Wolf123 Posted August 20, 2013 Share Posted August 20, 2013 Oh! Sorry, didn't know that. Anyway thanks for telling me this Thesonicgalaxy, or I would have spent day after day drolling on my keyboard copying and pasting!!! Jokes!! Any way didn't mean to sound impatient Ill wait it out!!! Link to comment Share on other sites More sharing options...
Cepheus Posted August 22, 2013 Author Share Posted August 22, 2013 Hi, This is quite the awsome mod!! launching space shuttles like a boss. Anyway i dont want to sound mean or impatient but any ETA on the new update. dont anwser if you dont want to!! Thanks!I sent out the first test version, 6.0a to the testing team a couple hours ago. It'll be a while. Link to comment Share on other sites More sharing options...
Wolf123 Posted August 22, 2013 Share Posted August 22, 2013 I sent out the first test version, 6.0a to the testing team a couple hours ago. It'll be a while.Thank you Cepheus for the quick update, next time I'll wait it out!! Link to comment Share on other sites More sharing options...
War Eagle 1 Posted August 24, 2013 Share Posted August 24, 2013 Just fwi the shuttle arm has just been updated Link to comment Share on other sites More sharing options...
Thesonicgalaxy Posted August 24, 2013 Share Posted August 24, 2013 Just fwi the shuttle arm has just been updatedIt was updated along time ago. Like, back in july. Link to comment Share on other sites More sharing options...
War Eagle 1 Posted August 24, 2013 Share Posted August 24, 2013 It was updated along time ago. Like, back in july.I just checked Space port and it was updated again today Link to comment Share on other sites More sharing options...
Guest Posted August 24, 2013 Share Posted August 24, 2013 No, but now it actually works. Previously, there were problems with robotic arms, the update that just came out is supposed to fix that. Link to comment Share on other sites More sharing options...
Thesonicgalaxy Posted August 25, 2013 Share Posted August 25, 2013 I just checked Space port and it was updated again todayAh, thought you were talking about it being updated in general. Link to comment Share on other sites More sharing options...
Koppo Posted August 28, 2013 Share Posted August 28, 2013 Pretty cool addon! Nice work!I just have a question, how can i add something to the cargobay? I cant attach it to anything. Any suggestions? Link to comment Share on other sites More sharing options...
War Eagle 1 Posted August 28, 2013 Share Posted August 28, 2013 Pretty cool addon! Nice work!I just have a question, how can i add something to the cargobay? I cant attach it to anything. Any suggestions?remove the engine block that connects to the cargo bay, add a stack seperator and build what you want upside down. Then click on the stack separator and flip it so what ever you build is now inside the cargo bay. Reatach the engine block and fix your staging. Link to comment Share on other sites More sharing options...
War Eagle 1 Posted August 28, 2013 Share Posted August 28, 2013 remove the engine block that connects to the cargo bay, add a stack seperator and build what you want upside down. Then click on the stack separator and flip it so what ever you build is now inside the cargo bay. Reatach the engine block and fix your staging.also works with docking port Link to comment Share on other sites More sharing options...
POTKC Posted August 30, 2013 Share Posted August 30, 2013 Cepheus, I PM-ed you with some info about CSS 6.00 testing a few days ago, did you receive that? Link to comment Share on other sites More sharing options...
Cepheus Posted August 31, 2013 Author Share Posted August 31, 2013 (edited) Cepheus, I PM-ed you with some info about CSS 6.00 testing a few days ago, did you receive that?Yes. It'll be fixed in the next test version, along with the excess fuel in the ET. For those who use MechJeb, I highly recommend using Sarbian's fork of mechjeb, here (http://forum.kerbalspaceprogram.com/showthread.php/47317-MechJeb-2-Patch-test-bed-release-%28August-31-bis%29). It's monumentally less wobbly, and is an overall improvement. Edited August 31, 2013 by Cepheus Link to comment Share on other sites More sharing options...
KhaosCorp Posted September 3, 2013 Share Posted September 3, 2013 Is there a way to make the cargo hold show open in the VAB? its a nightmare trying to build anything but 1.25meter stuff in the bay as is. Its a hassle getting even a 2.5tank in there, and almost impossible to buil don said tank once its in. Link to comment Share on other sites More sharing options...
Kerbal01 Posted September 3, 2013 Share Posted September 3, 2013 See post #485 Link to comment Share on other sites More sharing options...
KhaosCorp Posted September 3, 2013 Share Posted September 3, 2013 Post #485 says absolutly nothing about reversing the anim in VAB...... Link to comment Share on other sites More sharing options...
Kerbal01 Posted September 3, 2013 Share Posted September 3, 2013 But it does tell how to put things in the cargo bay. Link to comment Share on other sites More sharing options...
KhaosCorp Posted September 4, 2013 Share Posted September 4, 2013 Yea...just as much a hassle as what I mentioned....ORWe could figure out how to force the animation to be backwards in VAB. There is a way to do it with the stock animation module, but the line has no effect on this(and may infact be outdated all together). I'm sure there is a way it can be done...and if you dont ever ask then you wont ever know. Link to comment Share on other sites More sharing options...
POTKC Posted September 5, 2013 Share Posted September 5, 2013 Well, there's always the (less than perfect) solution of making the cargo bay doors as a separate part like BobCat did in his Buran, but that would probably involve re-doing the whole cargo bay... Link to comment Share on other sites More sharing options...
KhaosCorp Posted September 5, 2013 Share Posted September 5, 2013 Yes, it would require spliting the model and then putting both parts back through Unity. But I bet there is a config line to force it reversed, just not the same line as what works for stock animations. And I really know nothing about coding so its past my ability to look at the anim plugin to figure it out... Link to comment Share on other sites More sharing options...
jrolson Posted September 8, 2013 Share Posted September 8, 2013 Any news on how 6.0 is coming along? Link to comment Share on other sites More sharing options...
Sapphire Posted September 10, 2013 Share Posted September 10, 2013 Er...is there any reason in particular why this shuttle flails around when trying to land? I've lost three Kerbal crews on two different computers so far because the thing starts freaking out and spinning around. Link to comment Share on other sites More sharing options...
Tiberion Posted September 10, 2013 Share Posted September 10, 2013 The cargobay is using ModuleAnimateGeneric, which is the stock animator module, so the rerevse switch should work..Here's the module's variables:---- ModuleAnimateGenericpublic string animationName = "default";public string status = "Locked";public bool animSwitch = true;public bool isOneShot = false;public string startEventGUIName = "toggle";public string endEventGUIName = "toggle";so adding animSwitch = true to both door modules should do it.MODULE{ name = ModuleAnimateGeneric animationName = CargoDoors1 startEventGUIName = Open Front Doors endEventGUIName = Close Front Doors animSwitch = true}MODULE{ name = ModuleAnimateGeneric animationName = CargoDoors2 startEventGUIName = Open Front Doors endEventGUIName = Close Front Doors animSwitch = true}More detail in my post HERE Link to comment Share on other sites More sharing options...
sirkut Posted September 10, 2013 Share Posted September 10, 2013 OR you can use snjo's awesome Firespitter module and use it's FSanimateGeneric module (I prefer not having to close the cargo bay doors on the launch pad). You go to action groups and you can tell it to be deployed or not. Very useful.Comment out the entire MODULE {} ModuleAnimategeneric section and replace it with this (I'm also showing how to comment out the block)://MODULE//{// name = ModuleAnimateGeneric// animationName = CargoDoors2// startEventGUIName = Open Rear Doors// endEventGUIName = Close Rear Doors//}MODULE{ name = FSanimateGeneric animationName = CargoDoors1 startEventGUIName = Open Doors endEventGUIName = Close doors toggleActionName = Toggle doors startDeployed = True customAnimationSpeed = 1.0 availableInEVA = True availableInVessel = True EVArange = 5 layer = 1 useActionEditorPopup = True moduleID = 0}MODULE{ name = FSanimateGeneric animationName = CargoDoors2 startEventGUIName = Open Doors endEventGUIName = Close doors toggleActionName = Toggle doors startDeployed = True customAnimationSpeed = 1.0 availableInEVA = True availableInVessel = True EVArange = 5 layer = 2 useActionEditorPopup = True moduleID = 1} Link to comment Share on other sites More sharing options...
scorchdestroya Posted September 12, 2013 Share Posted September 12, 2013 Er...is there any reason in particular why this shuttle flails around when trying to land? I've lost three Kerbal crews on two different computers so far because the thing starts freaking out and spinning around.You need to dump fuel before re-entry. To do this, you need to install the fuel dumper included in the pack, it looks like the tiny radial orange engine. Hope this helps:)! Link to comment Share on other sites More sharing options...
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