linuxgurugamer

[1.2.*, 1.3.*] K2 Command Pod: Two Kerbal stock-alike pod

47 posts in this topic

This is a continuation of the excellent K2 Command pod, made by @jfjohnny5, updated for 1.2.2.  The original thread is here:  http://forum.kerbalspaceprogram.com/index.php?/topic/94581-*

K2 Command Pod

version 1.4

This mod adds a single part, the K2 Command Pod. This pod supports 2 Kerbals (but only requires 1 - making it handy for rescue missions). This allows you to send pilots and engineers/scientists on missions together, prior to unlocking the Mk 1-2 pod.

The K2 pod unlocks with the Flight Control tech. It is balanced to encourage a good base of initial single-Kerbal missions before stepping up to two-Kerbal missions, where you can start training your engineers and scientists to prep for larger missions in the future.

Features

 

  • Support for 2 Kerbals (min. 1)
  • Fully functional IVA
  • Stock-alike style inspired by the Gemini capsule
  • 1.25m size with a top 0.625m node
  • Balanced to fit between the stock 1- and 3-Kerbal pods
  • Module Manager configs (included) support TAC Life Support and Connected Living Spaces right out of the box

 

Download

SpaceDock:  http://spacedock.info/mod/1163/K2 Command Pod Continued

Source:https://github.com/linuxgurugamer/K2_Command_Pod

License:  CC-BY-NC-SA-4.0

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Edited by linuxgurugamer
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Congrats. I for one am glad you picked this up. I use VSR as well, so the K2 fits nicely between the stock Mk 1 and Ven's 2 seat Mk2 VA pod.

Cheers,

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Awesome! Thanks for taking this on  :)

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Thank you thank you thank you!  This is my favorite 2 man pod - its the only one for a 1.25 and allows for early Gemini style missions (I like trying to recreate the Agena mission) with otherwise stock game.  And they are great for rescue missions without having to throw probe cores and other junk at them.

Edited by Murdabenne

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New release: 1.1.6

  •  Add support for Community Tech Tree -When Community Tech Tree is installed, the K2 Command Pod will be placed under the Simple Command Modules tech tree node. thanks @JonDahm
     
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Someone posted an RPM patch at some point... Has anyone seen it?

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I'm having what seems to be a compatibility issue with K2 and RealFuels. You can see in this screenshot http://imgur.com/a/Y0WLr that the pod will only take a very limited range of supplies. Compare that to the Mk I pod: http://imgur.com/a/xnGeh. How do I get the full range of options? Also, the volume of stuff that you can store in the K2 seems very low - is there any way to edit it? Any help would be much appreciated.

Edited by xel'lotath

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1 hour ago, xel'lotath said:

I'm having what seems to be a compatibility issue with K2 and RealFuels. You can see in this screenshot http://imgur.com/a/Y0WLr that the pod will only take a very limited range of supplies. Compare that to the Mk I pod: http://imgur.com/a/xnGeh. How do I get the full range of options? Also, the volume of stuff that you can store in the K2 seems very low - is there any way to edit it? Any help would be much appreciated.

I'll have to take a look at RealFuels

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I'm a bit puzzled, did you install something to have the Mk1 pod take more supplies?  I looked at RF, and don't see anything referencing that part.

and what is the "Non Rp-0 coming from?

Also, re. the amount of supplies, keep in mind it's a narrow pod for 2 kerbals.  You really need to add a service module (ie: tanks) to it.

I've asked for help in the RealFuels thread

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2 minutes ago, linuxgurugamer said:

I'm a bit puzzled, did you install something to have the Mk1 pod take more supplies?  I looked at RF, and don't see anything referencing that part.

and what is the "Non Rp-0 coming from?

Also, re. the amount of supplies, keep in mind it's a narrow pod for 2 kerbals.  You really need to add a service module (ie: tanks) to it.

I've asked for help in the RealFuels thread

I haven't done anything to the Mk 1 pod specifically. I'm just using Realism Overhaul and its associated mods.

Is the K2 usually compatible with RP-0? I don't know what I might have done to disrupt that. I have found that every other command module designated 'non RP-0' has the same problem with the RealFuels UI, so that might be the key.

I see what you mean about the low storage capacity. But for future reference, is there a way I can edit it?

 

Thanks for your time.

 

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It seems that you have installed the RSS/RO/RP-0 suite of mods but this mod is not supported by them (it is getting a generic RF support but has improper RO support).

I suggest you contact them re. that support.

About the RealFuels, I got some help from the RF thread, I'll see if I can get it taken care of this evening

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19 minutes ago, linuxgurugamer said:

It seems that you have installed the RSS/RO/RP-0 suite of mods but this mod is not supported by them (it is getting a generic RF support but has improper RO support).

I suggest you contact them re. that support.

About the RealFuels, I got some help from the RF thread, I'll see if I can get it taken care of this evening

OK, cool. Thanks for doing this.

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Thank you

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New release: 1.1.7

  • Added RealFuels cfg
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This is like, one of the best parts ever. Looking forward to RPM in the IVA.

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29 minutes ago, Lunar Sea said:

This is like, one of the best parts ever. Looking forward to RPM in the IVA.

I'd love it if the IVA used the new "old-school Apollo-era" ASET props, like was done for the Mk 1 Lander Can...

 

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On 1/14/2017 at 2:49 PM, linuxgurugamer said:

The K2 pod unlocks with the Flight Control tech.

I just tried it last night - everything great (perfect stock-alike IVA) but it was in the Command Modules tech, along with the Mk1-2 pod.  The current download from SpaceDock indeed says "TechRequired = commandModules." I changed my cfg to flightControl, agree that's the right place for it.

I see the CTT tech is "simpleCommandModules" which seems great.

Last thing - the Mk1 command pod costs 1866 in career.  Mk1-2 costs 9598.  K2 costs... 11332? Or am I mixed up seeing the entry cost + individual cost combined? The numbers I see in the cfg seem OK, 5000 per pod

Edited by fourfa

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Where are you seeing those costs?  Career, sandbox, science?

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Career, sandbox, science all show the same.  I take it you don't see the same? Odd.

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On 2/10/2017 at 7:19 PM, fourfa said:

Career, sandbox, science all show the same.  I take it you don't see the same? Odd.

No, I haven't yet had a chance to look

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So I just looked, the cost is correct at 5000.  You may have another mod installed which is changing the cost.  

New release: 1.1.8

  • Changed required tech to flightControl
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I absolutely love this pod.  Thank you for carrying this forward and maintaining it. 

Anyway to add some contracts with this?  Been fiddling around some since Gemini conducted numerous missions that expanded science (somewhere in the archives there is the Kemini mod that added some science).

 

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