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Release: BobCat Ind. Space&Planet products


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I have the CSS Space Shuttle and it always says that I'm missing parts. What mods are required for it please?

Shouldn't you ask that in the "CSS space shuttle" thread?

This thread is "BobCat Ind. Space & Planet products "

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oké i have got the same issue but, i have this mod instaled and i still miss practicly the whole space craft. i neither found any part.cfg except for the fuel thank booster and separator and rcs thingy but furtherall i miss everything

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No I won't. Read the first post of the appropriate thread. 1646 people apparently figured it out, you can do it, too.

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home 3 doesn't want to work in 0.24.i think its rasterprops fault. But even without rasterprop im experiencing some weird crushes that don't happen without it. Anyone else having issues?

Patience. I need time to test and fix everything. Part-only mods should not be affected, but plugins almost certainly will.

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Has anyone got a downsized version of BobCats Sovietengines? As much as I like them, they take up at bit too much memory on a RO install with 60+ other mods. (Yes I'm aware of the 64 bit release.)

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Patience. I need time to test and fix everything. Part-only mods should not be affected, but plugins almost certainly will.

no problem. I just happened to try it out and reported my experience. I know it will take some time to get everything running and I'm grateful that someone's already on it. Now that I know that with this 64 bit version I can run all the mods I want I have the patience to wait all you want!

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No I won't. Read the first post of the appropriate thread. 1646 people apparently figured it out, you can do it, too.

There's no need to be rude; the first post of this thread only links to downloads, and then says what other items each mod requires. However unless you've followed every single change minutely over KSPs entire life, even someone relatively tech aware is going to struggle with this avalanche of files, because they all unzip in different ways, and the location they need to actually be isn't always clear. Including individual Bobcat stuff; the N1 for instance leaves a craft file hanging loose when unzipped... I know where it should go, into Ships\SPH, but nowhere is that explained.

Having done them all now, I find that KSP is crashing to desktop every time I try and access the assembly buildings under the x64 building. So I've just purged the entire game and am starting from a clean install and slowly adding them in one by one. But all of you in the modding community would be doing yourselves, and the wider KSP community, if you'd embrace a standard zip with installer which did the following;

* Call KSP location from Registry

* Install own files to correct location

* Then ask for associated items, essential; User points at downloaded zip (to maintain independent download for those who don't want their things to be packaged elsewhere)

* Ask for associated items, non-essential; User points at downloaded zip for them too.

In fact, before I get into slowly reinstalling all the Soviet stuff (which is excellent when it is working) and restarting time and time again, I think I'll post my own thread in the Add-Ons section asking for the above...

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He was asking about the CSS, which not only has it's own thread, but install instructions are clearly stated there. It's not the first time he pestered me about an easily-solved problem. I'm a bit fed up with installation problems, it's a really easy procedure some people manage to screw up. What we need is a built-in mod manager, making installers it much more trouble (especially that to call registry you need something smarter than a self-extracting .zip) than simply unzipping the files in game data.

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What we need is a built-in mod manager

Of course this is not as good as a built in mod manager, but for almost every game with mods (including KSP) I use JSGME. I am not sure if linking it here would be allowed by the owners of this forum, but a simple Google of those 5 letters and you will find it. Makes it very easy to just select which mods I want the game to load when I start it up.

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Of course this is not as good as a built in mod manager, but for almost every game with mods (including KSP) I use JSGME. I am not sure if linking it here would be allowed by the owners of this forum, but a simple Google of those 5 letters and you will find it. Makes it very easy to just select which mods I want the game to load when I start it up.

Yeah, you do. Others use the dedicated KSP mod manager and others use nothing at all. There's no good way to do it. People just have to learn how to properly unzip files into Gamedata. That's not exactly hard work. The only way a mod manager could be standardized was if KSP itself included one. Squad should've done it long ago, but they didn't. Every other game as moddable as KSP (that I played) has a mod selection/management tool.

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I emailed cleverwalrus 3 days ago over the cleverbobcat.dll had no response my guess is she is no longer supporting it. If somebody can take a look at or recompile it, it just may work or if someone can give me a quick tutorial on how to do it i will give it a crack. Either way a volunteer is required to take a look at it http://cleverbobcat.codeplex.com/SourceControl/latest#CleverBobCat.sln

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