CrazyOdd Posted September 14, 2013 Share Posted September 14, 2013 The Mark 4/DROP... it really looks awesome, but i just cant use it Link to comment Share on other sites More sharing options...
Virtualgenius Posted September 15, 2013 Share Posted September 15, 2013 Ok there is a typo in one of the parts cant remember which one Module = part when it should be Module = Part also it uses all the old SAS which you will need to edit just copy a pod one of equal mass and make sure you place the part wrappers around at the start and finish of the CFG Link to comment Share on other sites More sharing options...
Snarfster Posted September 16, 2013 Share Posted September 16, 2013 Really love this mod; especially with the fixes mentioned earlier in the thread, it's a stunner.Here's to hoping an update will be released soon Link to comment Share on other sites More sharing options...
OmegaCenti Posted September 16, 2013 Share Posted September 16, 2013 I noticed that some of the H.O.M.E module animations are faulty (work once only)for instance the storage tanks of the admin unit animate once then disappear when you look at them later after leaving the area.Same thing happens with the habitat tube on the recon (rover) module.So I looked at the config files:HOME 3m habitat 1 animation in config file works fineHOME 3m module recon 2 animation in config fileanimationName = tube_deployanimationName = door_open 1st works once then is not displayed correctly afterwards 2nd animation works fineHOME 3m module admin 2 animation in config fileanimationName = admin_top_hatch (storage tanks)animationName = admin_living_hatch 1st works once then is not displayed correctly 2nd animation works fine so it looks like if 2 animations are involved in the config file only the last works correctly.I reversed the order of the animations in the admin module config file and the storage tanks worked correctly(now 2nd entry) and the living hatch (now 1st entry) became barfed.Is this a unity issue ?This issue needs to be revisited!After fixing the solar array with this post:After adding the missing Resources file for nuclearFuel, my PowerPlant still had broken solar panels... so I fixed them with this edit to the part.cfg for the PowerPlant:MODULE{name = ModuleDeployableSolarPanelanimationName = generator_solar_geployraycastTransformName = solar_panel_panelresourceName = ElectricChargechargeRate = 100powerCurve{key = 206000000000 0 0 0key = 13599840256 1 0 0key = 68773560320 0.5 0 0key = 0 10 0 0}} It appears I don't know how to multi quote, but credit for that last bit goes to damien667.It appears that once I got this working on the Home PowerPlant, opening whichever (either the extend panels or activate nuclear engine) first makes the next one not animate. I have been trying to read through these 63 pages and employing the search tool, but my search ninja skills are alluding me. So TLDR:Anyone know how to fix modules with multiple animations?I have tried to eliminate any pronoun use or nonspecifics from my post, but if I missed anything, please ask! Link to comment Share on other sites More sharing options...
Virtualgenius Posted September 16, 2013 Share Posted September 16, 2013 The ant has a solar panel as well if you look at the config file I got the panels to open but cant seem to get the charging section working this would be a great asset to have working. I really like the KSP community how we all pitch in and help out so if anyone can assist please speak up I am sure Bobcat wont mind if we help him fix the glitches Link to comment Share on other sites More sharing options...
CrazyOdd Posted September 16, 2013 Share Posted September 16, 2013 (edited) DEMVDrop ASAS Hull is the part where the module=part ist wrong... lets test it once again...Edit: Nope, stops at a random point while loading (not even at the demv4 drop parts)Could someone just pm me with the right codes so i can just copy them into each part? Edited September 16, 2013 by CrazyOdd Link to comment Share on other sites More sharing options...
OmegaCenti Posted September 16, 2013 Share Posted September 16, 2013 (edited) After adding the missing Resources file for nuclearFuel, my PowerPlant still had broken solar panels... so I fixed them with this edit to the part.cfg for the PowerPlant:MODULE{ name = ModuleDeployableSolarPanel animationName = generator_solar_geploy raycastTransformName = solar_panel_panel resourceName = ElectricCharge chargeRate = 100 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 }}The ant has a solar panel as well if you look at the config file I got the panels to open but cant seem to get the charging section working this would be a great asset to have working. I really like the KSP community how we all pitch in and help out so if anyone can assist please speak up I am sure Bobcat wont mind if we help him fix the glitchesdo you know the KSPOfficial IRC channel? I am currently in it trying to get the panels to work Otherwise I will keep checking this thread if anyone comes up with a solution before me, which is likely because I am rather new to part editing, but I can borrow from other things I guess and interpolateAlright also, for anyone also trying to get the solar panels to work: I figure the more information the better, and I found a video of the solar panels animating on the Mk5 ANT: Still looking around to how to fix this. Edited September 16, 2013 by Supernovy Merged Posts Link to comment Share on other sites More sharing options...
Virtualgenius Posted September 17, 2013 Share Posted September 17, 2013 Check your PM's CrazyOdd Link to comment Share on other sites More sharing options...
Space ghöst Posted September 18, 2013 Share Posted September 18, 2013 (edited) Any chance of a Nautilus update it one of my favorite ships with the home mods PLEASE PLEASE PLEASE I have a few MPSS Nautilus in space however they seem to be spontaneously exploding after about 30 secs its always seems to be the cargo beamTry changing the internals inside the part.cfg file to something else. It stopped that issue for me, but I prefer the Nautilus internals.Deleting prop entries in the internal.cfg had no effect. My only guess is that prop objects were left inside the model when the .mu file was written. I say this cause my logs show that an "AxisIndicator" is colliding with my ship when the kersplosion occurs (blast awesomeness 0.5!!!!). You should only need them when you write the prop.cfg, as they cause strange behavior.Hopefully Bobcat can take a look at it. Please, please, please. Edited September 18, 2013 by Spaceghöst Link to comment Share on other sites More sharing options...
BobCat Posted September 18, 2013 Author Share Posted September 18, 2013 Link to comment Share on other sites More sharing options...
wasmic Posted September 18, 2013 Share Posted September 18, 2013 A wild BearTire appeared! Link to comment Share on other sites More sharing options...
Kerbal01 Posted September 23, 2013 Share Posted September 23, 2013 Bobcat doesn't make the Vanguard Technology's plugin, kerazmit does.does the fat bear picture mean that a release is imminent? Link to comment Share on other sites More sharing options...
Virtualgenius Posted September 25, 2013 Share Posted September 25, 2013 May I ask again for a Nautilus update PLEASE we need the AWESOMENESS of MR BOBCAT to correct some of the issues PLEASEP.S I dont mind grovelling a little Link to comment Share on other sites More sharing options...
wasmic Posted September 25, 2013 Share Posted September 25, 2013 Did anyone find out how to use the FLY solar panels? Does th FLY even have solar panels? Do I even know what I'm talking about? Find out in the next episode*!*Nevergonnahappen Link to comment Share on other sites More sharing options...
Nuin Posted September 26, 2013 Share Posted September 26, 2013 Just wanted to say to those that cannot get the other vehicles to work: Don't forget to encapsulate the part config with PART { <part config> }. I was able to get the MK2 Pretorian to load without issue. Between that bad boy and the MK5 Ant, I have quite the workforce! Link to comment Share on other sites More sharing options...
fenderzilla Posted September 29, 2013 Share Posted September 29, 2013 (edited) why does my mark 2 look so wierd? the head is way to big for the chassis.oops too smallhere's a bigger one Edited October 8, 2013 by shadowsutekh Link to comment Share on other sites More sharing options...
Starwaster Posted September 30, 2013 Share Posted September 30, 2013 oops too smallhere's a bigger oneBeen like that ever since 0.20 I think... not sure when it started. Could probably be resolved entirely via its config (part) files via tweaking of node positions and model rescaling.Doubtful that will ever happen via official release though. Link to comment Share on other sites More sharing options...
Starwaster Posted September 30, 2013 Share Posted September 30, 2013 Has anyone been able to modify the config file for the inflatable greenhouse so that it can actually collect sunlight?I tried adding a ModuleDeployableSolarPanel module but I have no idea what to put for the raycastTransformNameI have a config file for it that I have no idea where it came from, i.e. somewhere on this forum or if it's something I tried to create and then forgot.But anyway, using it causes my rocket to not go to space. (reaches ~6000 m or 300m/s and then physics malfunctions)This is what I have and it doesn't work MODULE { name = ModuleDeployableSolarPanel sunTracking = false raycastTransformName = living_tube isBreakable = false resourceName = Sunlight chargeRate = 0.001001 powerCurve { key = 206000000000 0 0 1 key = 13599840256 1 0 1 key = 68773560320 0.5 0 1 key = 0 10 0 1 } }Any idea as to whether this can be made to work? Link to comment Share on other sites More sharing options...
Harry Moosenuts Posted October 6, 2013 Share Posted October 6, 2013 why does my mark 2 look so wierd? the head is way to big for the chassis.Been like that ever since 0.20 I think... not sure when it started. Could probably be resolved entirely via its config (part) files via tweaking of node positions and model rescaling.Doubtful that will ever happen via official release though.Don't know if this will help or not - Mine did this too for a bit in the VAB and SPH... I launched it once to see what would happen, and it has seemed to fix the issue. Now it works in VAB and SPH as expected in normal size... not sure what caused the issue but it works fine now. Link to comment Share on other sites More sharing options...
sharpspoonful Posted October 6, 2013 Share Posted October 6, 2013 Hey I really want to use the Mk IV with the drop pod, but it isn't loading in KSP. Any ideas? Link to comment Share on other sites More sharing options...
Kerbal01 Posted October 6, 2013 Share Posted October 6, 2013 Did you put PART{} around the . Cfg of its parts? Link to comment Share on other sites More sharing options...
sharpspoonful Posted October 7, 2013 Share Posted October 7, 2013 No, I was unaware that I needed to open the .cfg file. Duly noted, thank you. Link to comment Share on other sites More sharing options...
Virtualgenius Posted October 7, 2013 Share Posted October 7, 2013 Will we ever see updates for the Jool V, Nautilis, all the DEMV's I have them working but it would be nice to see a refresh especially with what you have achieved in the last 6 months the models are exceptional Link to comment Share on other sites More sharing options...
wasmic Posted October 7, 2013 Share Posted October 7, 2013 Will we ever see updates for the Jool V, Nautilis, all the DEMV's I have them working but it would be nice to see a refresh especially with what you have achieved in the last 6 months the models are exceptionalI'm not sure about the Jool V, but he has specifically stated that he is working on revamped versions of the DEMV's and the Nautilus. He's not going to update the old version AFAIK, he's making an all new version. I think he wanted to cut it down from 5 DEMV's to 3 DEMV's. Link to comment Share on other sites More sharing options...
Harry Moosenuts Posted October 7, 2013 Share Posted October 7, 2013 (edited) Does anyone know how to fix the .cfg file to animate the nuclear engine hatch on the HOME 3m Powerplant? Got the solar panels to work excellently and the nuclear engine works, but the engine isn't animating the hatch open... Edited October 7, 2013 by Harry Moosenuts Link to comment Share on other sites More sharing options...
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