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Found 9 results

  1. R&S Capsuledyne is proud to present their first project: A 3.75-m stockalike command module system: the Taurus High Capacity Vehicle The Parts: Features -Seats up to 7 kerbals (3 pilots and 4 passengers). -Ideal for station transport, deep space exploration, command module operations, and more! -Featuring incredibly safe totally awesome-looking retractable built in launch escape system! -Fully modeled interior with support for both Stock and RasterPropMonitor -Includes separate stock thermodynamics compatible heatshield part Features -Operates like stock science bay, but requires more Kerbals, power, and transmits data more efficiently -Two unpressurized cargo bays for storing science instruments, RCS, solar panels, KAS parts, Kerbals, and more Features -Carries up to 8 unwilling participants into space -Allows you to ruin your reputation in one fell swoop Installation Instructions -Merge the GameData folder from the download with the GameData folder in your KSP install -To remove the LES, copy the file inside the "alternateConfig" folder to Gamedata/R&SCapsuledyne/Parts/TaurusHCV and replace the file with the same name Download Links Please delete any previous installation before installing version 1.5+! Special thanks to @Deimos Rast for the 1.2 compatibility patch! Download the fixed, rebalanced, and better than ever Taurus HCV here! LEGACY DOWNLOAD LINKS Media Parts Inspirational images Launch escape system demo video Credits Version 1.5.3 Created by R&S Capsuledyne: jnrobinson and bsquiklehausen -Animation Modules plugin created by BahamutoD -Also thanks to those of you who helped me blunder my way through unity over on the part modeling forum. Related projects Orion-like service module pack by blackheart612: Aerojet Kerbodyne RSS configs/rescaling done by RedAV8R: RedAV8R Realism Packs for RSS Taurus HCV uses the animations modules plugin by BahamutoD: Animation Modules BahamutoD also has some awesome large rocket parts: Constellation Essentials TopHatDragon has created a TACLS ModuleManager script to add life support resources to the various crewed parts: @PART[TaurusHCV]:HAS[!MODULE[LifeSupportModule]] { RESOURCE { name = Food amount = 4.97 maxAmount = 4.97 } RESOURCE { name = Water amount = 9.45 maxAmount = 9.45 } RESOURCE { name = Oxygen amount = 1598 maxAmount = 1598 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 1374.38 } RESOURCE { name = Waste amount = 0 maxAmount = 3.57 } RESOURCE { name = WasteWater amount = 0 maxAmount = 10.43 } } @PART[TaurusScienceBay]:HAS[!MODULE[LifeSupportModule]] { RESOURCE { name = Food amount = 2.13 maxAmount = 2.13 } RESOURCE { name = Water amount = 4.05 maxAmount = 4.05 } RESOURCE { name = Oxygen amount = 684.6 maxAmount = 684.6 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 589.02 } RESOURCE { name = Waste amount = 0 maxAmount = 1.53 } RESOURCE { name = WasteWater amount = 0 maxAmount = 4.47 } } Changelog DeimosRast Compatibility Patch -Brought mod back from the dead -More detailed changelog exists on page 29 of thread, but trust me, it's all good stuff v 1.5.3 (7/1/15) -Changed researchTime and researchMultiplier in the Science Bay to integer values v 1.5.2 (6/28/15) -Adjusted thrust and ISP values of engines to match changes in 1.0.3 -Adjusted science production values to be more similar to stock -Adjusted heatshield config to match changes in 1.0.3 v 1.5.1 (5/25/15) -Fixed thrust and Isp values of both engines -Capsule and heatshield aerodynamics adjusted so they no longer tumble on reentry -Science bay should now properly shield parts inside cargo bays -Updated included bdanimationmodules.dll -Taurus escape engines can no longer be turned off (sorry, had to do this to fix a bug with the effects not showing properly) -Thrust of Taurus engines can now be adjusted through tweakables v 1.5.01 (4/28/15) Hotfix: -Removed Baha's landing gear which I accidentally packaged earlier -Added thermalMassModifier = 0.001 to Heatshield v 1.5.0 (4/27/15) -Added new part: a 3.75 m nuclear engine with four gimballing bells and fairing -Added new part: a 3.75 m ore tank for stock ISRU system -Added internal view for Science Lab -Updated parts config files to include information for stock aerodynamics and heating -Rebalances for the Quadroodle and fuel tank to fit stock closer -Updated science bay to include new lab mechanics and new aero support -Updated heat shield for stock ablator and aero - now matches stock 3.75m shield -Removed TACLS from Taurus Config to allow for other LS mods to be used -Fixed Quadroodle collision mesh bugs -Added launch surface FX to Quadroodle v 1.4.0 (12/15/14) -Added new part: a 3.75 m reaction wheel unit with a 2.5 m battery inside -Modified some textures to get ever closer to that stock look -Modified LES to allow for shutting down of escape engines if accidentally fired -Fixed a typo on the heatshield texture. TIL 'Capsuledyne" has two 'e's -Cleaned up Unity materials used, may cause performance gains, may not, who knows -Introduced KNOWN BUG: the engine sinks through the launchpad, even though it has a proper (functional) collider (let us know if you can help!) -Just don't use the Quadroodle as a launch engine - it's not good at that anyway v 1.3.0 (10/7/14) -Added new part: a 3.75 m orbital engine with fairing -Added new part: a 3.75 m 8-Kerbal hitchhiker with interior -Added new part: a 3.75 m extra thin fuel tank perfect for large service modules -Modified all textures for every part -Modified ALL textures for every part (too much work for a single changelog line!) -Moved parts around the tech tree to spread everything out for career mode, parts now distributed across several nodes in the last tier -Changed part costs and entry costs for several parts. Should be reasonable in-line now -Actually balanced LES thrust much more -Converted SolidFuel LES boosters to MonoPropellant so you don't have to lug SolidFuel through the solar system. We can pretend the LES is now an abort program that can't be stopped, it that makes you happy. -Removed alternateConfig as ExtraplanetaryLaunchpads should now be compatible -Changed name of Science Processing Bay to allow FAR/NEAR compatibility -Updated Science Bay to use new stock animation module, removed Firespitter.dll from download as it is no longer needed -Removed many bump maps as new alpha-channel speculars made them too much overhead for a small gain -Removed specific specular maps, replaced by alpha-channel speculars -Converted textures to .mbms. We're sorry, but it reduces aliasing from far away. v 1.2.1 (7/22/14) -Updated firespitter.dll to 0.24 compatible version -Added R&S Capsuledyne as an in game Agency v 1.2 (7/17/14) -Added new part: a 3.75 m combination science lab and storage bay (with doors!) -Added new part: a 3.75 m slim stack separator (dual-sided decoupler) -Modified textures on heatshield fairing -Balanced cost values for new parts -NOTE: Science bay requires firespitter.dll to use doors in VAB v 1.1.1 (7/8/14) -HOTFIX: Fixed compatibility issues with RPM .17 -Continuing to modify engine thrust transform placement in an attempt to fix phantom torque issues v 1.1 (6/9/14) -Added heatshield, fully DRE and FAR compatible, with fairing -LES thrust is now centered, will no longer create sideways torque -Removed useless/ugly structural members from interior -Added specular effects to windows in exterior view -Slightly modified interior textures -Slightly modified exterior textures -Laid foundation for light-up windows (coming soon) -Updated to latest version of the AnimationModules plugin v 1.0.1 (4/20/14) -Hotfix: moved the ModuleManager config file out of the folder to prevent issues where ModuleManager would try to load the RPM internal but fail if RPM wasn't installed. You now have to manually add the patch file if you want the RPM props v 1.0 (4/20/14) -Added interiors -Added flag decal -Added RPM support for interiors v 0.6 (4/15/14) -Updated external textures to be more stock-y -Fixed LES pieces disappearing when zoomed in too far -Boosted capacity to 7 in preparation for upcoming IVAs -Increased dry mass to 7.5 units (tons? metric tons? slug?) -Increased thrust of LES motors to compensate for increased weight -Move capsule into the proper spot in the career tree -Took steps to alleviate FAR-based asymmetric drag issue, which occurs because FAR includes the collision mesh for the ladder and the hatch in its aerodynamic calculations; Ferram has informed me this will likely be fixed in an upcoming version of FAR -Attempted to fix Kerbals flying of ladders/doing a 360-no-scope when exiting the hatch -Changed license to be more lenient v 0.5.2 (4/7/14) -Included modified part file without engine config for those who were having compatibility issues (possibly with extraplanetary launchpads) v0.5.1 (4/4/14) -Actually included the 1k textures. Whoops v0.5 (4/4/14) -Initial release. Official R&S Support will return... someday. Please do not distribute without asking permission first. Also, if you charge someone for this download, you're a butt. License: Distributed under BY-SA 3.0 https://creativecommons.org/licenses/by-sa/3.0/
  2. Image by Omega482 & Saybur Stuff This is the community continuation of @Orionkermin's fantastic 2-Kerbal Corvus Command Pod for a Size-1 (1.25m) launch stack (with adapter for the optional Size-1.5 (1.875m) launch stack). Description Corvus is a small parts pack based around a 1.25m two-seat capsule. It has been made to be a "Kerbalized" interpretation of Gemini and features a unique IVA. Included in the pack is an appropriately themed parachute/ docking port combo, a service module which features a monoprop generator, a heatshield, a slimline decoupler, and a small in-line monopropellant engine. It also contains an adapter featuring storage space and integrated decoupler to the non-standard but popular 1.875m size. Pictures and Videos Imgur album link: http://imgur.com/a/nLqSL Fantastic review by @Kottabos on YouTube here. (although he can't pronounce my name ) Installation Instructions Download the archive and extract the contents of the "GameData" folder into your KSP's "GameData". The Corvus Mod contains the following 2 folders for "GameData": Corvus - the mod itself HGR - a sub-set of the "Home-Grown Rockets" mod (also by OrionKermin) required for the IVA. Download Links Spacedock Curseforge GitHub (also access to the sources) Changelog License CC-BY-SA
  3. Kerbalized Dragon V2 1.3 Do you love powered landings? I DO! So much in fact I decided to create this mod. I hope you guys enjoy! More to come. Now Includes Trunk and 7 man custom IVA. Download: https://github.com/jharri74/Dragon2/releases/tag/1.02 Spacedock: https://spacedock.info/mod/1431/Kerbalized Dragon v2 pod Curse: https://kerbal.curseforge.com/projects/kerbalized-dragon-v2-command-pod/files Dependencies: Requires "near future solar" for the solar panels on the trunk to work. Thanks to @Bottle Rocketeer 500 for all his input and his work on the new textures for the solar panels on the trunk. Working: RCS, HATCH, and LADDER. Landing Gear, retractable nose, and (drum roll) -of course- Powered Landing! Fins and trunk produce electricity a different rates. Trunk>Fins. NEW- Seven Man IVA! HAVE FUN! Disclaimer: Warning! Experimental! Use at own risk! The Designers of the capsule are In no shape or form liable for any injury related to the use of this product, Period! All rights reserved. 1.3 Compatible
  4. A.S.E.T. Industries presents a work in progress [Pre-Release] the ALCOR capsule, "Advanced Landing Capsule for Orbital Rendezvous". (v. 0.9.6) (clickable) It is loosely inspired by the Apollo landing module, and uses a lightweight frame-based design with very thin walls. It is meant to be used for both single-stage and two-stage vacuum landers that fit in 2.5m+ fairings as part of an 1.25m stack. Made from the finest cardboard composite materials, no effort has been spared in making an attractive, sensible and very flimsy container for your victims pilots, packed tightly between computing and scientific hardware. TOTAL MASS - 1880 kg! Warranty void if subjected to atmospheric reentry, hit particularly hard or sneezed at. A.L.C.O.R. Advanced IVA (clickable) Extra Part: External Camera (Radial-mounted, vertical) You can mark up action button switches with text by entering it into the vessel description in the VAB: On a separate line type "AG<number>=<text>" where "number" is the number of action group from 0 (i.e. 10) to 9. The text is limited to 14 characters. (More won't fit on the label.) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- MORE VIDEOS HERE ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- IMPORTANT: You NEED to delete the old version before installing this one, or you get a mess you aren likely to sort out. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- mods dependency ALCOR 0.9.6 required: none recommended: Module Manager 2.7.5+ supported: KIS KeepFit CLS ALCOR Advanced IVA 0.9.6 required: ALCOR v 0.9.6 Module Manager 2.7.5+ RPM v 0.28.0+ ASET_Props v 1.4+ recommended: MechJeb v 2.6.0+ ScanSat v 17.0+ VesselViewer v 0.8.3+ Docking Port Alignment Indicator v 6.5+ supported: TAC - Life Support v0.12.2+ ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Downloads: ALCOR 0.9.6 (Spacedock) ALCOR Advanced IVA 0.9.6 (Spacedock) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Installation: - Install into “/Gamedata/ASET/" ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Made with Mihara's research and support. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Many thanks to the group of testers for their help with this release @nukeboyt @imerg @StevieC @Plecy75 @ISE @holodmer Special thanks to @MOARdV, @Mihara, @DennyTX , @nukeboyt and @linuxgurugamer for their help and support with the mods development. And all the forum users who support and motivate me to keep working on my mods. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Like what I do? Want to directly support development? Consider donating via Patreon or Paypal! ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- "ALCOR" and "ALCOR Advanced IVA" by Alexustas is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Changelog: 08/02/2017 - v 0.9.6 ALCOR: *overlay mesh is added *interior model is improved, now it completely matches the exterior model *the “ModuleAnimateGeneric” module is used instead of the “ModuleKrAnimation” *support for the KAS, KIS, KeeplFit and others is made with the separate MM-patches *minor optimization of the textures ALCOR Advanced IVA: *the new power supply panel *solar panels and fuel cells control *throttle limit *G-force monitor *exterior cameras image gain feature *breaks control and stress indicators for the landing gear *emergency radio beacon 22/07/2015 - v 0.9.4 [B] 0.9.4 update[/B] DDS textures [B]IVA Patch:[/B] [LIST] [*]Navigation lights was reworked. Now strobing light works as it was intended. [*]Little changes in the IVA. [/LIST] [B] ASET_Props:[/B] [LIST] [*]All props working algorithms was reworked to match the last RPM 0.21. [*]Now all instruments stops working if the g-force is higher than 8 g (with dramatical flickering animation:D) [/LIST] [B]New props:[/B] [LIST] [*] [*]Temperature indicators [*]Throttle control buttons [*]Buttons for the new MechJeb Smart A.S.S. functions [*]“Engine Flame Out†indicator [*]Special separate display for the TAC Life support [*]Fixed the bug with the sound disappearing after switching props lightning. [*]Fixed the configs that used old resource names. [*]Ground Proximity Warning System (GPWS) now can be turned off, I added buttons to control it. [*]Altitude Voice Annunciator System (AVAS) now can be turned off, I added buttons to control it. [*]Low Altitude Warning is now can be setted for the different altitudes (100, 200, 300) or even be turned off. [/LIST] [B]MFD[/B] [LIST] [*]New “Landing†page, look to the User Manual for the additional information [*]New page “Graphs†[*]PFD was optimised for the RPM 0.21 [/LIST] - Removed separate MM-patch to support plug-in "Reflection". 05/05/2015 - v 0.9.2.3 [B] 0.9.2.3 update[/B] [B]External:[/B] - Nodes fixed - Attribute maxTemp changed - Changed the textures of the external model - Reduced Reaction Wheel Torque - Dry weight of the pod has been increased to 1800 kg - Added separate MM-patch to support plug-in "Reflection". Now you can make ALCOR even more beautiful by adding reflections on the windows and other elements. [B]New in ALCOR IVA:[/B] - Added SAS control modes - Changed layout of the middle (pilot's) panel - Completely redesigned layout of the the panel of flight engineer - Refined cabin interior, added a few new props - Materials has been optimised - All devices and tools now require electricity to operate. Without electricity cabin becomes entirely "Cold and Dark"! - Changed work logic of many indicators - Added indicator "MASTER ALARM " - Instead of a single indicator "RCS" now has two indicators: "RCS ARMED" and "RCS ACTIVE" - Added gauges for all stock kinds of resources: LF, Oxodizer, Solid, Monopropellant, Xenon Gas [B] MFD:[/B] - New main font for all MFD - Finalized the design of MFD pages - Added support for DPAI plug 30/06/2014 - v 0.9 [B]0.9 update[/B] [B]External:[/B] Collider has been corrected so it no longer falls through planetary surfaces. [B]New in ALCOR IVA:[/B] - All props updated to work with RPM 0.17. - All external lighting (NavLights, Docking port spotlight, Airlock lights) will now consume Electric Charge. - Emergency power generator added. It consumes 0.1 units of Monopropellant to produce 1.5 units of ElectricCharge. - Small improvements to the interior and certain props. - New notifications for GPWS added, but the problem with volume levels remains. [B] MFD:[/B] - FLIGHT/LNDG page can now select between onboard ALCOR cameras and exterior camera number 1 (ExtCam1) - 'Standby' page now displays the current version of RPM. [B] Third party mod support:[/B] Active Texture Management, Connected Living Spaces and Timmers’ KeepFit are now natively supported. 19/04/2014 - v 0.8 [B]0.8 update[/B] Capsule exterior: [LIST] [*]Diffuse and NormalMap textures has been improved. [*]New Nav lights setup [/LIST] IVA: [LIST] [*]MFD interface has been improved. [*]Many MechJeb functions are now callable directly by clicking buttons. [*]Vessel View 0.4 plugin is supported. [*]Stage lock switch now actually manipulates the global UI stage lock. [*]Engines of the current stage can be turned off with a button. [*]Reserved resources (i.e. the ones with flow toggles in the rightclick UI) can now be unblocked. [*]'Clear Nod'e and 'Clear Target' buttons. [*]Internal cameras are now switchable between horizontal and vertical orientation. [*]For use of the capsule in a rover, there is now a ‘brake’ switch. [*]Voice notifications of current radar altitude for 10, 20, 50, 100, 200, 300, 400, 500, 1000, 1500 and 2500 meters. [*]Capsule interior has been redesigned and is now (partially) textured. [*]Numerous new props. [*]New internal lights setup. [/LIST] 11/02/2014 - v 0.7.5 [B]0.7.5 update[/B] Capsule exterior: [LIST] [*]A completely new collider that precisely follows the visible shape of the capsule. [*]ReactionWheels power reduced to 7 [*]Exterior model now has more detail. [*]Builtin exterior lights: Docking Spotlight Airlock Floodlight Strobe signal lights (currently won’t actually strobe, but hopefully will with the next RPM version) [*]A new texture for the exterior model. [/LIST] Interior: [LIST] [*] [*]MFD models and page configurations have been updated. [*]More autopilot functionality (requires MechJeb to work) [*]Improvements to the central panel. [*]New gauge -- Propellant monitor, which shows the current propellant resources for the current stage and in general, the propellant expended per second, and dV (only reliable if MechJeb is installed) [*]A new Terrain profile monitor page (on the right monitor with the keyboard) displays changes in terrain relief underneath the lander. [*]Internal lighting improved. [*]Interior model improved. [/LIST] 10/01/2014 - v0.7 A huge update! The most important change is that from now on there is only one pilot seat. The pilot sits in the middle of the cockpit, to improve the view of the flight instruments. The positioning of the instruments has been completely redone. The other two kerbals are now just passengers. The windows on the internal and the external model now match exactly. Lots of new indicators and new display data were added: [LIST] [*]Satellite map. [*]Orbital map [*]Targeting, reference part selection (the one that you select when you “control from hereâ€Â) and undocking menu. [*]Certain autopilot (MechJeb) functions are supported if MechJeb is installed. [*]MFD monitors are improved and now have even more buttons. [*]Reference information about planetary bodies -- the same kind you would get in the map screen when you press the ‘info’ button -- is available on one of the pages. [*]Visual and sound alarms indicating various dangers (danger of tipping over due to lateral velocity being too high, ground slope too high, collision with ground too fast) as well as expected touchdown speed. [*]ALCOR now has builtin external cameras providing full 360-degree visibility -- two new cameras on the sides were added. [*]Most cameras can now pan and zoom. [*]You can mark up action button switches with text by entering it into the vessel description in the VAB: On a separate line type ‘AG<number>=<text>’ where ‘number’ is the number of action group from 0 (i.e. 10) to 9. The text is limited to 14 characters. (More won’t fit on the label.) [*]Current stage only resources are displayed. Warning, KSP likes to lie about those. [*]Full information about the temperature and internal atmosphere of the pod is now displayed. [*]Like the 0.23 stock capsules, the pod now has 20 units of internal monopropellant storage, which increases start mass to 1680kg. [*]Doubleclicking on the airlock will make the currently controlled kerbal EVA right from IVA. [*]The pod has a mission flag prominently displayed both inside and outside. [/LIST] 25/12/2013 - v0.6-0.23FIX ( Maintenance release ) The outdated version of RasterPropMonitor plugin has been removed from this package while the previously published patches to enable SCANsat support in the monitors have been included. 24/11/2013 - v0.6 - Added more equipment in IVA (indicators, MFD/PFD, Alarm-lights) - Added sounds ( ambients, alarm, click) - Re-arange internal layout - Added new Part - 'External Camera (RV)' - Added 2 Displays for viewing custom external views 12/11/2013 - v0.5 - Crew capacity increased to three -- total dry mass increased to 1.6 tons - Added five monitors of two different sizes , a set of buttons and switches to control basic functions like RCS, SAS and custom action groups and cockpit lighting are now included - 'RasterPropMonitor plugin' is required and included in the package 25/10/2013 - v0.4 - Added part to the research tree (see http://i.imgur.com/50U3cwm.png) - Node fixed __________________________________________________ __________________________________________________ ___
  5. V0.6.0 (The Long and Lazy Summer Update) Welcome to the Prakasa Aeroworks development thread, which is now actually for development. Release thread over here. Stick around to post suggestions/see work in progress images. Image Album: http://imgur.com/a/lrUdq (Can't get it to embed for some reason) License: This work is Licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  6. Common Core Pods The Common Core Pod Program it's a effort to develop a modular capsule suitable to a wide range missions, using well known as established materials and building techniques with Composites and 3d Printing. Not to be confused with the incomprehensible Common Core Astronaut Training Program. BIG Thank You to KottabosGames for the review. Download: http://spacedock.info/mod/750/Common Core Pods ?ga=+3102+'kerbal+space+program'> http://kerbal.curseforge.com/projects/common-core-pods Changelog: LICENSE: creativecommons Attribution 4.0 International
  7. Alright, I know I'm not the only one making landers like this: I love building landers using the 1.25m crew tank horizontally. However, it's really hard! It's difficult to attach propulsion systems without blocking the doors, and even moreso for the windows. There are no hatches either. Reentry is a huge pain. Am I the only one who wishes there was a better part for this? Some kind of horizontal lander part with more attachment nodes and a better hatch system? Maybe one that holds 3 kerbals? Does anyone already make one? If so, who? If not, would someone? Please?
  8. 'MK1-2 Pod' IVA Replacement by ASET Whole brand new interior for the Mk1-2 Pod l be glad to hear your ideas about ergonomical enhancement. Here the video of the test flight (v 0.1): You can mark up action button switches with text by entering it into the vessel description in the VAB: On a separate line type "AG<number>=<text>" where "number" is the number of action group from 0 (i.e. 10) to 9. The text is limited to 14 characters. (More won't fit on the label.) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- IMPORTANT: You NEED to delete the old version before installing this one, or you get a mess you aren likely to sort out. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- mods dependency required: Module Manager 2.7.5+ RPM v 0.28.0+ ASET_Props v 1.4+ recommended: MechJeb v 2.6.0+ ScanSat v 17.0+ VesselViewer v 0.8.3+ Docking Port Alignment Indicator v 6.5+ RealChute v1.4.1.2+ supported: TAC - Life Support v0.12.2+ ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Downloads: 'MK1-2' IVA Replacement by ASET v 0.2.0 (Spacedock) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Installation: - Install into “/Gamedata/ASET/" ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Many thanks to the group of testers for their help with this release @nukeboyt @imerg @StevieC @Plecy75 @ISE @holodmer Special thanks to @MOARdV, @Mihara, @DennyTX , @nukeboyt and @linuxgurugamer for their help and support with the mods development. And all the forum users who support and motivate me to keep working on my mods. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Like what I do? Want to directly support development? Consider donating via Patreon or Paypal! ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- "MK1-2 IVA Replacement by ASET" and "ALCOR Advanced IVA" by Alexustas is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Changelog: 08/02/2017 'MK1-2' IVA Replacement by ASET - v 0.2.0 *overlay mesh is added *interior model is improved, some textures are added *the new power supply panel *solar panels and fuel cells control *throttle-limit *G-force monitor *emergency radio beacon *the new color theme is added for МК1-2 (different from ALCOR) with the new "COLOR_OVERRIDE" feature
  9. Hi, I wonder if it's possible to transfer 'science' from one pod to another on the same craft? Why I'd find this useful is that if I have a small landing module that I undock from the main craft for landing, taking surface samples & EVA data, then I dock again with the main ship, I'd like to take the results back to Kerbal. But at the same time I'd like to ditch the landing module. So that I can transfer the 'science', I'd need to 'move it' from the landing module's pod to the pod of the main ship / homecoming ship. Other resources, like fuel, can be transferred. Can 'science' also be transferred similarly? Is this possible? Akos