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[20.x]BobCat Ind. Release


BobCat

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Very cool! I'm loving all the RasterPropMonitor elements! The whole thing has a very futuristic look to it!

YIDd2UP.png

It looks like this is primarily a transport (I'm thinking sort of like an interplanetary Soyuz). Does that mean you will be expanding the scope of the H.O.M.E. project? Will this ship be able to interact with base modules in any interesting ways that we may not guess? :)

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Long time lurker, First time poster.

I have been using Bobcat's HOME for a quite while and while I know it is being updated and the old parts may be dead there is one part that I still use quite a bit for heavy landers, the 3M Legs.

My question is this, has anyone been able to get the 3m HOME legs to function properly in .23?

At first I could not get the animations to work at all, but updating the cfg file to .23 standards at least allows the legs to deploy (lower) properly (animations and all). The hitch is that the retract (raise) animations do not, when you raise the gear it just snaps to its pre-deployed state instantly which has the vehicle drop suddenly. I wanted to see if anyone has been able to solve this easily as the only answers I have seen to fix this issue is to edit the animations themselves which is WAAYYYY out of my area of expertise (although if pointed in the right direction I might try).

I already installed the Unity Editor and downloaded the Kerbal PartTools and fiddled with it but its not something I am used to.

Thanks for any help given!

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For everyone who still refuses to let the DEMVs die off, updated versions for Mk1, 2, 3, & 5 have been posted by Pocket_Panther: http://kerbalspaceprogram.com/author/pocket_panther/

Mk4 RAT has been updated and posted by BlazingAngel665: http://kerbalspaceprogram.com/18-4-demv-mk-4-rat/

The instructions have NOT been updated and say they go in the KSP directory, but you can create a /GameData/DEMV folder to throw them all into.

These work up to and including 0.22, but IIRC, for 0.23+ you MIGHT also need the updated CleverBobcat.dll from here : http://kerbalspaceprogram.com/cleverbobcat-0-18/

For Career Mode, you will also have to edit the .cfgs to add them to the tree...Pretty easy to do.

Edited by Stone Blue
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I have a quick question about the Proton rocket. When it was first released, I could've sworn it had more fuel. With it's current fuel, I can barely make a 100km-100km orbit.. That is with all three stages. What should I do to make it like it was first release (I mean with as much fuel as it had)?

Danke,

Nicolas

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I have a quick question about the Proton rocket. When it was first released, I could've sworn it had more fuel. With it's current fuel, I can barely make a 100km-100km orbit.. That is with all three stages. What should I do to make it like it was first release (I mean with as much fuel as it had)?

Danke,

Nicolas

Proton ? I am pretty sure you are in the wrong thread ... Go here http://forum.kerbalspaceprogram.com/threads/24724-0-22-X-BobCat-ind-Historical-spacecraft-thread

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  • 3 weeks later...
For everyone who still refuses to let the DEMVs die off, updated versions for Mk1, 2, 3, & 5 have been posted by Pocket_Panther: http://kerbalspaceprogram.com/author/pocket_panther/

Mk4 RAT has been updated and posted by BlazingAngel665: http://kerbalspaceprogram.com/18-4-demv-mk-4-rat/

The instructions have NOT been updated and say they go in the KSP directory, but you can create a /GameData/DEMV folder to throw them all into.

These work up to and including 0.22, but IIRC, for 0.23+ you MIGHT also need the updated CleverBobcat.dll from here : http://kerbalspaceprogram.com/cleverbobcat-0-18/

For Career Mode, you will also have to edit the .cfgs to add them to the tree...Pretty easy to do.

How do you add them to Career Mode what do you edit ,where ?

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@RenatsMC You can edit the part in the parts folder open them with a text editor like notepad will do most parts have a line like

editor parameters you would add like TechRequired = electronics or where ever you want, to put it if you want, I just made a cfg to add techrequired = start if you want it. It should work https://www.dropbox.com/s/wg4gtee98duoqi8/ADD_TECHREQUIRED.cfg

If you use the cfg just drop it in KSP/GameData/

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@RenatsMC You can edit the part in the parts folder open them with a text editor like notepad will do most parts have a line like

editor parameters you would add like TechRequired = electronics or where ever you want, to put it if you want, I just made a cfg to add techrequired = start if you want it. It should work https://www.dropbox.com/s/wg4gtee98duoqi8/ADD_TECHREQUIRED.cfg

If you use the cfg just drop it in KSP/GameData/

I figured that out :)

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Has anyone managed to get the MkIV Rat working? I've modified the cfg files to set the science requirements, but I'm still having issues:

1) How do I detach the Rat from it's cargo bay?

2) There's a weird gap that appears when the Lazer module is placed on the back of the Mk4.. The targeting lazer leaves me slightly worried that firing forward might lead to spontaneous catastrophic disassembly (see pic below). Is there a way to fix?

cMAwYOt.png

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