Virtualgenius Posted June 18, 2015 Share Posted June 18, 2015 The question is the author or caretaker going to bother updating it or is it going to be community fixes, remember that 1.03 is right around the corner which could bring another round of issues. To be honest most of Bobcats stuff is well out of date and each update brings more problems perhaps its time to put them to bed. Link to comment Share on other sites More sharing options...
chrisl Posted June 18, 2015 Share Posted June 18, 2015 Theoretically, you'd 'simply' need to change the rotation of one gameobject of the part. If this will actually solve the problem, is not clear, but I will have a look at this tomorrow. I have plans for updating this to 1.0 (I know I've already said that on the Community ISS thread, but another person gave me the impression that he would be getting that alone, so I didn't bother with that anymore ). Wait and see. I'll keep checking in. Would be really nice if the fix for the gimbaling is as simple as you think it is.The question is the author or caretaker going to bother updating it or is it going to be community fixes, remember that 1.03 is right around the corner which could bring another round of issues. To be honest most of Bobcats stuff is well out of date and each update brings more problems perhaps its time to put them to bed.Since KSP is technically in release, I'd have to think that the updates Squad puts out from this point on would have less of an impact on most mods (especially parts mods). I mean, I can understand major changes during the alpha and beta testing phases. I can even understand some serious changes between 0.9 and 1.0. But any major changes they make during release have a higher risk of causing problems that you don't really want to see in a released product. Link to comment Share on other sites More sharing options...
sp1989 Posted June 19, 2015 Share Posted June 19, 2015 The question is the author or caretaker going to bother updating it or is it going to be community fixes, remember that 1.03 is right around the corner which could bring another round of issues. To be honest most of Bobcats stuff is well out of date and each update brings more problems perhaps its time to put them to bed.I agree however they can't go until there are proper mods to replace them. Bobcats stuff is awesome because they look good, function in game, and have a low memory footprint. So there is a large section of the community that want Soyuz, Mir, basically the soviet pack. However the alternative are too stockalike or so high fidelity that you need a 64 Linux box to get them to work. They are beautiful but let's be real the average ksp player wants it for utility and bobcat had a great combination of both. There isn't enough real world infrastructure in game anymore. We need these things. Everyone makes space stations model their shape off of the ISS, yet it's a struggle to get support for the real ISS pack. Everyone loves the Soyuz and Orion and models their ships off of them but there is no love or support for the actually models. So it is disheartening. Maybe they have to die for someone to start their own. Idk. Link to comment Share on other sites More sharing options...
BobCat Posted June 19, 2015 Share Posted June 19, 2015 Maybe need lookinng to near future? I think many mods in U5 stop work good. And big part mods in U5 need remake. Link to comment Share on other sites More sharing options...
Virtualgenius Posted June 19, 2015 Share Posted June 19, 2015 (edited) You mention the author and he pops up Bobcat are you considering refreshing your mods for the Unity 5 release Edited June 19, 2015 by Virtualgenius Link to comment Share on other sites More sharing options...
chrisl Posted June 25, 2015 Share Posted June 25, 2015 Short of messing with the actual meshes and textures, is there any way to trim a part? Specifically, in the American Pack, the Orion Service Module, Ares V main tank, and both parts of the Altair lander, the engines are combined with the rest of the part. Without actually changing the texture/model/mesh files, is there a way to create a part that crops out the engine. So I could create two parts from the existing models? For instance, create one part that is just the Ares V main tank and a second part that is just the Ares V main engines, all based off the one set of meshes/textures that currently exist for main tank? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 25, 2015 Share Posted June 25, 2015 Maybe need lookinng to near future? I think many mods in U5 stop work good. And big part mods in U5 need remake.Hey BobCat,I've always admired your stuff, but started playing too late to really use it.Any chance you are going to update in the near future?Thanks Link to comment Share on other sites More sharing options...
MarrouxIsBack Posted June 28, 2015 Share Posted June 28, 2015 (edited) After several settings: a version of the ISS compatible1.0.3 with Cygnus, Dragon ATV Buran and soyuz. Edited July 3, 2015 by MarrouxIsBack Link to comment Share on other sites More sharing options...
Isabelle.V.Fuchs Posted June 29, 2015 Share Posted June 29, 2015 (edited) Hey MarrouxIsBack,did you manage to get the Buran flyable?If so, would you mind to share your settings? That would be very generous!Thanks in advance - Isabelle Edited June 30, 2015 by Isabelle.V.Fuchs Link to comment Share on other sites More sharing options...
komatozz Posted June 29, 2015 Share Posted June 29, 2015 MarrouxIsBack, would you share settings for all staff? Link to comment Share on other sites More sharing options...
MarrouxIsBack Posted June 30, 2015 Share Posted June 30, 2015 (edited) I adapted the part.fcg shares configuration files by modifying the "node definitions."This is the "Up Y" that must sometimes change the sign.For example Buran shuttlePart Buran_avionicsection : node_stack_bottom = 0.0, -0.4464045, 0.0, 0.0, -1.0, 0.0,2Part Buran_cargosection_door : node_stack_door = 0.0, -3.0, 0.0, 0.0, -1.0, 0.0,2Part Buran_cargosection1 : node_stack_top = 0.0, 3.137035, -0.4077612, 0.0, -1.0, 0.0,2node_stack_bottom = 0.0, -2.774646, -0.4077612, 0.0, -1.0, 0.0,2Part Buran_cargosection2 :node_stack_bottom = 0.0, -2.827363, -0.4077612, 0.0, -1.0, 0.0,2Part Buran_jet_engine :node_stack_jet = 0.0, 0.222462, -3, 0.0, -1.0, 0.0,2Part Buran_LWsectionnode_attach = 1.267047, 0.0, 0.0, -1.0, 0.0, 0.0node_stack_side = 1.267047, 0.0, 0.0, 0.0, -1.0, 0.0, 2Part Buran_rcssection :node_stack_bottom = 0.0, -0.9800719, 0.0, 0.0, -1.0, 0.0,2Part Buran_RWsection :node_stack_side = -1.267047, 0.0, 0.0, 0.0, -1.0, 0.0, 2I have not been able to adapt and share Buran_tailsection Buran_tailcontrol replaced by Squad \ Parts \ Aero \ shuttleWingsNo way to adapt the Romfarer_RoboticArmBuran eitherI did the same for the elements of the Soyuz, Progress, Dragon, Cygnus, ATV and the ISS parts. Edited June 30, 2015 by MarrouxIsBack Link to comment Share on other sites More sharing options...
Mecripp Posted June 30, 2015 Share Posted June 30, 2015 I adapted the part.fcg shares configuration files by modifying the "node definitions."This is the "Up Y" that must sometimes change the sign.For example Buran shuttlePart Buran_avionicsection : node_stack_bottom = 0.0, -0.4464045, 0.0, 0.0, -1.0, 0.0,2Part Buran_cargosection_door : node_stack_door = 0.0, -3.0, 0.0, 0.0, -1.0, 0.0,2Part Buran_cargosection1 : node_stack_top = 0.0, 3.137035, -0.4077612, 0.0, -1.0, 0.0,2node_stack_bottom = 0.0, -2.774646, -0.4077612, 0.0, -1.0, 0.0,2Part Buran_cargosection2 :node_stack_bottom = 0.0, -2.827363, -0.4077612, 0.0, -1.0, 0.0,2Part Buran_jet_engine :node_stack_jet = 0.0, 0.222462, -3, 0.0, -1.0, 0.0,2Part Buran_LWsectionnode_attach = 1.267047, 0.0, 0.0, -1.0, 0.0, 0.0node_stack_side = 1.267047, 0.0, 0.0, 0.0, -1.0, 0.0, 2Part Buran_rcssection :node_stack_bottom = 0.0, -0.9800719, 0.0, 0.0, -1.0, 0.0,2Part Buran_RWsection :node_stack_side = -1.267047, 0.0, 0.0, 0.0, -1.0, 0.0, 2I have not been able to adapt and share Buran_tailsection Buran_tailcontrol replaced by Squad \ Parts \ Aero \ shuttleWingsNo way to adapt the Romfarer_RoboticArmBuran eitherI did the same for the elements of the Soyuz, Progress, Dragon, Cygnus, ATV and the ISS parts.Did you fix the error that spamming the log on the solar panels ? Link to comment Share on other sites More sharing options...
MarrouxIsBack Posted July 1, 2015 Share Posted July 1, 2015 no, I have only worked on connection node Link to comment Share on other sites More sharing options...
crunch Posted July 3, 2015 Share Posted July 3, 2015 (edited) was there a plan to add a mid deck for the buran. if you still pan to make some time i the far future could i recommend that it is done Ptichka stile cigarette but and all. Edited July 3, 2015 by crunch Link to comment Share on other sites More sharing options...
UncleCorgi Posted July 3, 2015 Share Posted July 3, 2015 is there a way to download all of the soviet pack stuff in 1 file?- - - Updated - - -also does this mod work with 1.0.4? Link to comment Share on other sites More sharing options...
crunch Posted July 4, 2015 Share Posted July 4, 2015 is there a way to download all of the soviet pack stuff in 1 file?- - - Updated - - -also does this mod work with 1.0.4? 1. no. but a long time ago (2014) you could download the pack in one go, but sadly that is a thing of the past. 2. No not yet, from what i know/think bobcat (the mod pack creator) is quite busy and we are not shore when he will able to get around to it. Link to comment Share on other sites More sharing options...
MarrouxIsBack Posted July 4, 2015 Share Posted July 4, 2015 (edited) HeyIt is possible to fly with most BobCat 's creations by modifying the "node definitions" in file part.cfg (see above)Proton :Soyuz :ISS with Buran, Cygnus , ATV and Soyuz : Edited July 4, 2015 by MarrouxIsBack Link to comment Share on other sites More sharing options...
emb110 Posted July 4, 2015 Share Posted July 4, 2015 can't seem to get the trusses to work, namely the truss docking port. Could you post your config file for them Link to comment Share on other sites More sharing options...
Virtualgenius Posted July 5, 2015 Share Posted July 5, 2015 @Bobcat any chance HOME 3 can get fixed for the new release PLEASE Link to comment Share on other sites More sharing options...
MarrouxIsBack Posted July 5, 2015 Share Posted July 5, 2015 can't seem to get the trusses to work, namely the truss docking port. Could you post your config file for themI never used the truss docking port to build the ISS. I never understood where was his place.I use another way to connect the structure to the node unity. Link to comment Share on other sites More sharing options...
emb110 Posted July 6, 2015 Share Posted July 6, 2015 I never used the truss docking port to build the ISS. I never understood where was his place.I use another way to connect the structure to the node unity.thanks I will try a diifferent way Link to comment Share on other sites More sharing options...
Virtualgenius Posted July 6, 2015 Share Posted July 6, 2015 (edited) I have spent the better part of the day trying to fix the issues with the HOME 3 configs and for the most part i have them working as intended however I am stuck with the parachutes they fly sideways instead of up and down and I dont know how to fix this, can anyone help Edited July 6, 2015 by Virtualgenius Link to comment Share on other sites More sharing options...
Isabelle.V.Fuchs Posted July 6, 2015 Share Posted July 6, 2015 I don't know. But maybe it would be some kind of fix if one could patch the chutes so that they use Realchute instead of this 'ill' stock chute. Link to comment Share on other sites More sharing options...
Virtualgenius Posted July 6, 2015 Share Posted July 6, 2015 There is a real chute MM patch for it, but would like to get working normally before i add another leverl of complexity Link to comment Share on other sites More sharing options...
Isabelle.V.Fuchs Posted July 6, 2015 Share Posted July 6, 2015 I have checked the MM patch for RealChute for HOME. It was only partial working. The HOME3 parts weren't included.So I have made them working now. It was not that complicated.There are now 4 chutes for HOME working with RealChute. And the work well. No wrong direction.HOME_RealChute_MM.cfg@PART[HOME_3m_parachute]:FOR[RealChute]{ maximum_drag = 0.32 @mass = 0.3 !sound_parachute_open !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.3 timer = 0 mustGoDown = false cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Nylon preDeployedDiameter = 5 deployedDiameter = 90 minIsPressure = true minPressure = 0.01 deploymentAlt = 1000 cutAlt = -1 preDeploymentSpeed = 4 deploymentSpeed = 10 preDeploymentAnimation = semiDeployhome deploymentAnimation = fullyDeployhome parachuteName = canopy capName = cap } } MODULE { name = ProceduralChute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } }}@PART[HOME2Parachute]:FOR[RealChute]{ maximum_drag = 0.32 @mass = 0.3 !sound_parachute_open !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.3 timer = 0 mustGoDown = false cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Nylon preDeployedDiameter = 10 deployedDiameter = 90 minIsPressure = true minPressure = 0.005 deploymentAlt = 500 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 preDeploymentAnimation = para_semi deploymentAnimation = para_full parachuteName = canopy capName = cap } } MODULE { name = ProceduralChute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } }}@PART[HOME3_cargo_para]:HAS[@MODULE[ModuleParachute]]:FOR[RealChute]{ maximum_drag = 0.32 @mass = 0.3 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.3 timer = 0 mustGoDown = false cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Nylon preDeployedDiameter = 10 deployedDiameter = 90 minIsPressure = true minPressure = 0.005 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 preDeploymentAnimation = H3_semi deploymentAnimation = H3_full parachuteName = canopy capName = cap } } MODULE { name = ProceduralChute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } }}@PART[HOME2_Mk2Pod_para]:HAS[@MODULE[ModuleParachute]]:FOR[RealChute]{ maximum_drag = 0.32 @mass = 0.3 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.3 timer = 0 mustGoDown = false cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Nylon preDeployedDiameter = 10 deployedDiameter = 90 minIsPressure = true minPressure = 0.005 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 preDeploymentAnimation = H2_semi deploymentAnimation = H2_full parachuteName = canopy capName = cap } } MODULE { name = ProceduralChute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } }} Link to comment Share on other sites More sharing options...
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