NathanKell Posted June 4, 2014 Share Posted June 4, 2014 Deathsoul097: correct, but you will also need to change the node lines. "Multiply in" the rescaleFactor, so if it saidnode_foo = 0.0, 2.0, 1.5, blah blahchange it tonode_foo = 0.0, 2.5, 1.875, blah blah Link to comment Share on other sites More sharing options...
sp1989 Posted June 4, 2014 Share Posted June 4, 2014 Forgive me if its already been mentioned or talked about but whats the status of the ISS pack, i would love to see that finally be 100%? Link to comment Share on other sites More sharing options...
Kerbal01 Posted June 4, 2014 Share Posted June 4, 2014 Yogui87 is finishing it up. Link to comment Share on other sites More sharing options...
sp1989 Posted June 4, 2014 Share Posted June 4, 2014 Yogui87 is finishing it up.Meaning his parts or the whole thing? I knew there were a few people working on it. Link to comment Share on other sites More sharing options...
BrutalRIP Posted June 5, 2014 Share Posted June 5, 2014 So is the HOME 1 pod supposed to have rpm monitors because i (and others) have none Link to comment Share on other sites More sharing options...
K3-Chris Posted June 5, 2014 Share Posted June 5, 2014 (edited) Mylar texture on the expanding bits is pretty narly, looks pretty weird baking the "crinkled" look into the texture itself, would work better in the normalmap and specularmap than in the texture.HOME2/3 parts are using the wrong node-size, at least for the top and bottom parts, using size 2 instead of the proper node size for 3.75m~ parts 3. Makes connections between parts like the HOME3 parachute, HOME3 base hub and the HOME3 pod decent module a lot weaker than they should be.Also why this thread title? HOME3 or similar instead would be a lot more descriptive at least imho. Edited June 5, 2014 by K3|Chris Link to comment Share on other sites More sharing options...
MainSailor Posted June 5, 2014 Share Posted June 5, 2014 Meaning his parts or the whole thing? I knew there were a few people working on it.From the forum posts over there recently, Yogui is working on some additional (new) parts, Z1 truss, etc. Bobcat is rumoured to be overhauling the the rest of the truss structure. Dragon is acting as a great project manager as there seems to be a lot more inertia over there than there has been for quite some time. Link to comment Share on other sites More sharing options...
Virtualgenius Posted June 5, 2014 Share Posted June 5, 2014 I have an invisible parachute on the main pod it deploys and works but is not visible in game Link to comment Share on other sites More sharing options...
dtoxic Posted June 5, 2014 Share Posted June 5, 2014 hate to bump my question....is there a fix for the rover door and wheels spamming the log? Link to comment Share on other sites More sharing options...
Guest Posted June 5, 2014 Share Posted June 5, 2014 Never had this problem. Wheels use the stock system, but door is a bit of an odd case. Could you try a clean install with just the required mods? Also, which KSP version are you running? Link to comment Share on other sites More sharing options...
dtoxic Posted June 5, 2014 Share Posted June 5, 2014 Never had this problem. Wheels use the stock system, but door is a bit of an odd case. Could you try a clean install with just the required mods? Also, which KSP version are you running?i;am running 0.23.5 464 ARMthis is what i get [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 (this one is for rover wheels i think)even on a clean install Link to comment Share on other sites More sharing options...
K3-Chris Posted June 5, 2014 Share Posted June 5, 2014 Let me re-iterate: HOME2/3 parts are using the wrong node-size, at least for the top and bottom parts, using size 2 instead of the proper node size for 3.75m~ parts 3. Makes connections between parts like the HOME3 parachute, HOME3 base hub and the HOME3 pod decent module a lot weaker than they should be. Link to comment Share on other sites More sharing options...
Virtualgenius Posted June 5, 2014 Share Posted June 5, 2014 Dragon do you have visible parachute on the main pod Link to comment Share on other sites More sharing options...
Guest Posted June 5, 2014 Share Posted June 5, 2014 Your concern is noted, thanks. Not need to re-iterate. Seeing as this is on the same page, you shouldn't be doing that, in fact. Will fix in the next update. I didn't have a lot of problems with it, so it's not a priority, and I'm busy with other things. i;am running 0.23.5 464 ARMthis is what i get [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 (this one is for rover wheels i think)even on a clean installTry redownloading and reinstalling. I think I've fixed this. If I didn't, then you'll have to wait until 23th. I'm going to be really bogged down in the next two weeks, so expect no/few updates. Link to comment Share on other sites More sharing options...
dtoxic Posted June 5, 2014 Share Posted June 5, 2014 Your concern is noted, thanks. Not need to re-iterate. Seeing as this is on the same page, you shouldn't be doing that, in fact. Will fix in the next update. I didn't have a lot of problems with it, so it's not a priority, and I'm busy with other things. Try redownloading and reinstalling. I think I've fixed this. If I didn't, then you'll have to wait until 23th. I'm going to be really bogged down in the next two weeks, so expect no/few updates.sorry dident mean to be a pain in the a** just wanna help make this mod good Link to comment Share on other sites More sharing options...
Guest Posted June 5, 2014 Share Posted June 5, 2014 Dragon do you have visible parachute on the main podYes, I do. I have no idea why you wouldn't. Same deal as always, post the log, mod list, etc. Link to comment Share on other sites More sharing options...
Virtualgenius Posted June 6, 2014 Share Posted June 6, 2014 I have noticed one thing about the Tesla wheels and tires they are very fragile might need to beef them up a bit Link to comment Share on other sites More sharing options...
BrutalRIP Posted June 6, 2014 Share Posted June 6, 2014 is the HOME 1 pod supposed to have rpm monitors?? Link to comment Share on other sites More sharing options...
Virtualgenius Posted June 6, 2014 Share Posted June 6, 2014 (edited) I figured it out the realchute MM config for the HOME parachutes is whats doing it, remove the MM config works as intended I will post in the real chute threadUpdate: Stupid chris will update the MM configs on his next releaseHome 1 came out well before RPM so i would guess it wouldnt have it however if someone wanted to create a stunning new IVA then it wouldOk I have been messing around with the configs for the descent stage and fixed the landing gear suspension if you change the values to whats listed it works quite nicely suspensionSpring = 5suspensionDamper = 2Also the decoupler Icon for the engine of the ISM didnt really work for me. if you place the decoupler as the last module under all the engine stuff the icon will change to an engine you still need to setup an action group or right click to decouple, personally this should be replaced with a custom made decoupler. Dragon is there any chance Bobcat could knock one up if he has time and we can remove the decoupler option from the ISM cfg.PS ( The JOOL V 2m decoupler fits perfectly and looks the part ) Edited June 6, 2014 by Virtualgenius Link to comment Share on other sites More sharing options...
zilfondel Posted June 6, 2014 Share Posted June 6, 2014 I am cross-posting this from the Bobcat Historical spacecraft thread. Although NOT updated, all of those parts mods are still available online. I assume that most of the parts still function properly.I figured I would give this a bump for anyone who wants access to them.http://forum.kerbalspaceprogram.com/threads/24724-0-22-X-BobCat-ind-Historical-spacecraft-thread?p=1199113&viewfull=1#post1199113American pack 1.2: https://drive.google.com/file/d/0B1VLa3e0TGYuZEdMZTZsNk9CT2s/edit?usp=sharingSoviet Pack 1.9.1b: http://www./download/v75377195a0qhhv/Soviet+Pack+ver1.9.1b.zipSoviet Pack 2.0.0: http://kerbal-space-parts.com/space/modpart-soviet-pack-2-0-0-910.htmlSoviet Engine Pack: http://kerbal-space-parts.com/space/modpart-soviet-engines-pack-v1-1-438.html...lets hope that future mod authors maintain a mirror site for their downloads. They can really come in handy! Link to comment Share on other sites More sharing options...
Guest Posted June 7, 2014 Share Posted June 7, 2014 Also the decoupler Icon for the engine of the ISM didnt really work for me. if you place the decoupler as the last module under all the engine stuff the icon will change to an engine you still need to setup an action group or right click to decouple, personally this should be replaced with a custom made decoupler. Dragon is there any chance Bobcat could knock one up if he has time and we can remove the decoupler option from the ISM cfg.Sorry, right-click/AGs always were how it was supposed to work. I'll change the suspension and the icon, but that's it. The ISM is supposed to decouple with an action group. Link to comment Share on other sites More sharing options...
Virtualgenius Posted June 7, 2014 Share Posted June 7, 2014 Thanks for the reply dragon is this going to get further development or is on hold till the release of the updated soviet and american pack and the ISS as it would be nice to have a green house for the new home 3 but i guess with those 3 pack Bobcat has a mountain of stuff to do Link to comment Share on other sites More sharing options...
Deathsoul097 Posted June 7, 2014 Share Posted June 7, 2014 Sorry, right-click/AGs always were how it was supposed to work. I'll change the suspension and the icon, but that's it. The ISM is supposed to decouple with an action group.Well, could it be possible to make the decouple node be a docking node instead? That way, it can still decouple with an AG, will stage properly, and we get a proper DV readout in the VAB. Just an idea. Link to comment Share on other sites More sharing options...
Guest Posted June 7, 2014 Share Posted June 7, 2014 I'll ask BobCat the next time I mange to contact him. But not without a model change. Link to comment Share on other sites More sharing options...
Deathsoul097 Posted June 7, 2014 Share Posted June 7, 2014 I'll ask BobCat the next time I mange to contact him. But not without a model change.Why would the model need changing? I mean just use the top node as a dock node instead of a decouple node, not actually turn it into a docking unit. Just a little workaround, not something to seriously use. Link to comment Share on other sites More sharing options...
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