BobCat Posted August 8, 2013 Author Share Posted August 8, 2013 Added - new universal living module - new universal instrumental hub - new hub fuel depot- new hub inflatable living tube- new hub inflatable greenhouse- new hub fuel generator- new hub base connector- new heatshield- new parachute Link to comment Share on other sites More sharing options...
OopsThatNotWork Posted August 8, 2013 Share Posted August 8, 2013 OOOOOH OOOOH new/updated stuff! Time to try it out. Link to comment Share on other sites More sharing options...
Fyrem Posted August 8, 2013 Share Posted August 8, 2013 Excellent! (10 char) Link to comment Share on other sites More sharing options...
gary.townsend Posted August 8, 2013 Share Posted August 8, 2013 AWESOME! i can finally get that awesome bob cat colony rocking. Link to comment Share on other sites More sharing options...
Eric S Posted August 8, 2013 Share Posted August 8, 2013 Just played around with the new parts, and I'm really liking the modularity. I found a few minor issues that are probably due to the fact that they're not finished (textures/model jittered when viewed from certain angles, crew in modules not accessible, etc).The only feedback I could give on things that I think aren't related to the unfinished nature would be:1) The HOME2 Hub module looks off when you stack it with round parts since it isn't quite round. Not a big deal, just noticeable.2) The HOME2 Living module looks odd if you stack 3.75m parts on top of it (like another Living module) because of the tapered shape. Not sure if it's worth asking for an alternate version of the Living module that doesn't taper, and if the choice is one or the other, stick with the tapered design, it works better for any case that doesn't involve stacking something big on top of the Living module.3) The legs are integrated into the HOME2 Living module, which means that if we try to use the Hub module in a design that doesn't put it right under a Living module, we'll have to fuss with things to get the legs in just the right position for docking ports to line up properly. Any chance we can get a stand alone part that either goes on top of the Hub module or under it that keeps it at the right height that's lighter and/or lower profile than a Living module? Wouldn't have to be too thin, the extended modules collide with each other if you try to stack Hub modules directly on top of each other.The modular nature of this is really nice. If I had this instead of the original HOME 3m stuff when I did my mothership to Jool mission, I could have used one Hub module with four greenhouses (or two greenhouses and two of something else) instead of two HOME Habitats, which would have resulted in a much more stable ship. This is definitely more usable for motherships/stations than the original HOME 3m stuff. Link to comment Share on other sites More sharing options...
Texfire Posted August 9, 2013 Share Posted August 9, 2013 Love the new modules, It's going to be my new favorite lander config but have a question about one of the parts. Maybe I'm missing something, but how does the fuel generator work? I've given it power and turned it on and nothing is generated. The text for the toggles say converter, converting from what? Link to comment Share on other sites More sharing options...
Virtualgenius Posted August 9, 2013 Share Posted August 9, 2013 (edited) Welcome back and with new stuff thats awesome I was wondering while your refreshing things would you consider refreshing this http://kerbalspaceprogram.com/charlies-deli-and-shoe-store-home-2m-2/I have all your mods and use them regularly. Jool V rocket is my stable lifting platform for everything so am really enjoying KSP colonisation Edited August 9, 2013 by Virtualgenius Link to comment Share on other sites More sharing options...
Virtualgenius Posted August 9, 2013 Share Posted August 9, 2013 Jeb sends a postcard from EVE for Bobcat Link to comment Share on other sites More sharing options...
Guest Posted August 9, 2013 Share Posted August 9, 2013 I am supposed to add something between the HOME2 core and the Heatshield? They slightly overlap when attached to each other, producing an ugly clipping effect. Anyone else noticed that? Link to comment Share on other sites More sharing options...
CAPFlyer Posted August 9, 2013 Share Posted August 9, 2013 I usually put in a decoupler and discard it after I'm through the upper atmosphere. Link to comment Share on other sites More sharing options...
betaking Posted August 9, 2013 Share Posted August 9, 2013 could you add an engine-style interstage to your 3m heatshield please?There is a way to do that, I believe it involves adding to the model a part labeled "fairing" or "shroud" or something. Link to comment Share on other sites More sharing options...
Yedin Posted August 9, 2013 Share Posted August 9, 2013 Thanks, BobCat! Glad to see you survived the encounter with the Bearshark! Link to comment Share on other sites More sharing options...
BioSehnsucht Posted August 9, 2013 Share Posted August 9, 2013 I am supposed to add something between the HOME2 core and the Heatshield? They slightly overlap when attached to each other, producing an ugly clipping effect. Anyone else noticed that?Home hab (or whichever has the landing gear), hub (or the one without), heatshield, works fine for me... Link to comment Share on other sites More sharing options...
Captain Sierra Posted August 10, 2013 Share Posted August 10, 2013 I had a bug to report. The nuclear reactor requires nuclear fuel (not a surprise) but I couldn't find anywhere to get said fuel. I cannot find a part that supplies it. What else was interesting was that after returning to the VAB after some testing, that part was no longer in my parts list. It was gone so I could not reattach it once I removed it (didn't want to since I couldn't get it to work). Is there a planned fix for this or is this the first you are hearing of this? Link to comment Share on other sites More sharing options...
Fyrem Posted August 10, 2013 Share Posted August 10, 2013 the reactor comes equipped with 5000 fuel, you wont need more. Link to comment Share on other sites More sharing options...
Captain Sierra Posted August 10, 2013 Share Posted August 10, 2013 (edited) Huh, came with 0 for me. Also, Another bug. The Capsule SAS does nothing. It has torque but does not attempt to hold attitude at all. Literally, the sliders don't move.EDIT: I identified the issue and think I've corrected it after a quick config edit. The problem was the command pod had the torque added but not the:MODULE{name = ModuleSAS}lines, so no SAS functionality. Edited August 10, 2013 by Captain Sierra Link to comment Share on other sites More sharing options...
BioSehnsucht Posted August 10, 2013 Share Posted August 10, 2013 I've found that any combination of hub airlock / fuel generator / fueltank / greenhouse around the hub works fine, but once I put on the inflatable hab module, despite identical weight, the ship leans hard in that direction. It appears perhaps that it's CoG is offset since when I pick it up and move it, my cursor is offset quite a ways from the actual part. Link to comment Share on other sites More sharing options...
sojourner Posted August 10, 2013 Share Posted August 10, 2013 I had a bug to report. The nuclear reactor requires nuclear fuel (not a surprise) but I couldn't find anywhere to get said fuel. I cannot find a part that supplies it. What else was interesting was that after returning to the VAB after some testing, that part was no longer in my parts list. It was gone so I could not reattach it once I removed it (didn't want to since I couldn't get it to work). Is there a planned fix for this or is this the first you are hearing of this?You have the mod installed incorrectly. Link to comment Share on other sites More sharing options...
Captain Sierra Posted August 10, 2013 Share Posted August 10, 2013 No, I double checked the installation. I havent checked again on the nuclear section but I am certain that it is correct. I also was able to fix the command module. Another issue with it was it's torque was way too low. I set it to 25 and now it handles as expected. Link to comment Share on other sites More sharing options...
shadowsutekh Posted August 10, 2013 Share Posted August 10, 2013 Does the fuel generator that can be installed on a HOME2 module require an oxygen atmosphere like Kerbin to function? I would think that would severely limit it's effectiveness on a planet such as Duna, where it can't be used. Link to comment Share on other sites More sharing options...
sojourner Posted August 10, 2013 Share Posted August 10, 2013 (edited) No, I double checked the installation. I havent checked again on the nuclear section but I am certain that it is correct. I also was able to fix the command module. Another issue with it was it's torque was way too low. I set it to 25 and now it handles as expected.You're having the exact same problem I had with the HOME addon when I used it. The plant not working and the part vanishing from the VAB. It was caused by one of the files not being placed correctly. If I remember it was the cleverbobcat.cfg which needed to be in the resources folder of KSP. (This was an earlier version of KSP) Edited August 10, 2013 by sojourner Link to comment Share on other sites More sharing options...
BobCat Posted August 10, 2013 Author Share Posted August 10, 2013 shadowsutekhUse included chiller, them can use in any planet, if planet have atmosphere Link to comment Share on other sites More sharing options...
Mekan1k Posted August 10, 2013 Share Posted August 10, 2013 Bobcat, your work is a piece of brilliance, as always. Link to comment Share on other sites More sharing options...
Captain Sierra Posted August 10, 2013 Share Posted August 10, 2013 (edited) Okay, status report:I have been able to rectify all my problems with SAS and torque via some quick config edits. The command pod torque is really set way too low for handling sizable base modules like it's meant to.The other thing I am testing in my screw-around save is how to do precision landings with HOME2. So far, I have not yet succeeded as the only possible way is by skycrane delivery with KAS (and that often proves problematic for me.EDIT: by recreating the cleverbobcat.cfg file as a cfg that contains the resource info for the nuclear fuel (which somehow was missing from my install), I may have corrected the issue with the power plant. I will keep people updated. Edited August 10, 2013 by Captain Sierra Link to comment Share on other sites More sharing options...
Raptor9 Posted August 11, 2013 Share Posted August 11, 2013 Bobcat, you are The Man! Link to comment Share on other sites More sharing options...
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