alexustas

[1.0.4]ALCOR,"Advanced Landing Capsule for Orbital Rendezvous" by ASET (21/07/2015)

Comparing 0.8 IVA,to the v0.7, it feels that the responsiveness of my game   239 votes

  1. 1. Comparing 0.8 IVA,to the v0.7, it feels that the responsiveness of my game

    • Did not change from the previous version.
      90
    • Feels a little lower.
      56
    • Feels significantly lower, but still quite playable.
      31
    • Is too low to be playable.
      17
    • Is somewhat impacted by having more complex crafts on screen.
      12
    • Is significantly impacted by having more complex crafts on screen.
      12
    • Is somewhat impacted by turning on IVA internal lights.
      10
    • Is significantly impacted by turning on IVA internal lights.
      11

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1682 posts in this topic

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A.S.E.T. Industries presents a work in progress [Pre-Release]

the ALCOR capsule, "Advanced Landing Capsule for Orbital Rendezvous". (v. 0.9.4)

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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!

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Warranty void if subjected to atmospheric reentry, hit particularly hard or sneezed at. IVA is not complete as of this moment, but a fully IVA-landing-capable capsule is planned, a work in progress IVA is included.

A.L.C.O.R. IVA (with ALCOR IVA Patch)

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Extra Part:

External Camera (Radial-mounted, vertical)

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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.)

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"All-IVA to Minimus in ALCOR v 0.9.2 Beta" by nukeboyt

Review by Dreadp1r4te (ALCOR v0.7)

ALCOR - Mun Dark side landing. Only I.V.A. Only by instruments! (v 0.7.5)

http://youtu.be/EYzL7crhMLw.

ALCOR - Docking (v 0.8)

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IMPORTANT:

You NEED to delete the old version before installing this one, or you’ll get a mess you aren’t likely to sort out.

In this version, only the ALCOR capsule itself is included, while the IVA and the props library are distributed as a separate addon and a ModuleManager patch.

This way, if you don’t like IVA, you can save some memory.

Known issues:

- I have not yet understood the principle of work of stock thermo-mechanics and aerodynamics, so - the capsule's behavior in the atmosphere can be unpredictable

Downloads:

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KerbalStuff:

Basic Part:

ASET ALCOR_Capsule_0.9.4

Advanced IVA:

ASET ALCOR_IVA_Patch_0.9.4+External Camera

ASET Props Pack v1.3

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Installation:

- Install the contents of ‘ALCOR_LanderCapsule’ into “Gamedata/ASET/â€Â

Extra parts:

- If you wish to use the built-in Navigation, Dock port and Airlock lights, but do not wish to use the IVA features, you need to install the VNG plugin.

DL: https://dl.dropboxusercontent.com/u/82912977/Vanguard/VNG-Plugin_0.7.2.zip

IVA patch:

- Packages ‘
ASET_Props
’, ‘
ALCOR IVA patch
’ and '
ExtCamRadialVert
' need to be installed into
Gamedata/ASET/

-
RasterPropMonitor plugin 0.21.2
or higher
is required! (Without it, the pod won’t function at all).
.

DL:

Thread:

Also:

- To display maps,
SCANsat plugin
is required.

Thread:

- To control autopilot functions,
MechJeb
2.5.3
(or higher) version is required.

Thread:

- To see ship layout on the screens,
VesselView (RPM version)
is required.

Thread:

- for IVA docking glory
Docking Port Alignment Indicator
is required.

Thread:

-Module Manager
2.6.0
(or higher)

Thread:

- VNG plugin is
not
required, as in this case, you can control the lighting
from IVA
.

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Made with Mihara's research and support.

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Special Thanks:

MeCripp

nukeboyt

ObsessedWithKSP

Riverey

sp1989

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"ALCOR" by Alexustas is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

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Changelog:



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 “Graphsâ€Â
[*]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


__________________________________________________ __________________________________________________ ___

If you want you can support my projects

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Legal - Donating does not entitle you to any goods or services from me or this mod and all funds go directly to me through paypal to be used at my discretion.

Edited by alexustas
update
35 people like this

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...I think I'm in love. :)

I know I am. Very sexy looking lander command module. Great job. Looking to more from you. Thanks for giving us another great looking machine to fly.

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Have you ever thought of designing a slightly bigger one? Maybe loosely designed on the living quarters of Altair? One of the main difference would just be the size. Maybe capable of holding 4 Kerbals?

Altair-Lander_(latest).jpg

Edited by bigdad84

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Have you ever thought of designing a slightly bigger one?

this thing is big enough? :D

kLnRiTA.png

How about 8 Kerbals?

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the interior could use some cleaning up.

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the interior could use some cleaning up.

You are aware that the OP said its a work I progress right?

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Man, you just keep making amazing things.

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Altough I am not quite sure about having to use the Firespitter plugin, I do really like the look of this thing. Like intended; it reminds of the Apollo lander while still being in line with the Kerbal style of things.

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Wow, nice!!!!!!!!!!!

What's up with you russians? Both you and zzz deliver some nice, good looking stuff!! :D

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Beau-ti-ful. Definitely grabbing this as soon as it's available.

I'd be keen on seeing a three or four Kerbal variant as well. Pretty please? :)

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this thing is big enough? :D

kLnRiTA.png

How about 8 Kerbals?

That looks great. Is it inflatable? If so it seems a little odd to have legs coming out of it.

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That looks great. Is it inflatable? If so it seems a little odd to have legs coming out of it.

no. it's big, hard and heavy habitation module for permanent bases

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Mother of god... I found my new service module and my new lander. This looks amazing! Can't wait to see what the IVA will look like!

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Looks great! Just downloaded it, can't wait to try it out.

I see you have it set up for Science... but I don't see the lines in the .cfg to place it in the Tech Tree. I see you said it's under discussion so I'm sure you'll include that.

For now I'll paste in the node from the Mk2 lander can:

TechRequired = largeControl

entryCost = 8200

Edited by HeadHunter67

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this thing is big enough? :D

kLnRiTA.png

How about 8 Kerbals?

Nice! However... I interpret the black portion on the 'top' to be heat shielding. Which makes me think that this thing enters an atmosphere 'upside down', and then must flip over to land. Which, in turn, seems to be a somewhat ungainly and overly complicated way of doing things. Or, I could be wrong about the heat shield thing, not sure.

Oh, also, the ALCOR looks great, gonna DL as soon as I get home. :D

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Holy crap, Alex, your mind is just full of wonderful toys, isn't it?! Thanks again!

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I'm think I've found my replacement for the tuna can lander once you release it.

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Nice! However... I interpret the black portion on the 'top' to be heat shielding. Which makes me think that this thing enters an atmosphere 'upside down', and then must flip over to land. Which, in turn, seems to be a somewhat ungainly and overly complicated way of doing things. Or, I could be wrong about the heat shield thing, not sure.

I believe the black is meant to absorb heat from the Sun when sitting on Mars.

At least some of the concept HABs NASA is thinking about are set up that way.

Alexustas, any ideas on how you plan to land it on the surface?

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I believe the black is meant to absorb heat from the Sun when sitting on Mars.

At least some of the concept HABs NASA is thinking about are set up that way.

Alexustas, any ideas on how you plan to land it on the surface?

So your telling me for realism purposes I should heat shield the tops of my bases too?

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Just my 2 cents but I don't think you need both crew members crowded around the front like that. Maybe have one in a flight engineer position behind the pilot giving readouts or something instead. Purely an aesthetic opinion.

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So your telling me for realism purposes I should heat shield the tops of my bases too?

Nope, what he meant is that the habitat uses this black surface for heating itself when on Mars. It's further from the sun than Earth, so it's rather cold out there, and power is at premium. Heating the habitat with solar heat is possible, but requires a black surface at the top to be any good.

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Could you do a fuel tank to go along with it? A bit like Altiar?

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