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Fossil's Mechazilla [1.10.1+] [12-23-21]


Fossilized

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Fossil's Mechazilla [1.10.1 +]

A mod for Kerbal Space Program that adds the SpaceX Mechazilla catching system. Works in RO and stock.

z6dGZrA.png

 

Pictures & Videos:

Pictures

Video of Launch

Video of Landing

 

Upcoming:

Roadmap

 

Compatibility:

At this time, this mod has only been tested for:

- 1.12.2 ✔

- 1.10.1 ✔

 

Dependencies:

- ModuleManager

Kerbal Konstructs (If You Want The KK Static)

B9Partswitch (For Switchable Paneled Variant)

 

Downloads:

Github

Spacedock

 

How to Install:

From Github: 

Click the green 'Code' button then 'Download ZIP'. Read the 'README' located just below or the one located in the downloaded ZIP.

OR:

- Click 'Releases' on the right of the page and download 'MechazillaKSP.zip' on the latest release. Read the 'README' located in the downloaded ZIP.

From Spacedock:

- Click download and read the 'README' located in the downloaded ZIP.

 

Realism Overhaul:

- Place "Fossil Extras" into your GameData with the included "MechazillaRO.cfg" inside.


For the KK Static:

- Scale by a factor of 0.625.

Changelog:

Spoiler

RELEASE 1.41:

- Fixed ReadMe's
- Created seperate Animation for KK (Easier exporting)
- Created seperate export for KK (Fix KK buginess with meshes)
- Fixed Collider issue on Part
- Organization
- Changed Open angle from 65 degrees to 60

RELEASE 1.4:

- Added Kerbal Konstructs Static
- Added Paneled Variant
- Organization
- Added grip to arms
- Edited Configs
- Arms now open from central pivot point
- Renamed configs
- Created seperate mesh for KK Static (Work better with KK)
- Added "AnimateOnClick" module to KK Static

RELEASE 1.31:

- Fixed new material not showing
- Fixed StockScale.cfg not working
- Internal organization and fixes
- Added RO patch

RELEASE 1.3:

- File Organization
- Completely Remodeled Stabilizers
- Remodeled Treads
- New, much more accurate colliders
- Added reflectiveness
- Tuned material of mesh
- Fixed Tread only appearing on left arm and Stabilizer only on right arm
- Added 10 missing pipes to Mechazilla mesh

RELEASE 1.2:

- Included stock size patch that is automatically installed and can be removed to play with the real scale Mechazilla
- Retitled arms to work better with ModuleManager and the new patch

RELEASE 1.1:

- Fix of right arm missing collider and issue causing ship to go sideways on launch

RELEASE 1.0:

- Released first model of catch arms

 

LICENSE

Spoiler

MIT License

Copyright (c) 2021 Fossilized

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

 

Edited by Fossilized
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52 minutes ago, ElonsMusk said:

Looks awesome! Is this intended to be End-to-End? Or merely a Launch Pad? I'm a reusability Kerbalnaut and would be impressed if it can be used for RTLS  and reuse.

Thank you. The launch pad is actually part of another mod, this mod only includes the catching arms. Future updates will add sliders to adjust the angles and height of the arms, allowing you to actually place your rocket back on the pad.

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  • 2 weeks later...
2 hours ago, JackATac said:

Wow this is really neat! Could the arms also catch the booster or are they just for launch atm?

Thank you. Yes, they can catch the booster. Future updates will include vertical movement and sliders to adjust the exact angles and positions.

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On 11/24/2021 at 3:29 AM, Fossilized said:

Fossil's Mechazilla [1.10.1 + 1.12.2]

A mod for Kerbal Space Program that adds the SpaceX Mechazilla catching system. Works in RO and stock.

 

Pictures & Video:

Pics

Video

 

Upcoming:

See what's to come

 

Compatibility:

At this time, this mod has only been tested for:

- 1.12.2 ✔

- 1.10.1 ✔

 

Dependencies:

- Module Manager

 

Downloads:

Github

Spacedock

 

How to Install:

From Github: 

Click the green 'Code' button then 'Download ZIP'. Read the 'README' located just below or the one located in the downloaded ZIP.

OR:

- Click 'Releases' on the right of the page and download 'MechazillaKSP.zip' on the latest release. Read the 'README' located in the downloaded ZIP.

From Spacedock:

- Click download and read the 'README' located in the downloaded ZIP.


IF YOU WANT THE REAL SCALE ARMS:

- Open 'Fossil Industries / Mechazilla / Patches' and delete "StockSize.cfg".

 

Changelog:

  Reveal hidden contents

RELEASE 1.3:

- File Organization
- Completely Remodeled Stabilizers
- Remodeled Treads
- New, much more accurate colliders
- Added reflectiveness
- Tuned material of mesh
- Fixed Tread only appearing on left arm and Stabilizer only on right arm
- Added 10 missing pipes to Mechazilla mesh

RELEASE 1.2:

- Included stock size patch that is automatically installed and can be removed to play with the real scale Mechazilla
- Retitled arms to work better with ModuleManager and the new patch

RELEASE 1.1:

- Fix of right arm missing collider and issue causing ship to go sideways on launch

RELEASE 1.0:

- Released first model of catch arms

 

LICENSE  All Rights Reserved

  Reveal hidden contents

MIT License

Copyright (c) 2021 Fossilized

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

 

is it normal for my mecha to not be in stock size, because I want to use it in stock size ands its stuck on real size.

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  • 2 weeks later...
6 hours ago, adriangm44 said:

How do I land it with such accuracy? And how do you control both vessels at the same time?

I use KOS to do everything autonomously. You could make it easier for yourself by leaving the arms closed so you don't have to switch vessels during landing.

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On 11/24/2021 at 6:14 PM, Fossilized said:

Yeah, it should. If you have the real scale tundra starship / super heavy then make sure to install the real scale version of this mod.

Hey Fossilized, I am using this at real scale with the Tundra SuperHeavy and the vehicle is getting stuck . I am already able to catch the booster using other parts, if I swap to using this part, the vehicle explodes when I close the arms, or if I guide it in with the arms closed, it gets stuck when only about 15-20% of the way in, as if the colliders were misalinged. I even increased the scale to 1.2 to try and make it fit but it will not slide in. Images below and I also have a video if you want to see that!:

Spoiler

Stuck-going-into-Mechazilla-arms.pngStuck-going-into-Mechazilla-arms-2.pngStuck-going-into-Mechazilla-arms-3.png

The vehicle is really pushing inwards as you can see by the direction of the engine thrust. If I open the arms, then it goes forward into them but then everything explodes when I close them

Any assistance is gratefully received!!

Edited by RealTimeShepherd
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10 hours ago, RealTimeShepherd said:

Hey Fossilized, I am using this at real scale with the Tundra SuperHeavy and the vehicle is getting stuck . I am already able to catch the booster using other parts, if I swap to using this part, the vehicle explodes when I close the arms, or if I guide it in with the arms closed, it gets stuck when only about 15-20% of the way in, as if the colliders were misalinged. I even increased the scale to 1.2 to try and make it fit but it will not slide in. Images below and I also have a video if you want to see that!:

  Reveal hidden contents

Stuck-going-into-Mechazilla-arms.pngStuck-going-into-Mechazilla-arms-2.pngStuck-going-into-Mechazilla-arms-3.png

The vehicle is really pushing inwards as you can see by the direction of the engine thrust. If I open the arms, then it goes forward into them but then everything explodes when I close them

Any assistance is gratefully received!!

Thanks for letting me know about the bugs you're having. I'm aware of all of them and have fixed the KK static's bugs, but am having some troubles with the part. As soon as I get it fixed I'll release a patch.

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  • 3 weeks later...
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