You see the actual 'grabbing' node is fixed, it doesn't not move and is always at the same location with respect to the part. It doesn't matter where the arm is in it's animation the actually point of 'docking' is always the same, so if you had the part ARM/DISARM without the correct animation you'll end up with parts appearing to dock when not actually connected to anything. Also the PartModule which drives the 'grabber' requires an animation, if one is not present on the part it will not work (its needed it to toggle the node which does the grabbing) and the actually grabbing node only becomes active one physics update AFTER the completion of the animation. So to that end its always worth deploying the manipulator well in advance of its target. Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted February 5, 2018 Share Posted February 5, 2018 and there's no indication as to when the grabber is ready for work as it were, could there be some kind of indication worked into the part or menu somewhere that indicates 'ready for use'? Quote Link to comment Share on other sites More sharing options...
Well Posted February 5, 2018 Author Share Posted February 5, 2018 right clic on the grabber.... if you see "disarm" .... is armed ready to use.... Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted February 5, 2018 Share Posted February 5, 2018 (edited) and if I run into another 'will not latch despite doing everything right' situation? also I did run into another situation with one of the packaged ready to use models. the hermes on the ariane 5 es launcher, when I begin my initial pitchover to 45 degrees at 10,000km, the stack has a tendency to just want to keep going clean over and pinwheel uncontrollably, and thats with a feather light tap of the control. I'm going to test the g variant next..could just be the launch stack variant. Edited February 5, 2018 by RaiderMan Quote Link to comment Share on other sites More sharing options...
Well Posted February 6, 2018 Author Share Posted February 6, 2018 10 hours ago, RaiderMan said: when I begin my initial pitchover to 45 degrees at 10,000km, the stack has a tendency to just want to keep going clean over and pinwheel uncontrollably, and thats with a feather light tap of the control. Please don't do that seriously, you have a plane on top of your launcher ! With lift drag, you can't fly like that. need to be smooth and careful. The Arm work like the Klaw of the game, practice with the Klaw, i can't really help you more. Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted February 22, 2018 Share Posted February 22, 2018 Do you have plans for an ESC-Upper stage, ATV and a Cargo-Version of Hermes? Quote Link to comment Share on other sites More sharing options...
Well Posted February 22, 2018 Author Share Posted February 22, 2018 32 minutes ago, Cheesecake said: Do you have plans for an ESC-Upper stage, ATV and a Cargo-Version of Hermes? ATV Maybe in the future. not sure. Quote Link to comment Share on other sites More sharing options...
DiscoSlelge Posted March 2, 2018 Share Posted March 2, 2018 When love brings the two best things together <3 Quote Link to comment Share on other sites More sharing options...
Well Posted March 2, 2018 Author Share Posted March 2, 2018 Thanks for this One @DiscoSlelge i love the shape and the color, great work ! Quote Link to comment Share on other sites More sharing options...
MelancholyFlapper Posted March 10, 2018 Share Posted March 10, 2018 Is there a realism overhaul patch for this? I'd love to make room for Hermes in my program plan. Maybe on top of a Saturn I derivative... If there isn't, I might get to work on one. I did a personal one with Cormorant Aeronology and it works pretty well. Quote Link to comment Share on other sites More sharing options...
Well Posted March 10, 2018 Author Share Posted March 10, 2018 5 hours ago, MelancholyFlapper said: Is there a realism overhaul patch for this? I'd love to make room for Hermes in my program plan. Maybe on top of a Saturn I derivative... If there isn't, I might get to work on one. I did a personal one with Cormorant Aeronology and it works pretty well. I don't have made any patch for realism Overhaul, that not a mod i use. If you feel motivate to make a patch, i could include the patch in a next release. Quote Link to comment Share on other sites More sharing options...
Well Posted March 27, 2018 Author Share Posted March 27, 2018 Looking for 1.4.1 update... but i have some bug i need to fix... 1.4.1 broke many things RCS FX and i have a big problem with my parts.... teleport to 1km height when you launch a craft. I've already fixed the RCS FX but the teleport problem is really hard. Quote Link to comment Share on other sites More sharing options...
Vitegra Posted March 29, 2018 Share Posted March 29, 2018 How to fix RCS FX? Quote Link to comment Share on other sites More sharing options...
Well Posted March 30, 2018 Author Share Posted March 30, 2018 11 hours ago, Vitegra said: How to fix RCS FX? Look at the config from Stock Part like the MK3 Command pod with integrated RCS. The Module change to ModuleRCSFX Quote Link to comment Share on other sites More sharing options...
Well Posted April 2, 2018 Author Share Posted April 2, 2018 (edited) Finally found a solution for my Hermes Space Shuttle, A new collider is needed for KSP 1.4.2 This new version don't allow the same surface attach on the shuttle, let me know if you see some other bug with this version 0.3 on KSP 1.4.2 Knes 0.3 is online on spacedock, soon on curse. Changelog: Knes 0.3 [2018-04-02] ------------------------------- - Update for KSP v1.4.2 - New mesh collider for Hermes Space Shuttle (needed for 1.4.2) - Add Title on Agencies Config - Check and test of all included Craft files for 1.4.2 - Fix for new RCS Fx Edited April 2, 2018 by Well Quote Link to comment Share on other sites More sharing options...
drymud64 Posted April 2, 2018 Share Posted April 2, 2018 Hey @Well, I've prepared to add this mod to CKAN Just to check it's alright with you if I do? Quote Link to comment Share on other sites More sharing options...
Well Posted April 2, 2018 Author Share Posted April 2, 2018 (edited) On 4/2/2018 at 5:24 PM, drymud64 said: Hey @Well, I've prepared to add this mod to CKAN Just to check it's alright with you if I do? I don't use CKAN. I don't know how it works, and i don't care about it. I don't have the time for supporting that. But, If that respect my licence, i can't stop it (But i don't want my mod on CKAN if that possible) Edited July 10, 2020 by Well Quote Link to comment Share on other sites More sharing options...
Well Posted April 8, 2018 Author Share Posted April 8, 2018 (edited) I don't have a lot of time, so i try to see what i could make for future uptate. Some fix, and for now a small elevon for K-IXV "Patin" An Iva for the Hermes Ressource module could be planned Edited April 8, 2018 by Well Quote Link to comment Share on other sites More sharing options...
Well Posted April 9, 2018 Author Share Posted April 9, 2018 HRM IVA basic shape Quote Link to comment Share on other sites More sharing options...
Quoniam Kerman Posted April 9, 2018 Share Posted April 9, 2018 All you need now is an Ariane VI rocket. to complete your mod... Quote Link to comment Share on other sites More sharing options...
Well Posted April 10, 2018 Author Share Posted April 10, 2018 8 hours ago, Quoniam Kerman said: All you need now is an Ariane VI rocket. to complete your mod... I don't have planned to make all esa rocket. I make the parts i want in the game, I'm not really motivate by Ariane 6 And for now we don't now really the final design of this rocket. Ariane 6 / Vega / Ariane 4 / Diamant, i have many rocket i could make. But that not what i want for now. I don't have the time for that. Quote Link to comment Share on other sites More sharing options...
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