Pual24 Posted July 30, 2013 Share Posted July 30, 2013 Where did bobcat go? Link to comment Share on other sites More sharing options...
Smurfalot Posted July 30, 2013 Share Posted July 30, 2013 Thats awesome man thanks alot for doing that will help lots of people but i think you should incorporate the SAS /ASAS changes and then its a complete pack people will have very little to complain aboutI am still learning the SAS/ASAS changes, but once I have time to get familiar with .cfg changes I will add them to the files. Link to comment Share on other sites More sharing options...
Orphican Posted July 30, 2013 Share Posted July 30, 2013 I am still learning the SAS/ASAS changes, but once I have time to get familiar with .cfg changes I will add them to the files.From the AIES Aerospace thread. Although im not sure about the numbers I intended to use this as a guide for my own update.Adding the reaction wheel is a bit tedious - copy that module out of one of the stock probe cores and paste it in all the cores here. If you want the values to match up to the stock parts, set all the torque values to 3x the mass of the module (so, a 0.1 T probe core would have 0.3 torque for each component), and set the power rate to 1/10 of the torque value (so, 0.03 in the example here). Someone noticed those ratios last night, IIRC, but I don't remember which thread it was in. I did not add the SAS module to the cores, and I've launched several satellites without a problem (OTOH, I am also using the updated MechJeb for launch guidance).One other change - change module from CommandPod to Part. Squad has done this with their cores. Link to comment Share on other sites More sharing options...
KAO Posted July 30, 2013 Share Posted July 30, 2013 Bobcat, is it possible to update the "seat" that was released a while ago (I think it was the one that was released alongside the motorcycles)? or is it not possible because of the sfrmodule1 plugin being outdated? would I have to consult the maker of that plugin on this issue? Link to comment Share on other sites More sharing options...
Deltac Posted July 30, 2013 Share Posted July 30, 2013 Where did bobcat go?Do you not know about the Historical pack? or the ISS pack? Or the wild Russian bear cows? He's got his hands full, and this pack is a not soon. Link to comment Share on other sites More sharing options...
Smurfalot Posted July 30, 2013 Share Posted July 30, 2013 (edited) From the AIES Aerospace thread. Although im not sure about the numbers I intended to use this as a guide for my own update. If you want the values to match up to the stock parts, set all the torque values to 3x the mass of the module (so, a 0.1 T probe core would have 0.3 torque for each component), and set the power rate to 1/10 of the torque value (so, 0.03 in the example here). Someone noticed those ratios last night, IIRC, but I don't remember which thread it was in.That ratio is good for some of the probe cores, but as I look through the various command pods it appears the ratio connecting the stats is the rate of electricity consumption and the mass of the module. The command torque seems to follow more of a small to large range from small probe core = .3 to.5; large probe core = 1.5; small pod =5, medium =10 (cockpits) and large pods = 15, with some exceptions noted below.Electricity rate is 1/3 of mass:Command Pod Mk1 (1 man) 5 torqueMk 1,2,3 Cockpits all 10 torqueMk1-2 Command Pod (3 man) 15 torqueMk2 Lander-can (2 man) 15 torque-- Nearly all the Probe cores fall into this category as well except for the Probodobodyne QBE and Probodobodyne OKTO2 are both slightly under the 1/3 ratio. *Does not count the unmanned command module electricity cost.Variations:Electricity rate 1/5 of mass:Cupola Module (1 man) 9 torque-- making it cheaper on electricity, but weaker relative to the other Pods. it is also the heaviest, which is surprising since it only fits one Kerbal--- PLEASE bring back the old 3 man version of this!Electricity rate 1/2 mass:Mk1 Lander Can (1 man) 3 torque-- it both inefficient and weak relative to the other Pods, but it is the smallest and lightest of all the pods.SAS/ASAS/Reaction Wheels: Inline Reaction Wheel mass = 0.3-- 20 torque for .3 electricityInline Advanced Stabilizer mass = 0.5-- 20 torque for .3 electricityAdvanced S.A.S Module, Large mass = 0.2-- 20 torque for .3 electricity As you can see they all have the same control stats, but the "Biggest" one weighs less than half of the two small ones. Other than that these modules are nearly identical stat-wise. If you have a hard to control rocket, I suggest the "Advanced S.A.S Module, Large"Last and actually least the Avionics Package has no rotation assistance at all, but still has the "ModuleSAS" in the config-- so I am not really sure of its purpose since this would be redundant to the cockpit and provide no additional torque. Edited July 30, 2013 by Smurfalot Link to comment Share on other sites More sharing options...
Smurfalot Posted July 30, 2013 Share Posted July 30, 2013 (edited) Thats awesome man thanks alot for doing that will help lots of people but i think you should incorporate the SAS /ASAS changes and then its a complete pack people will have very little to complain aboutDone!SAS/ASAS changes from v.21.1 are included:The HOME 3m SAS has increased in weight from .21 to .35 to be proportional with the new stock parts.The HOME 3m ASAS is now effectively the same part as the SAS, but I left it in so that it would not break any .craft files.The HOME 3m Pod has increased in weight from 1.9 to 2.5 to be proportional with the new stock parts- technically it is still a little on the light side.The Fly Pod has increased in weight from 1.9 to 2.5 to be proportional with the new stock parts- technically it is still a little on the light side.Also fair warning on the Rovers, I do not know how the SAS/ASAS changes may have effected the way they handle because I have not had time to test them personally.*Just to clarify, I did not do any bug fixes. I just updated the config files for the new updates, they should function just as good/bad as they did previously.* Edited July 31, 2013 by Smurfalot Link to comment Share on other sites More sharing options...
Bloodbunny Posted July 31, 2013 Share Posted July 31, 2013 Mk1 wheels clip through ground and won't roll. At. All. Config updated, and using the proper keys...nothing Link to comment Share on other sites More sharing options...
Virtualgenius Posted July 31, 2013 Share Posted July 31, 2013 Awesome good work so where do we download the fixes from Link to comment Share on other sites More sharing options...
gary.townsend Posted July 31, 2013 Share Posted July 31, 2013 Awesome good work so where do we download the fixes fromIndeed looking forward to getting H.O.M.E. back in the game. Link to comment Share on other sites More sharing options...
Virtualgenius Posted August 2, 2013 Share Posted August 2, 2013 Hey smurf if your talking to bobcat ask him about the solar panel in the powerplant and if its possible to get it going now since KSP has changed since he first made it Link to comment Share on other sites More sharing options...
Smurfalot Posted August 2, 2013 Share Posted August 2, 2013 I still have not heard from BobCat to see if it is ok to release the links to the public I am trying to avoid distributing it without getting his blessing first. Link to comment Share on other sites More sharing options...
OopsThatNotWork Posted August 2, 2013 Share Posted August 2, 2013 I still have not heard from BobCat to see if it is ok to release the links to the public I am trying to avoid distributing it without getting his blessing first. Our fearless leader is on vacation. sure... im in vacation now )) Link to comment Share on other sites More sharing options...
gary.townsend Posted August 2, 2013 Share Posted August 2, 2013 Vacation!?!?! thats cool i should take some time off work myself. Link to comment Share on other sites More sharing options...
Toyotawolf Posted August 2, 2013 Share Posted August 2, 2013 Well good that he took a vacation, and we all look forward to the updated H.O.M.E module.Any word if any of the other mods are getting an uplift to .21.2? Link to comment Share on other sites More sharing options...
OopsThatNotWork Posted August 2, 2013 Share Posted August 2, 2013 Well good that he took a vacation, and we all look forward to the updated H.O.M.E module.Any word if any of the other mods are getting an uplift to .21.2?You mean besides the DEMV gen 2? He announced those a while back, assuming those coming before H.O.M.E.According to his previous posts. Link to comment Share on other sites More sharing options...
Toyotawolf Posted August 2, 2013 Share Posted August 2, 2013 You mean besides the DEMV gen 2? He announced those a while back, assuming those coming before H.O.M.E.According to his previous posts.I'm not sure what you mean "You mean besides the DEMV gen2?" - does that mean it works now?Awesome thank you for the info. Again, love the work. Link to comment Share on other sites More sharing options...
OopsThatNotWork Posted August 2, 2013 Share Posted August 2, 2013 I'm not sure what you mean "You mean besides the DEMV gen2?" - does that mean it works now?Awesome thank you for the info. Again, love the work.Oh my apologies sir, I thought you were asking what items Bobcat was working on. Link to comment Share on other sites More sharing options...
Toyotawolf Posted August 2, 2013 Share Posted August 2, 2013 Oh my apologies sir, I thought you were asking what items Bobcat was working on.Nope merely inquiring is any of his previous mods will be uplifted to work with .21.1 or if he plans to start fresh? Link to comment Share on other sites More sharing options...
OopsThatNotWork Posted August 2, 2013 Share Posted August 2, 2013 Nope merely inquiring is any of his previous mods will be uplifted to work with .21.1 or if he plans to start fresh?Other than the Historical Spacecraft mod, im fairly certain he doing second generations for everything else. Link to comment Share on other sites More sharing options...
mjblackout Posted August 7, 2013 Share Posted August 7, 2013 how do i download the mode Link to comment Share on other sites More sharing options...
BobCat Posted August 8, 2013 Author Share Posted August 8, 2013 Update HOME to version 1.05Added several HOME 2 testing modules (i no have test team.. so this small test version) Link to comment Share on other sites More sharing options...
Toyotawolf Posted August 8, 2013 Share Posted August 8, 2013 Update HOME to version 1.05Added several HOME 2 testing modules (i no have test team.. so this small test version)Looks awesome, can't wait to try it out Link to comment Share on other sites More sharing options...
BobCat Posted August 8, 2013 Author Share Posted August 8, 2013 Already in spaceport Link to comment Share on other sites More sharing options...
stupid_chris Posted August 8, 2013 Share Posted August 8, 2013 Update HOME to version 1.05*screams*Oh my god, can't wait to try this out. Could we have a detailed changelog? Link to comment Share on other sites More sharing options...
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