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Release: BobCat Ind. Space&Planet products


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also the admin part to HOME 1 spawns on the launchpad already open and wont close

I'm going to swing a guess that with the ram restrictions in KSP..that will will just crash no startup. It looks cool though.

http://forum.kerbalspaceprogram.com/threads/73236-WIP-Loading-textures-only-as-required

Edited by BrutalRIP
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also the admin part to HOME 1 spawns on the launchpad already open and wont close

http://forum.kerbalspaceprogram.com/threads/73236-WIP-Loading-textures-only-as-required

Can't reproduce, sorry. Works fine on my end. Reinstall the mod and check if you have others that interfere with animations. The issue probably is on your end.

Also, I've never had problems with parachutes and RC, either.

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Can't reproduce, sorry. Works fine on my end. Reinstall the mod and check if you have others that interfere with animations. The issue probably is on your end.

Also, I've never had problems with parachutes and RC, either.

Thanks it was the Tweakable Everything mod and no need to say sorry without all you guys we would'nt have this awesome mod.... thanks :D

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Here's a few things I've noticed from playing around with the rover. The cabin light: I'm not sure if it's just because it was still a bit light outside or what, but I didn't see any difference between "on" and "off." The rear door: it thinks it's a landing-leg. Also, it only animates upon closing if you close it before it finishes opening. Otherwise it simply appears closed after toggling it to the closed position. I have no clue right now what the little side door is for, unless that's the fuel hatch?

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It's not. I included it in the package. It's stated in OP, along with it's legal status. I'm only doing that as a temporary measure, mind you.

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OK, never had this problem, but removed suspension data anyway. Re-download HOME3 after about 10 minutes and check if the problem is gone.

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I was trying it out on my launch pad and notice that once a kerbal goes in the habitat area you can no longer control him and bring him back out. Is this just because i am on the launch pad?

Edited by Trevor
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hello all fantastic work on this mod and here are some bugs maybe someone can figure them out...they occur when using tesla rover (btw for my personal use i only installed the rover nothing else ,base wheels and rover pod + all the dependencies internals and so on)

[ERR 02:00:07.273] ModuleLandingLeg.cs :Failed to find suspension Transform

[ERR 02:00:07.273] ModuleLandingLeg.cs :Failed to find named Collider GameObject

[EXC 02:00:07.292] NullReferenceException: Object reference not set to an instance of an object

there are no landing legs attached to the rover just mechjeb module and the rover with 6 wheels hope some one can figure this out its spamming the log like crazy

thank you :)

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Is this the proper assembly of HOME 3?

Also I just wanted to show you what I mean, if you look at stage two, shouldn't those both be engines? The HOME 3 OS engine shows up as a decouple. It could be very confusing especially on long missions.

HoPqCif.png

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hello all fantastic work on this mod and here are some bugs maybe someone can figure them out...they occur when using tesla rover (btw for my personal use i only installed the rover nothing else ,base wheels and rover pod + all the dependencies internals and so on)

[ERR 02:00:07.273] ModuleLandingLeg.cs :Failed to find suspension Transform

[ERR 02:00:07.273] ModuleLandingLeg.cs :Failed to find named Collider GameObject

[EXC 02:00:07.292] NullReferenceException: Object reference not set to an instance of an object

there are no landing legs attached to the rover just mechjeb module and the rover with 6 wheels hope some one can figure this out its spamming the log like crazy

thank you :)

If you look the hatch shows as landing legs some bug there.

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If you look the hatch shows as landing legs some bug there.

ooook? i dont understand i;am new here and a bit slow into whole modding thing.....is there a fix (or could i fix it by editing cfg files?)

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Is this the proper assembly of HOME 3?

There is no "right" configuration this is just a collection of parts that can be used.

If you look the hatch shows as landing legs some bug there.

Either that's the only way he could get the open animation to work or he was testing something and forgot to undo it. Its no biggie.

Edited by DigitalProeliator
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Would Bobcat consider modelling a greenhouse for the new HOME3 its so awesome. I have loved all his stuff since I started playing

If I use the magic word PLEASE it might appear

Edited by Virtualgenius
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This is the model reference from the CFG, and your right. ReScale is at 1.25 I guess I could fix this by setting "scale =" to 1, 1, 1 and changing "rescaleFactor =" to 1?

MODEL

{

model = BobCatind/HOME2/Parts/HOME2_Base_HUB/HOME2_Base_HUB

scale = 0.8, 0.8, 0.8

}

// --- asset parameters ---

mesh = model.mu

scale = 1

rescaleFactor = 1.25

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So, little update on the door animation of the rover module:

I went ahead and tried replacing the landing leg module with a firespitter-style animation module and as it turns out, that back door is not landing gear at all. It opens smoothly and then closes smoothly when using an animation module. I would assume a standard animation module would work just as well.

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The reason it's set up as landing leg is that otherwise, the door mysteriously reverted to it's closed state when going on EVA from the rover. Firespitter animation module might work, but ModuleAnimateGeneric didn't.

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So, little update on the door animation of the rover module:

I went ahead and tried replacing the landing leg module with a firespitter-style animation module and as it turns out, that back door is not landing gear at all. It opens smoothly and then closes smoothly when using an animation module. I would assume a standard animation module would work just as well.

can we get a fix for that or instructions on how to fix it please? :)

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