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You wouldn't happen to know how to change the scale of the internal would you?

Not sure if we can rescale the transparent pods part but you can

-MODULE
{
name = JSITransparentPod
}

or just delete that part out.

EDIT- Think, I found the # you was looking for.

EDIT-

@PART[Altairdescentstage]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[AltairDockingPort]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[AltairlanderPod]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[AltairlanderPod]
{
%scale = 1
%rescaleFactor = 0.8

!MODULE[JSITransparentPod] {}
}

@PART[Ares_2stage_decoupler]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[Ares12stage]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[Ares1_2stage_oxidizertank]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[Ares_SRB_Avionic]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[Ares1_J2-X]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[Ares1_SRB]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[Ares_SRB_Nose_Cone]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[AresV_2stage]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[AresV_J2-X_engine]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[AresV_2stage_decoupler]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[AresV_3stage_fueltank]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[AresV_payloadbase]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[AresV_payload_shroud]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[Orion_Circularpanel]
{
%scale = 1
%rescaleFactor = 2
}

@PART[Altaircargoplatform]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[LER_roverBody]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[LER_DockPort]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[LER_Pod]
{
%scale = 1
%rescaleFactor = 0.8

!MODULE[JSITransparentPod] {}
}

@PART[LER_Wheel]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[LRV_Pod]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[LRV_Wheel]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[LRV_Wheel2]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[Orion_DockingPort]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[Orion_InstrumentServise_Module]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[Orion_LES]
{
%scale = 1
%rescaleFactor = 0.8
}

@PART[Orion_Pod]
{
%scale = 1
%rescaleFactor = 0.8

!MODULE[JSITransparentPod] {}
}

Having trouble with 1 part will have to wait to later today got to sleep now eye are crossing

EDIT- And here is a link to add the stock RPM's to the Orion Pod http://forum.kerbalspaceprogram.com/threads/64993-0-25-Chaka-Monkey-Exploration-Odyssey-0-27-EFT-1-Edition?p=1528164&viewfull=1#post1528164

Edited by Mecripp2
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Dragon01, NASA has a lot of 3d models on it's site.

One of them is a model of the ISS.

Maybe you can update the ISS truss from these models.

http://nasa3d.arc.nasa.gov/detail/iss-hi-res

It's been tried before, and I really hope it'd work. But the NASA models are really high-poly and not suited for KSP without a goodly bit of editing, IIRC

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I've had just enough experiences with Unity not to want to touch it again. :) But if anyone manages to turn those into usable, working KSP models, then I'll include them, by all means. Raidernick managed to convert the Pioneer 10 from there, so it's not impossible. Texture and model optimization needs to be given a lot of attention, too. I'd very much like it to be usable in RSS, which is a memory hog itself and getting it to run on 64bit is a bit of a chore, so it should be usable in 32bit, ideally with most of its resupply vehicles working as well.

If anyone is gonna try it, I'd ask him to start with the truss. The rest of the station holds up pretty well, but the truss is hopelessly broken, with some sections missing outright.

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Not sure if we can rescale the transparent pods part but you can
-MODULE
{
name = JSITransparentPod
}

or just delete that part out.

EDIT- Think, I found the # you was looking for.

EDIT- Having trouble with 1 part will have to wait to later today got to sleep now eye are crossing

EDIT- And here is a link to add the stock RPM's to the Orion Pod http://forum.kerbalspaceprogram.com/threads/64993-0-25-Chaka-Monkey-Exploration-Odyssey-0-27-EFT-1-Edition?p=1528164&viewfull=1#post1528164

You sir are awesome and if I could give you more rep I could.

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I've had just enough experiences with Unity not to want to touch it again. :) But if anyone manages to turn those into usable, working KSP models, then I'll include them, by all means. Raidernick managed to convert the Pioneer 10 from there, so it's not impossible. Texture and model optimization needs to be given a lot of attention, too. I'd very much like it to be usable in RSS, which is a memory hog itself and getting it to run on 64bit is a bit of a chore, so it should be usable in 32bit, ideally with most of its resupply vehicles working as well.

If anyone is gonna try it, I'd ask him to start with the truss. The rest of the station holds up pretty well, but the truss is hopelessly broken, with some sections missing outright.

I don't see why the truss would cause problems with the high-res poly, they are mainly rectangles and hexagons.

I'm going to give it a try and see where it goes (I absolutely don't have any experience with modelling).

Edited by GraafTork
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I don't see why the truss would cause problems with the high-res poly, they are mainly rectangles and hexagons.

I'm going to give it a try and see where it goes (I absolutely don't have any experience with modelling).

Please do! I wish you luck. I'd love a complete ISS again

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Found a problem (and the solution for it) with the Soviet Engine Pack in career mode. At least on the RD-191 (I didn't check the others). Whenever I right-clicked the engine to tweak it's thrust while in the VAB the vessel cost changed to NaN and I was unable to launch it. I compared the part.cfg with other engines and spotted the problem. It needs isTweakable = false in the ElectricCharge resource. Other engines also have hideFlow = true right after. I have no idea what that does, but it's probably a good idea to add it too. So the config should be:

RESOURCE
{
name = ElectricCharge
amount = 0
maxAmount = 0
isTweakable = false
hideFlow = true
}

The cost of the engines also needs balancing. They all cost the same and are very expensive currently.

Edited by BioHaZarD.PT
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I managed to get the NASA model of S0 Truss in Unity.

I think that means it would be possible to get it in game too (like my previous post, I have no experience with this).

I did not try further, because I wanted to remove some parts that I see as unnecessary.

I don't have this skill yet, and if I am going to develop more parts, I want to be able to use that skill.

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A high poly/triangle count means absolutely nothing to the game. There is no reason to butcher the parts, none of the details are "unnecessary". If you do you are destroying the look and realism of the parts for no reason. I have looked at the station part models from the JPL before and none of them have an extraordinarily high poly count. I just released a station model with a poly count 4 times higher than anything you will find in that pack and it causes ZERO in game lag. If you are experiencing problems with poly count I think it's time to replace that 1980's computer.

Edited by raidernick
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High-poly is no problem with the truss. The problem is are the two beam pointed with the arrow in the image. It would stick out any fairing. By the way, I've never seen that beams before and nobody would be complaining if it was removed.

XVAEWUX.png

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Actually, make the beams a separate part. They're used for mounting the truss to Destiny. Try making them so they can work as a docking port for the main truss. They would be launched with Destiny.

Found a problem (and the solution for it) with the Soviet Engine Pack in career mode. At least on the RD-191 (I didn't check the others). Whenever I right-clicked the engine to tweak it's thrust while in the VAB the vessel cost changed to NaN and I was unable to launch it. I compared the part.cfg with other engines and spotted the problem. It needs isTweakable = false in the ElectricCharge resource. Other engines also have hideFlow = true right after. I have no idea what that does, but it's probably a good idea to add it too. So the config should be:

The cost of the engines also needs balancing. They all cost the same and are very expensive currently.

And here I thought I fixed it... As for balancing, I'm open for suggestions. I don't play career, so I don't know what would you like them to cost.

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High-poly is no problem with the truss. The problem is are the two beam pointed with the arrow in the image. It would stick out any fairing. By the way, I've never seen that beams before and nobody would be complaining if it was removed.

http://i.imgur.com/XVAEWUX.png

Nobody would be complaining if you removed it? GraafTork, meet Dragon01. Dragon01, meet GraafTork.

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Right. I would most definitely complain. :) I'm sure other people would, too. The only problem with the current S0 is a complete lack of proper mounting, hence the beams must stay. Preferably as a separate part, so that they can be used as a docking port on top of Destiny (we don't have ways to simulate they way they were actually installed).

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Don't know if this has been posted before.

I've got A bug / request with the Buran. When you try to roll the craft, the tail control surface (Yaw) activates as well, causing the craft to "wobble" left and right. This makes last second landing adjustments a real pain. Is there a way for us to fix for this? or does the model need editing?

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Right. I would most definitely complain. :) I'm sure other people would, too. The only problem with the current S0 is a complete lack of proper mounting, hence the beams must stay. Preferably as a separate part, so that they can be used as a docking port on top of Destiny (we don't have ways to simulate they way they were actually installed).

Then I'll try to seperate them

Don't know if this has been posted before.

I've got A bug / request with the Buran. When you try to roll the craft, the tail control surface (Yaw) activates as well, causing the craft to "wobble" left and right. This makes last second landing adjustments a real pain. Is there a way for us to fix for this? or does the model need editing?

In the VAB, right-click the control surface and disable yaw. You can also turn on Caps Lock for making small adjustments.

Edited by GraafTork
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In the VAB, right-click the control surface and disable yaw. You can also turn on Caps Lock for making small adjustments.

No option there for disabling roll.

<a  href=%7Boption%7Dhttp://s30.postimg.org/i5fgcyn71/screenshot0.jpg' alt='screenshot0.jpg'>

Just "start deployed" and "disabled brakes"

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I have.

The Buran is the only spaceplane I was able to land - with the help of MechJeb.

Unfortunally I am now at my office. You will have to wait until evening (5:00 pm european time) but I will try to remember to send it to you (PM?) or - if you like - to post it here.

- Isabelle

edit: I had my saves (and the craft file) on my usb-stick in my bag. So I can send it now.

Gears and brakes all work fine. But it is a clean install without the Lazor-parts. So there is no manipulator arm.

Also I normally use Kerbal Reenforcement (or so). This is not so here. So I had to use some struts. Normally I use not the stock decupler but I did so here. And I use the FASA Launch Clams, but not here. So the craft should work.

Have a try, okay?

edit 2: Okay... How do I post attachments..?

Edited by Isabelle.V.Fuchs
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You don't. This forum seems not to have any storage space whatsoever (even your PM box is limited to some 250 messages). You'll need to use an external hosting site.

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No option there for disabling roll.

a>

I think this is indeed a bug. Maybe Dragon01 will know more about this.

Just "start deployed" and "disabled brakes"

I think this is indeed a bug. Maybe Dragon01 will know more about this.

Does anybody have a craft file for the Buran they'd like to loan me? One of these days I'll sit down and learn how to put it together myself... :)

I have: https://www.dropbox.com/s/aofgk1kymt3p28x/Buran.craft?dl=0

About the Truss remodelling: I keep having problems with adding the texture, it just won't load. The model itself is working. Does anyone know how to get the texture loaded?

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