Gaalidas Posted November 7, 2014 Share Posted November 7, 2014 It won't load past "TinyEgine" for some reason, it always stops there.Someone just tried to load that hypothetical piece of straw that broke Jebediah's metaphorical back. If they had spines anyway... obviously they don't, considering how they bounce so well. Just the minor problem of occasionally being perforated and going -poof- out of existence. Link to comment Share on other sites More sharing options...
DavidBowman Posted November 7, 2014 Share Posted November 7, 2014 Wow! Love the models! Would they be able to do any science? Link to comment Share on other sites More sharing options...
1of6Billion Posted November 7, 2014 Share Posted November 7, 2014 Is this with the 0.5m version, or 0.25m?Also, do you have FireSpitter installed? It seems to get stuck on parts when the game tries loading something that isnt there.Both versions don't load past TinyEgine Link to comment Share on other sites More sharing options...
electronicfox Posted November 7, 2014 Author Share Posted November 7, 2014 Both versions don't load past TinyEgineI will figure out the issue later today then. Link to comment Share on other sites More sharing options...
electronicfox Posted November 7, 2014 Author Share Posted November 7, 2014 I have now encountered a new issue (which wasnt there yesterday, so its confusing me to no end). I have installed these parts on a fresh installation of KSP, but when these parts are loaded, all stock parts (aside from Kerbodyne stuff) will not load in the VAB or SPH. If these symptoms seem familiar, and you know of a fix please message me. Link to comment Share on other sites More sharing options...
Sage Sagan Posted November 7, 2014 Share Posted November 7, 2014 Firstly loving the quad, slight issue when loading previously launched quads from mission control the attach nodes seem to have shifted. The quad looks fine in the VAB and when first lauched but when you return to the ship from another this happensI am running very few mods(8) Link to comment Share on other sites More sharing options...
angusmcbeth Posted November 7, 2014 Share Posted November 7, 2014 Got this to load past tinyengine by downloading the entire firespitter pack. Link to comment Share on other sites More sharing options...
Tommygun Posted November 7, 2014 Share Posted November 7, 2014 I like the smaller version a lot.It seems a lot more appropriate. Link to comment Share on other sites More sharing options...
electronicfox Posted November 7, 2014 Author Share Posted November 7, 2014 (edited) Got this to load past tinyengine by downloading the entire firespitter pack.And here I thought I was only calling the FireSpitter DLL, I need to see what else its reliant upon (I will state again that there is very good reason that I stick to only modelling most of the time )Firstly loving the quad, slight issue when loading previously launched quads from mission control the attach nodes seem to have shifted. The quad looks fine in the VAB and when first lauched but when you return to the ship from another this happensI am running very few mods(8)It looks like you used the 0.5m pack, seems the probe part doesnt like to scale with the rest of the parts there (its the same size as the 0.25m version from the looks of that image). I actually had this issue quite a bit when sorting this mod out. When reloading a craft, apparently rescalefactor in the CFG is ignored for command parts.Well its all early days, this mod was literally born like 3 days ago so bugs abound everywhere. Edited November 7, 2014 by electronicfox Link to comment Share on other sites More sharing options...
angusmcbeth Posted November 7, 2014 Share Posted November 7, 2014 And here I thought I was only calling the FireSpitter DLL, I need to see what else its reliant upon (I will state again that there is very good reason that I stick to only modelling most of the time )Engine sounds perhaps?Keep going mate its looking great!!edit: should mention that I am using win64bit ksp Link to comment Share on other sites More sharing options...
electronicfox Posted November 7, 2014 Author Share Posted November 7, 2014 And here I thought I was only calling the FireSpitter DLL, I need to see what else its reliant upon (I will state again that there is very good reason that I stick to only modelling most of the time )Engine sounds perhaps?Keep going mate its looking great!!edit: should mention that I am using win64bit kspI literally just came to the same conclusion. I'm calling engine sounds from the pack. If it cant find them sounds on loading it just doesnt load properly at all. I'll repack all this soon a bit more properly. Link to comment Share on other sites More sharing options...
angusmcbeth Posted November 7, 2014 Share Posted November 7, 2014 This pack is going to be superb for making skycranes Link to comment Share on other sites More sharing options...
rowns Posted November 7, 2014 Share Posted November 7, 2014 Really i like the idea and I hope that you can make it work fast. Link to comment Share on other sites More sharing options...
electronicfox Posted November 7, 2014 Author Share Posted November 7, 2014 Really i like the idea and I hope that you can make it work fast.I believe it is all working now, and I've just put up the new downloads. Link to comment Share on other sites More sharing options...
rowns Posted November 7, 2014 Share Posted November 7, 2014 OKe thank you very much. Link to comment Share on other sites More sharing options...
1of6Billion Posted November 7, 2014 Share Posted November 7, 2014 Wooohoooo!Just crashed tested the first drone. Awesome control. Beautiful parts. A dream come true I'd give you more rep if I could! Link to comment Share on other sites More sharing options...
Sage Sagan Posted November 7, 2014 Share Posted November 7, 2014 Just a quick bug report, downloaded the latest version of the smaller parts and I am experiencing the re-size bug when a quad is resumed from the KSC screen.Whichever part is the root part seems to be the one that re-sizes, hope this is helpful.On a happier note I just wanted to say how awesome this pack is, my Duna quad is undergoing final testsHullcam Kerb Pro on fixed mount with Bahamuto D's mouse tracking spotlight re-scaled and mounted on a short 5th arm, Scansat anomaly detector Link to comment Share on other sites More sharing options...
electronicfox Posted November 7, 2014 Author Share Posted November 7, 2014 Just a quick bug report, downloaded the latest version of the smaller parts and I am experiencing the re-size bug when a quad is resumed from the KSC screen.Whichever part is the root part seems to be the one that re-sizes, hope this is helpful.On a happier note I just wanted to say how awesome this pack is, my Duna quad is undergoing final testshttp://i.imgur.com/mtBuZ73.jpg?2http://i.imgur.com/QPhWsV3.jpg?1Hullcam Kerb Pro on fixed mount with Bahamuto D's mouse tracking spotlight re-scaled and mounted on a short 5th arm, Scansat anomaly detectorIt seems that the rescale factor in the CFG gets ignored for root parts when a ship is reloaded. The only way I think I can fix it is to scale everything up/down in Unity manually rather than depending on the CFG rescale (unless anyone has a fix for this).Great to see the parts being used otherwise! Link to comment Share on other sites More sharing options...
martinezfg11 Posted November 7, 2014 Share Posted November 7, 2014 I believe there's a rescale bug fix on the forums somewhere that fixes that issue. Link to comment Share on other sites More sharing options...
Sage Sagan Posted November 7, 2014 Share Posted November 7, 2014 (edited) There is a workaround, if you save your finished quad as a sub-assembly and then start a new model with the re-sized docking port as the root part and attach the sub-assembly to the docking port the bug does not occur.Also the engines seem very over-powered, I find that setting the electric props to 60% in the VAB makes the quad a lot easier to fly. Maybe something to be looked at in the final config Edited November 7, 2014 by Sage Sagan Link to comment Share on other sites More sharing options...
electronicfox Posted November 7, 2014 Author Share Posted November 7, 2014 There is a workaround, if you save your finished quad as a sub-assembly and then start a new model with the re-sized docking port as the root part and attach the sub-assembly to the docking port the bug does not occur.Also the engines seem very over-powered, I find that setting the electric props to 60% in the VAB makes the quad a lot easier to fly. Maybe something to be looked at in the final configThe strength of the propellers was made with Duna and Eve flying in mind. You need more power to fly on those planets. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted November 7, 2014 Share Posted November 7, 2014 Hi loving the quad copter and as promised I've built a weapon system to suit. Flight is comparable to some of the bigger RC ones I've messed with. My only reservation is the awkwardness of the assembly, the connection nodes hiding some parts completely, perhaps an engine mount or set of mounts in various cfg's 3 , 4 ,6 etc that are complete and just require a single attachment point on the core? . I may actually do this for personal use anyway but other users may find a use for something similar Link to comment Share on other sites More sharing options...
Mekan1k Posted November 8, 2014 Share Posted November 8, 2014 Hi loving the quad copter and as promised I've built a weapon system to suit. Flight is comparable to some of the bigger RC ones I've messed with. My only reservation is the awkwardness of the assembly, the connection nodes hiding some parts completely, perhaps an engine mount or set of mounts in various cfg's 3 , 4 ,6 etc that are complete and just require a single attachment point on the core? . I may actually do this for personal use anyway but other users may find a use for something similarhttp://i.imgur.com/0bZ7poW.gifNow all we need is a plugin that allows four or so of these to fly in formation, then we can have swarms of Drones! Mwahahaha! Link to comment Share on other sites More sharing options...
Spork of Doom Posted November 8, 2014 Share Posted November 8, 2014 Now all we need is a plugin that allows four or so of these to fly in formation, then we can have swarms of Drones! Mwahahaha!You mean something like this HERE Link to comment Share on other sites More sharing options...
kiwiak Posted November 8, 2014 Share Posted November 8, 2014 This thing is awesome. Link to comment Share on other sites More sharing options...
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