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bcink

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Everything posted by bcink

  1. Forgot to add, should install near future props
  2. The rover has been released. Will see what I can do with the MAV time permitting..
  3. Welcome to the release thread for The Martian for KSP! This mod brings the rover and the Mars Ascent Vehicle from the movie The Martian to Kerbal Space Program. The MAV is a revamp of the MAV by @xxhansonmaxx from Hermes Interplanetary Spacecraft (from The Martian) with new textures, IVA and fully functional parts. This rover is a revamp of the Phoenix Industries Ares Rover by @-ctn- with new textures, IVA and hatches. Ares MAV: The MAV is now a fully functioning Kerbal craft. All parts have had their models slightly edited from the original, all have been been re-UV unwrapped and new textures applied. Pod has undergone signifigant changes from original model. All Unity work and KSP configurations are new. Features: For most functionality, install B9 Part Switch at a minimum. Custom plume and FX provided by @JadeOfMaar RCS and engines can change fuel mix. Includes Methalox features (these require CryoTanks or Rational Resources). Pod's top node is a decoupler for if ever you need to dump the cap/chute (Mark Whatney). Decouplers can be turned off from staging while in VAB. Balanced for 2.7.x. It's where Stock should be. Crossfeed can be toggled on all parts that can decouple, in flight and in VAB. Especially the lander stage. Mark Whatney Mode: With B9 Part Switch, switch to Mark Whatney Mode to ditch the windows and hatches. Decouple the nosecone and re-create Whatney's Mars takeoff! Stage one contains the ladder. Right-click and deploy it to reveal the lower hatch opening and the extended ladder to safely climb up the center to the pod. Attention: Open the nosecone before attempting to stage the parachutes or they will not work. This is a side effect of docking port / parachutes / opening animation in one part. There are three legs. Aim for flat ground. MAV Parts: Lander stage Deployable legs with suspension Lander stage engines Stage one with deployable ladder and tunnel spotlight Stage one cruise engines Stage one main engines Stag two Stage two engines Pod with interior and lights. Primary hatch is beneath the pod. Side hatch remains usable as secondary. Pod windows can be disabled (kicked out) in-flight or in VAB (but not enabled in-flight or re-enabled after removed). Nosecone with docking port and parachutes Parts are compatible with the following mods: B9 Part Switch RealFuels Modular Fuel Tanks CryoTanks Community Tech Tree Configurable Containers Tweakscale Breaking Ground Kerbal Inventory System Very special thanks to @JadeOfMaar for testing, balancing, plumes, FX and applying the various fuels configurations and switches / patch compatibilities to the MAV. Ares Rover: All parts have been re-textured from original creation There is now a cockpit interior for 4 kerbals There are three hatches - one on each side and one in the rear Handful of spotlights in the front of the vehicle Rover Parts: Cockpit Flatbed Trailer Battery Parts are compatible with the following mods: 9x inventory slots with Breaking Ground Expansion Kerbal Inventory system inventory Tweakscale compatibility Download: Download from SpaceDock Changelog: Update 1.10.1.2 MAV is released Update 1.10.1 Re-compile for KSP 1.10.1 Fixed attach nodes on cockpit (thanks @BigFatStupidHead) Added crew report to cockpit (thanks @hemeac) Random Images: License is Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International CC-BY-NC-SA 4.0
  4. Going to need more to go on than that. Something is obviously not right. Screenshots / craft file or something would help. Thanks!
  5. Sorry about that. Overlooked / not adequately tested it seems. I'll address this as soon as I can. Thanks
  6. Currently putting together the interior of the rover. Looks like it is going to be a 4-seater. Just need to find the time to texture it and finish the props.
  7. Things got really hectic for me. I think I'm probably going to release the rover before I finish everything just to get it out there. Will be a bit delayed getting the rest taken care of here but it will definitely still happen.
  8. Well, the IVA has the chairs for 6. We'll have to see if 6 actually fit I don't remember when I tried this out several years back. At this point I've touched up all the models for the MAV and have fixed the UV unwrapping. They will all now need baked and textured. This is going from what looks like one 1024x1024 texture for all of these parts with a bunch of mashed up and incomplete UV's thrown around in there to a 1024x1024 resolution re-texture of each part. Update: all AO bakes have been done and all parts have been imported into Unity. Texturing to commence next.
  9. I'm going to be implementing the MAV / MDV from the Hermes pack. Mesh is fixed up as best I could:
  10. Already ahead of you on the side doors. I'll probably do the IVA.
  11. Rover parts are back in action. Re-textured all around, 3 working hatches, 4 working ladders, top and bottom attach nodes on all parts, vehicle lights and spotlights: Will be moving on to the lander parts and then circling back to see about IVAs, before rounding out config files.
  12. Not bad Most definitely. I just got the attachment nodes squared away but of course it's time for work Should be a functioning rover very soon.
  13. Maybe - I haven't decided yet. The models are difficult to work with as a side effect of .mu to Blender import - and almost none of the edges are connected to each other. I'll probably give it hell and see what I can come up with, it'll just add some time on the job. Alternatively, the Mark Watney version of the pod would be *really, really* simple
  14. Yes - I will at the least also do his MAV + pod.
  15. Welcome to the development thread for The Martian for KSP! This mod brings the rover and the Mars Ascent Vehicle from the movie The Martian to Kerbal Space Program. The MAV is a revamp of the MAV by @xxhansonmaxx from Hermes Interplanetary Spacecraft (from The Martian) with new textures, IVA and fully functional parts. This rover is a revamp of the Phoenix Industries Ares Rover by @-ctn- with new textures, IVA and hatches. Ares MAV: The MAV is now a fully functioning Kerbal craft. All parts have had their models slightly edited from the original, all have been been re-UV unwrapped and new textures applied. Pod has undergone signifigant changes from original model. All Unity work and KSP configurations are new. Features: For most functionality, install B9 Part Switch at a minimum. Custom plume and FX provided by @JadeOfMaar RCS and engines can change fuel mix. Includes Methalox features (these require CryoTanks or Rational Resources). Pod's top node is a decoupler for if ever you need to dump the cap/chute (Mark Whatney). Decouplers can be turned off from staging while in VAB. Balanced for 2.7.x. It's where Stock should be. Crossfeed can be toggled on all parts that can decouple, in flight and in VAB. Especially the lander stage. Mark Whatney Mode: With B9 Part Switch, switch to Mark Whatney Mode to ditch the windows and hatches. Decouple the nosecone and re-create Whatney's Mars takeoff! Stage one contains the ladder. Right-click and deploy it to reveal the lower hatch opening and the extended ladder to safely climb up the center to the pod. Attention: Open the nosecone before attempting to stage the parachutes or they will not work. This is a side effect of docking port / parachutes / opening animation in one part. There are three legs. Aim for flat ground. MAV Parts: Lander stage Deployable legs with suspension Lander stage engines Stage one with deployable ladder and tunnel spotlight Stage one cruise engines Stage one main engines Stag two Stage two engines Pod with interior and lights. Primary hatch is beneath the pod. Side hatch remains usable as secondary. Pod windows can be disabled (kicked out) in-flight or in VAB (but not enabled in-flight or re-enabled after removed). Nosecone with docking port and parachutes Parts are compatible with the following mods: B9 Part Switch RealFuels Modular Fuel Tanks CryoTanks Community Tech Tree Configurable Containers Tweakscale Breaking Ground Kerbal Inventory System Very special thanks to @JadeOfMaar for testing, balancing, plumes, FX and applying the various fuels configurations and switches / patch compatibilities to the MAV. Ares Rover: All parts have been re-textured from original creation There is now a cockpit interior for 4 kerbals There are three hatches - one on each side and one in the rear Handful of spotlights in the front of the vehicle Rover Parts: Cockpit Flatbed Trailer Battery Parts are compatible with the following mods: 9x inventory slots with Breaking Ground Expansion Kerbal Inventory system inventory Tweakscale compatibility Download: Download from SpaceDock Changelog: Update 1.10.1.2 MAV is released Update 1.10.1 Re-compile for KSP 1.10.1 Fixed attach nodes on cockpit (thanks @BigFatStupidHead) Added crew report to cockpit (thanks @hemeac) Random Images: License is Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International CC-BY-NC-SA 4.0
  16. ctn has not signed onto the KSP forums in over a year. This forum in particular hasn't been commented on by them in over 3 years. The last post ctn has made (on their other mod) indicated they lost all source files when their laptop crashed. It's a safe bet to say they will not be updating this mod. I will take care of it - License says we can do whatever we want as long as we credit and don't make money so that's what I'll do. I'll pull all the models, fix the UVs if necessary, re-texture if necessary, rebuild from scratch in Unity for 1.8. On the rover cockpit, I have some issues with the way the UV was unwrapped so I have mostly re-done it and this will be getting a fresh texture. Give a dude some time though.
  17. I've tried turning the winch and the connector into docking ports, but it doesn't seem to work unless joined together in the VAB first. Any idea if this type of functionality is possible?
  18. I would consider this to be one of the biggest challenges in KSP part creation. It's definitely the equivalent of diving straight into the deep-end. The amount of informational resources get exponentially lower each step closer you get to completing legs. I'll leave these here, but it will probably look like alien for a while. If you learn the above and get to the part implementation stage, you will appreciate these (precise structure is critical):
  19. Sad revelation today.... although the parts can move provided they are initially connected in the VAB, when the vessels are not attached and then they dock in-game, the animation no longer moves the object. This appears to be a recognized limitation with reference attach nodes (like those used for docking port functionality) in the scripting per the following snippet: Transform referenceTransform = GetReferenceTransform(); // If this attach node is defined in the cfg, then bail out now, it will not be movable if (referenceTransform == null) { if (debugPeriodic) printf("Skipping cfg based node: %s", stackAttachNode.id); return; } I continue to believe this implementation is more difficult than it lets on to be. The parts are created, so at least they are ready if this ever gets figured out or another solution comes to mind...
  20. I modeled and textured a male and female tether dock and implemented in game only to discover the animated attachment mod doesn't have the ability to move ModuleDockingNode referenceattachnodes or nodeTransformNames. The things move if attached in editor and then launched but not after docking to each other. There is a specific part of the attachment script that reads: Transform referenceTransform = GetReferenceTransform(); // If this attach node is defined in the cfg, then bail out now, it will not be movable if (referenceTransform == null) { if (debugPeriodic) printf("Skipping cfg based node: %s", stackAttachNode.id); return; } And so, I am lost again... Is there any chance of this portion being implemented?
  21. It has been a struggle for some reason... I just uploaded another zip and it opens and there is a GameData folder and a MarsDirect folder inside of it. I guess that should fix it.
  22. The theoretical "how's?" have been solved. Tether docking port is 100% doable.
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