Victus Posted June 3, 2014 Share Posted June 3, 2014 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. Link to comment Share on other sites More sharing options...
Woodstar Posted June 3, 2014 Share Posted June 3, 2014 (edited) Why the dependencies of other mods HOME didn't have? Edited June 3, 2014 by Woodstar Link to comment Share on other sites More sharing options...
malkuth Posted June 3, 2014 Share Posted June 3, 2014 Parachute doesn't show when using realchutes it seems. Link to comment Share on other sites More sharing options...
BrutalRIP Posted June 3, 2014 Share Posted June 3, 2014 (edited) 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 June 3, 2014 by BrutalRIP Link to comment Share on other sites More sharing options...
Guest Posted June 3, 2014 Share Posted June 3, 2014 also the admin part to HOME 1 spawns on the launchpad already open and wont closehttp://forum.kerbalspaceprogram.com/threads/73236-WIP-Loading-textures-only-as-requiredCan'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. Link to comment Share on other sites More sharing options...
BrutalRIP Posted June 3, 2014 Share Posted June 3, 2014 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 Link to comment Share on other sites More sharing options...
Gaalidas Posted June 3, 2014 Share Posted June 3, 2014 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? Link to comment Share on other sites More sharing options...
shadowsutekh Posted June 3, 2014 Share Posted June 3, 2014 You realize the SFR is inaccessible due to spaceport being taken down right? Link to comment Share on other sites More sharing options...
Guest Posted June 3, 2014 Share Posted June 3, 2014 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. Link to comment Share on other sites More sharing options...
agises Posted June 3, 2014 Share Posted June 3, 2014 The HOME3_hub_lander produces an NRE flood because ModuleLandingLeg can't find the suspension transform. Can provide log if you want.Salud. Link to comment Share on other sites More sharing options...
Guest Posted June 3, 2014 Share Posted June 3, 2014 OK, never had this problem, but removed suspension data anyway. Re-download HOME3 after about 10 minutes and check if the problem is gone. Link to comment Share on other sites More sharing options...
Trevor Posted June 3, 2014 Share Posted June 3, 2014 (edited) 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 June 4, 2014 by Trevor Link to comment Share on other sites More sharing options...
dtoxic Posted June 4, 2014 Share Posted June 4, 2014 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 objectthere 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 crazythank you Link to comment Share on other sites More sharing options...
sp1989 Posted June 4, 2014 Share Posted June 4, 2014 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. Link to comment Share on other sites More sharing options...
Mecripp Posted June 4, 2014 Share Posted June 4, 2014 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 objectthere 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 crazythank you If you look the hatch shows as landing legs some bug there. Link to comment Share on other sites More sharing options...
dtoxic Posted June 4, 2014 Share Posted June 4, 2014 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?) Link to comment Share on other sites More sharing options...
DigitalProeliator Posted June 4, 2014 Share Posted June 4, 2014 (edited) 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 June 4, 2014 by DigitalProeliator Link to comment Share on other sites More sharing options...
Virtualgenius Posted June 4, 2014 Share Posted June 4, 2014 (edited) Would Bobcat consider modelling a greenhouse for the new HOME3 its so awesome. I have loved all his stuff since I started playingIf I use the magic word PLEASE it might appear Edited June 4, 2014 by Virtualgenius Link to comment Share on other sites More sharing options...
Deathsoul097 Posted June 4, 2014 Share Posted June 4, 2014 Hmm, the HOME 3 Core shrunk after I quickloaded. (I have known this bug to affect many different parts, such as the KW 3m port) Any ideas about a fix, or is this just me? Link to comment Share on other sites More sharing options...
NathanKell Posted June 4, 2014 Share Posted June 4, 2014 Sounds like MODEL node used but rescaleFactor not 1.0 Link to comment Share on other sites More sharing options...
Deathsoul097 Posted June 4, 2014 Share Posted June 4, 2014 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.muscale = 1rescaleFactor = 1.25 Link to comment Share on other sites More sharing options...
randomness5555 Posted June 4, 2014 Share Posted June 4, 2014 Oh my... I seriously thought that home had died forever... turns out it's grown even better. Nice work sir! Link to comment Share on other sites More sharing options...
Gaalidas Posted June 4, 2014 Share Posted June 4, 2014 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. Link to comment Share on other sites More sharing options...
Guest Posted June 4, 2014 Share Posted June 4, 2014 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. Link to comment Share on other sites More sharing options...
dtoxic Posted June 4, 2014 Share Posted June 4, 2014 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? Link to comment Share on other sites More sharing options...
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