Mecripp Posted June 13, 2014 Share Posted June 13, 2014 And on the hatch as dtoxic came up with using the FSanimateGeneric on the hatch, I played around with it, you can edit it to look like this so you can open it back on EVA now MODULE{ name = FSanimateGeneric animationName = tesla_door startEventGUIName = Open back door endEventGUIName = Close back door actionGUIName = Toggle door availableInEVA = True} Link to comment Share on other sites More sharing options...
Boamere Posted June 13, 2014 Share Posted June 13, 2014 Is the home 3 mod being actively developed right now? Link to comment Share on other sites More sharing options...
dtoxic Posted June 13, 2014 Share Posted June 13, 2014 And on the hatch as dtoxic came up with using the FSanimateGeneric on the hatch, I played around with it, you can edit it to look like this so you can open it back on EVA now@MeCripp thumbs up Link to comment Share on other sites More sharing options...
sp1989 Posted June 13, 2014 Share Posted June 13, 2014 I don't know if this is just me but I put MIR core on top of the Proton and its doesn't even move off the pad. Link to comment Share on other sites More sharing options...
Guest Posted June 13, 2014 Share Posted June 13, 2014 Masses and capabilities didn't change all that much since the last release. You might be getting the "sticky pad" bug, but Proton can certainly lift the MIR Core. Link to comment Share on other sites More sharing options...
dimovski Posted June 13, 2014 Share Posted June 13, 2014 Hmm, if I might ask, will the pack once again feature the old Soyuz capsule? And will the N-I rise from the dead aswell? Or did I just fail really hard, not having seen it? (Haven't played KSP for such a long time, I hope it might be excusable) Link to comment Share on other sites More sharing options...
Mecripp Posted June 13, 2014 Share Posted June 13, 2014 Hmm, if I might ask, will the pack once again feature the old Soyuz capsule? And will the N-I rise from the dead aswell? Or did I just fail really hard, not having seen it? (Haven't played KSP for such a long time, I hope it might be excusable)DennyTX as a N-1 Mod out you should try http://kerbal.curseforge.com/ksp-mods/220466-n-1 Link to comment Share on other sites More sharing options...
sp1989 Posted June 13, 2014 Share Posted June 13, 2014 Masses and capabilities didn't change all that much since the last release. You might be getting the "sticky pad" bug, but Proton can certainly lift the MIR Core.Ok then I have the sticky pad bug because the damn thing doesn't want to even come off the ground out all. I am gonna use dennys for the ISS anyway. The panels and RCS just don't want to stay in the fairings. Thats why I said before maybe you can ask bobcat to make the big black fairings they used to launch the ISS? Even when I placed the RCS in different places the panels still stick out. I gotta make some tough decisions and delete some stuff to get dennys proton to work but this is what happens when you go for realism over practicality am I right?! Also this website http://http://www.spacefacts.de/english/e_iss_assembly.htm really helps when you're trying to get the ISS assembled. Link to comment Share on other sites More sharing options...
Mecripp Posted June 13, 2014 Share Posted June 13, 2014 @sp1989 I think this one is a better launcher http://forum.kerbalspaceprogram.com/threads/16866-Horizon-Aeronautics-Development-Thread as both Proton mods, I have try'ed can't left much. Link to comment Share on other sites More sharing options...
sp1989 Posted June 13, 2014 Share Posted June 13, 2014 @sp1989 I think this one is a better launcher http://forum.kerbalspaceprogram.com/threads/16866-Horizon-Aeronautics-Development-Thread as both Proton mods, I have try'ed can't left much.Absolutely!! I have it. I just finished building MIR with it. But I was gonna try and put the ISS all together the way it was actually put together, in the right order, etc. Link to comment Share on other sites More sharing options...
Virtualgenius Posted June 14, 2014 Share Posted June 14, 2014 Any chance we can get a greenhouse module for the new Home 3 similar to the hab units Link to comment Share on other sites More sharing options...
sp1989 Posted June 14, 2014 Share Posted June 14, 2014 What iss parts are missing? Are they coming? If not what parts are multi purpose. Like do we use node 2 twice as node 2 and 3? Z1 truss segment etc. Link to comment Share on other sites More sharing options...
Guest Posted June 14, 2014 Share Posted June 14, 2014 ISS is basically complete. No missing parts if you installed it right. Node 2 is to be used as 3, too, they were identical. And Z1 is there, you just need to look for it. I'll make tab assignment consistent for the next release.Ok then I have the sticky pad bug because the damn thing doesn't want to even come off the ground out all. I am gonna use dennys for the ISS anyway. The panels and RCS just don't want to stay in the fairings. Thats why I said before maybe you can ask bobcat to make the big black fairings they used to launch the ISS?You're doing it wrong. Zarya panels are "kind of WIP" exactly because of this issue. Just use normal MIR ones, I'll be editing Zarya ones. And RCS stick out, because you placed them wrong. The correct way is to use a MIR RCS block. Check the .craft file, it's in the MIR pack. Link to comment Share on other sites More sharing options...
Kartoffelkuchen Posted June 14, 2014 Share Posted June 14, 2014 Could you include a .craft file for the ISS? I don`t know how to assemble it manually. Link to comment Share on other sites More sharing options...
MDBenson Posted June 14, 2014 Share Posted June 14, 2014 (edited) This is awesome, it's so great to see these mods updated and working again (Got the craft files in the updated version )Soyuz, MIR and ISS: I am planning on working on TAC Life Support and Connected Living Spaces configs for these if you are interested? Edited June 14, 2014 by MDBenson Link to comment Share on other sites More sharing options...
sp1989 Posted June 14, 2014 Share Posted June 14, 2014 ISS is basically complete. No missing parts if you installed it right. Node 2 is to be used as 3, too, they were identical. And Z1 is there, you just need to look for it. I'll make tab assignment consistent for the next release.You're doing it wrong. Zarya panels are "kind of WIP" exactly because of this issue. Just use normal MIR ones, I'll be editing Zarya ones. And RCS stick out, because you placed them wrong. The correct way is to use a MIR RCS block. Check the .craft file, it's in the MIR pack.Yup classic case of posting before you actually try. I figured out the panels and the RCS. Also I realized I was useing an ISS map that includes the pieces that were cancelled or removed from the final design. That includes a lot of stuff that never went up like the UDM, habitation module, the research modules etc. Link to comment Share on other sites More sharing options...
Guest Posted June 14, 2014 Share Posted June 14, 2014 Well, glad you figured it out. If someone steps up to the task, we might have these pieces someday.This is awesome, it's so great to see these mods updated and working again Soyuz: Needs a craft file with a working Abort sequence. I can't work it out, even looking at documents on the actual sequence :\Soyuz, MIR and ISS: I am planning on working on TAC Life Support and Connected Living Spaces configs for these if you are interested?Soyuz abort sequence is wrong, and BobCat objected to setting it up in a realistic way ("too complicated"). So until I can contact him again, that's gonna be a problem.I'll gladly use TLS and CLS configs you develop, at least until ECLSS comes back online. Link to comment Share on other sites More sharing options...
Mecripp Posted June 14, 2014 Share Posted June 14, 2014 (edited) Can you fix the Collider error with the rover wheels and the rover it self ?Edit- And, I post what you or some one left out on the rover wheels suspension. Edited June 14, 2014 by Mecripp2 Link to comment Share on other sites More sharing options...
Guest Posted June 14, 2014 Share Posted June 14, 2014 I'm afraid I don't understand. I had no collider errors, and I don't understand what you mean by "left out" or whatever you're trying to say. When I tested it, Tesla worked fine. Link to comment Share on other sites More sharing options...
MDBenson Posted June 14, 2014 Share Posted June 14, 2014 (edited) Well, glad you figured it out. If someone steps up to the task, we might have these pieces someday.The UDM is basically another FGB, I think it's actually supposed to launch, but they keep pushing it back. Was supposed to finally go this year but is now bumped down to 2015.I'll gladly use TLS and CLS configs you develop, at least until ECLSS comes back online.I'm using ModuleManager and carefully removing the ECLSS resources so as not to affect functionality with ECLSS. I just prefer TAC because it adds food and water which makes Progress, ATV, HTV-II and Dragon flights actually meaningful. to your stations operation, although I'm of the opinion a lot of TAC configs tend to be a bit OP'd (supply WAY too many days worth of resources).I already have some test configs I am working on, I'll post them here for testing when I have them somewhere decent.I'm writing a whole bunch for LazTek's Dragon (to turn old Dragon into a Resupply module), LHA ATV (to make it do something other than look cool) and a few other things. I seem to have found my niche I wouldn't mind some crowd input on how many days supply (based on 6 crew) each part should hold?I started a Dev thread here : http://forum.kerbalspaceprogram.com/threads/83099-TAC-Life-support-and-CLS-MM-Configs-for-MIR-ISS-Soyuz-etc Edited June 14, 2014 by MDBenson Link to comment Share on other sites More sharing options...
Mecripp Posted June 14, 2014 Share Posted June 14, 2014 (edited) I'm afraid I don't understand. I had no collider errors, and I don't understand what you mean by "left out" or whatever you're trying to say. When I tested it, Tesla worked fine.Your file or some1's WHEEL { wheelName = wheel wheelColliderName = wheelCollider suspensionTransformName = suspensionTraverse suspensionNeutralPointName = suspensionNeutralPoint damagedObjectName = bustedwheel rotateX = 1 rotateY = 0 rotateZ = 0 } steeringCurve { key = 0 12 key = 6 6 key = 12 1 } torqueCurve { key = 0 15 0 0 key = 5 10 0 0 key = 12 0 0 0 }}MODULE{ name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = 1-1 <---- here you see rotatorsName = 1-2 <---- here you see } CONSTRAINLOOKFX { targetName = 1-2 <---- here you see rotatorsName = 1-1 <---- here you see }CONSTRAINLOOKFX { targetName = 2-1 <---- here you see rotatorsName = 2-2 <---- here you see } CONSTRAINLOOKFX { targetName = 2-2 <---- here you see rotatorsName = 2-1 <---- here you see }CONSTRAINLOOKFX { targetName = 3-1 <---- here you see rotatorsName = 3-2 <---- here you see } CONSTRAINLOOKFX { targetName = 3-2 <---- here you see rotatorsName = 3-1 <---- here you see }} Should look like this MODULE{ name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = susp1-1 <--- should look like this rotatorsName = susp1-2 <--- should look like this } CONSTRAINLOOKFX { targetName = susp1-2 <--- should look like this rotatorsName = susp1-1 <--- should look like this }CONSTRAINLOOKFX { targetName = susp2-1 <--- should look like this rotatorsName = susp2-2 <--- should look like this } CONSTRAINLOOKFX { targetName = susp2-2 <--- should look like this rotatorsName = susp2-1 <--- should look like this }CONSTRAINLOOKFX { targetName = susp3-1 <--- should look like this rotatorsName = susp3-2 <--- should look like this } CONSTRAINLOOKFX { targetName = susp3-2 <--- should look like this rotatorsName = susp3-1 <--- should look like this }} Sorry so long don't know how to make a spoiler or make it smaller.Edit- And by you use ModuleLandingLeg on the hatch it spams null why it's opening and did you get out of the rover when kerbal is on the side hanging on it's spamming a null error. Edited June 14, 2014 by Mecripp2 Link to comment Share on other sites More sharing options...
Guest Posted June 14, 2014 Share Posted June 14, 2014 Well, ModuleLandingLeg allows the hatch to be opened from EVA, and does not cause a NullRef spam for me, nor for anyone else, it seems. If you know of any other way of doing that, let me know. Link to comment Share on other sites More sharing options...
Mecripp Posted June 14, 2014 Share Posted June 14, 2014 (edited) Well, ModuleLandingLeg allows the hatch to be opened from EVA, and does not cause a NullRef spam for me, nor for anyone else, it seems. If you know of any other way of doing that, let me know.Would think most all have the Firespitter plugin and here, I posted how to set it so you can open it from EVA http://forum.kerbalspaceprogram.com/threads/81754-Release-BobCat-Ind-Space-Planet-products?p=1211575&viewfull=1#post1211575And did your's not spam null when you got out of the rover ?Edit- I will do a new install to see if that helps. Edited June 14, 2014 by Mecripp2 Link to comment Share on other sites More sharing options...
Guest Posted June 14, 2014 Share Posted June 14, 2014 I will not introduce a requirement for the Firespitter plugin, not for just one animation. Not gonna happen, sorry, I'm generally going to try to keep plugins to a necessary minimum. There's just too much risk that a plugin will stop working for whatever reason. And no, I'm not getting nullrefs on getting out of the rover. Link to comment Share on other sites More sharing options...
MDBenson Posted June 14, 2014 Share Posted June 14, 2014 I moved my TAC and CLS stuff to a thread here: http://forum.kerbalspaceprogram.com/threads/83099-TAC-Life-support-and-CLS-MM-Configs-for-MIR-ISS-Soyuz-etc Link to comment Share on other sites More sharing options...
Recommended Posts