fatfluffycat Posted January 20, 2014 Share Posted January 20, 2014 If I built the Mir, can I still update the mod without losing it? Link to comment Share on other sites More sharing options...
Deltac Posted January 20, 2014 Share Posted January 20, 2014 If I built the Mir, can I still update the mod without losing it?From what I'm understanding, Bobcat is only improving the models and textures, and not changing names or node placement, which means you can build the Mir without worrying about the next update breaking your save.Of course, Mr. cat, you should already be okay with save breaking updates since KSP is an alpha.Anyway, this all depends on when Bobcat will get back around to the Historical pack. He's currently working on Home 3.0 in between whatever else he does. Link to comment Share on other sites More sharing options...
roscosmos Posted January 20, 2014 Share Posted January 20, 2014 I think he's waiting for asmi to release ECLSS 2.0 before he updates. Link to comment Share on other sites More sharing options...
Kerbal01 Posted January 21, 2014 Share Posted January 21, 2014 now that frizzank has made explorer 1 bobcat should make sputnik. Link to comment Share on other sites More sharing options...
BobCat Posted January 21, 2014 Author Share Posted January 21, 2014 Old save dont work whit new file optimization system. You loose all your old ship and station. Link to comment Share on other sites More sharing options...
Kerbal01 Posted January 21, 2014 Share Posted January 21, 2014 and sputnik? Link to comment Share on other sites More sharing options...
mediobogdum Posted January 21, 2014 Share Posted January 21, 2014 He's currently working on Home 3.0 in between whatever else he does. The current DL on spaceport has includes parts titled "HOME2".A video posted in the BobCat Ind. thread on 7 January is also titled HOME2.Is HOME 2 the one in development, or is there going to be a HOME 3 meaning this:Old save dont work whit new file optimization system. You loose all your old ship and station. applies to HOME 2 modules? Link to comment Share on other sites More sharing options...
Guest Posted January 21, 2014 Share Posted January 21, 2014 No, it applies to the Soviet Pack. It's going to be much more optimized than before, but this change will break saves. Link to comment Share on other sites More sharing options...
mediobogdum Posted January 21, 2014 Share Posted January 21, 2014 OK, thanks much.OP: This mod is terrific, thank you for your time. Link to comment Share on other sites More sharing options...
Deltac Posted January 21, 2014 Share Posted January 21, 2014 The current DL on spaceport has includes parts titled "HOME2".A video posted in the BobCat Ind. thread on 7 January is also titled HOME2.Is HOME 2 the one in development, or is there going to be a HOME 3 meaning this:applies to HOME 2 modules?I say Home 3 because the modules he is showing off now look very little like the original modules he was working on for Home 2. Post #944 showcasing what I call Home 3 Link to comment Share on other sites More sharing options...
refsmmat Posted January 21, 2014 Share Posted January 21, 2014 Is there something unusual about the LER Rover drive controls? A and D keys can turn the wheels, and the wheel axis can be crabbed 90° for sideways motion, but I can't drive the wheels using the W and S or I and K keys. Should I have set up action groups? Although I didn't, can I set up action groups after having landed on the Mun? Link to comment Share on other sites More sharing options...
mediobogdum Posted January 22, 2014 Share Posted January 22, 2014 @ Deltac: Sweet, I hadn't seen either of those. Link to comment Share on other sites More sharing options...
Slipstream Posted January 23, 2014 Share Posted January 23, 2014 So I looked at Bobcat's latest Soyuz video and I noticed something missing! Didn't the thermal blankets peel away when the modules separated from the descent capsule, It would definitely make for a more accurate eye candy! Link to comment Share on other sites More sharing options...
crazyewok Posted January 23, 2014 Share Posted January 23, 2014 Will this work with .23 and the tec tree? Link to comment Share on other sites More sharing options...
fcbayerndm Posted January 23, 2014 Share Posted January 23, 2014 So I looked at Bobcat's latest Soyuz video and I noticed something missing! Didn't the thermal blankets peel away when the modules separated from the descent capsule, It would definitely make for a more accurate eye candy!I think the thermal blankets on the descent capsule are "removed" by reentry rather than by separation from the Service and Orbital Modules. Link to comment Share on other sites More sharing options...
Slipstream Posted January 23, 2014 Share Posted January 23, 2014 (edited) I think the thermal blankets on the descent capsule are "removed" by reentry rather than by separation from the Service and Orbital Modules.There were 8 sheets of thermal insulation held in place by the modules through a use of segmented rings (like a broken circle of sorts), as soon as the modules seperated, no longer were the segments were held together in a ring, would they be detached and allowed to float away prior to entry.http://www.braeunig.us/space/specs/soyuz.htm For source,Sadly I doubt anyone would have time to actually photograph the sequence just before their fiery descent for obvious reasons so here's some images from a dead Soyuz simulation project for another fabled space simulator: Orbiterhttp://djvader.blogspot.com/2006_05_01_archive.html Edited January 23, 2014 by Slipstream Additional info added and grammar correction, added source and links to images. Link to comment Share on other sites More sharing options...
roscosmos Posted January 23, 2014 Share Posted January 23, 2014 reminds me of Soyuz TM-9. Link to comment Share on other sites More sharing options...
kiwiak Posted January 25, 2014 Share Posted January 25, 2014 (edited) This is what i get when i try to fold rover body and than whel (rear one)...Maybe i shoudl somehow dd these wheels during fight using kas? Edited January 25, 2014 by kiwiak Link to comment Share on other sites More sharing options...
Deltac Posted January 25, 2014 Share Posted January 25, 2014 This is what i get when i try to fold rover body and than whel (rear one)...http://i.imgur.com/XNHwnpF.pngMaybe i shoudl somehow dd these wheels during fight using kas?Fix: Place the front wheels first without rotating anything, then place the wheels in the back by rotating them first. Oh, and I see your wheels are also hovering like mine. Why you no confirm my bug? Front in VAB = pointing towards the launchpad outside. Link to comment Share on other sites More sharing options...
kiwiak Posted January 25, 2014 Share Posted January 25, 2014 (edited) Thanks, it workedBy why this rover is unfodlded and player has to ingame fold it, not the opposite is beyond me. Whole point of folding rover is to fit it somewhere inside lander where it wond fit unfolded, than release it on ground and unfold. So right now i have to attach its unfolded version in vab somwehere anyway. Or somehow fold it and attach on launchpad using some KAS magic tricks.Its shame, really because its really awesome rover. Edited January 26, 2014 by kiwiak Link to comment Share on other sites More sharing options...
Guest Posted January 25, 2014 Share Posted January 25, 2014 It used to start folded. I don't know why it doesn't now. Link to comment Share on other sites More sharing options...
kiwiak Posted January 26, 2014 Share Posted January 26, 2014 It used to start folded. I don't know why it doesn't now.In OP post bobcat wrote that lazor plugin is needed, maybe its because that i dont have it installed?Does everyone have this starting unfolded in 0.23 version of game? Link to comment Share on other sites More sharing options...
Deltac Posted January 26, 2014 Share Posted January 26, 2014 Something changed in the code for KSP from .21 to .22 (I think that's where the unfolded bug first showed up). Since it didn't really break the LRV, Bobcat put it on the back burner. Link to comment Share on other sites More sharing options...
Virtualgenius Posted January 26, 2014 Share Posted January 26, 2014 They changed the anim switch in .23 and it broke lots of mods thats why doors arnt open on some mods anymore in the vab or stuff isnt folded up here is a link to a forum thread http://forum.kerbalspaceprogram.com/threads/59106-Anim-Switch?p=809129&viewfull=1#post809129 Link to comment Share on other sites More sharing options...
kiwiak Posted January 26, 2014 Share Posted January 26, 2014 Is there any way to fix it? Link to comment Share on other sites More sharing options...
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