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alexustas

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Everything posted by alexustas

  1. ASET presents it’s newest product: Portable Rover Components (working title) PRC is a kit to assemble a rover “on locationâ€Â. It is meant from the start to be packaged into KAS containers as small, portable modules that are unfolded and assembled upon delivery. New high tech materials and cunning construction explain the minimal packaging volume and mass of parts. 1. Base platform -- the chassis of the rover that all other components attach to, which can be populated with mission-specific equipment as desired. 2. Bumper -- contains a solar panel and batteries, and can also serve for mounting mission-specific equipment. 3. Wheels -- unique foldable wheels, which actually consume far less container volume than they would otherwise and allow to assemble the rover directly on the ground without explosions. 4. Crew seat -- contains a built-in battery, must be unfolded before use. Parts overview: A short video, demonstrating rover assembly: http://youtu.be/QQi9_K7FBrM. -------------------------------------------------------------------------------------------------------------------------------- Thanks to Mihara for the original idea of foldable on-location assembled rover as well as help and support. -------------------------------------------------------------------------------------------------------------------------------- The volume that parts take up inside a KAS container is a first estimate and probably needs further balancing, I’d like to hear what others think about it. DOWNLOAD: KERBALSTUFF DROPBOX KAS is required. AdvancedAnimator is required. The rover was tested in KSP 0.24.2-x64 using KAS 0.4.7_with this unofficial patch, and worked fine, but your mileage may vary, since there’s still no official KAS 0.24 release. What’s next: Career mode integration, funds and tech level balancing. Blocking attachment of parts onto the platform while it’s folded, blocking the folding of the platform while other components are attached. Blocking the wheel from spinning before it’s unfolded. Accessories like batteires, boxes, lighting, etc, depending on user demand. Scaled down version in half size. I’ll be happy to hear your comments, advice and requests. "PRC" by Alexustas is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. CHANGELOG: [B]29/07/2014[/B] -initial release v0.1 ------------------------------------------------------------------------------------------------------------------------------------------------- If you want you can support my projects 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.
  2. Looks great! Denny, your skill grown up on our eyes, each of your new project looks better and have new quality performance. This level of detail really impressive! You're doing a very good job creating the most accurate replica of the real legendary ships. And more. I think that would be a good idea to collect all the historical craft in one pack and try to make something like a campaign, based on the new game features announced in 0.24
  3. You can find it in the config file of ALCOR_LanderCapsule (...\Gamedata\ASET\ALCOR_LanderCapsule\Part\ALCOR.cfg)
  4. If one is to believe Task Manager, having 'ALCOR Capsule' + 'ALCOR IVA Patch' + 'ASET Props' pack in your 'GameData' increases the amount of memory consumed by ksp.exe by about 110 Mb.
  5. Oops, fixed. Thank you. ---------------------------------------- this is the last WIP-release, I hope. If the tests does not reveals any more serious bugs and errors in a day or two, i will count the work with the ALCOR finished and will publish the final release of ALCOR in "Add-on Releases and Project Showcase"
  6. 0.9 update External: Collider has been corrected so it no longer falls through planetary surfaces. New in ALCOR IVA: - 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 (EPG) 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. MFD: - 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. Third party mod support: Active Texture Management (thanks Green Skull), Connected Living Spaces (thanks Sumghai) and Timmers’ KeepFit are now natively supported.
  7. Definately this lamp is not part of CM. it is a separate item I have did just for my video tutorial . But this lamp became very comfy and useful and I have started to use it on my vessels often enuff
  8. That's what I want to do, but I need to think a loooot more about this.
  9. I don't really have much free time, but I'll try to post what I already have completed before the end of the week.
  10. Yes, I actually changed the animation right after you posted. - - - Updated - - - SMA module now has a built in docking port, compatible with 'Clamp-O-Tron Sr.'
  11. there are no simplified version of Alcor internal. but if you do not install the "IVA Patch" and "ASET props", you will get standart vanila "PodCockpit" internal
  12. Well, Cargo Module is finished At the moment we have: CAM, SCM, LAM, SM, SMA and CM, and left to do LGM and GreenHouse. And I have a question to all of you. Would you like to get full package with with landing legs or you want to see it now, as it is right now, without awaiting the remaining modules??
  13. well, Cargo Module has taken much more time than i expected and I still have not finished texturing of ramp and other mechanisms. But seems like - everything works as expected
  14. Very useful plugin, well done! Hope it will be advanced more and more. Can i ask for a few additions: 1. Can you add an ability to run an animation while staging event occured? for example we have an item with animation module and it has its own icon, and we can place this icon in the desired location in stages listing and it will be activated when the staging event happens and the animation starts. This is something very similar to decoupler, but instead of decoupling, the animation will be played. Also it will be very great if there we can have the ability to set the delay of animation start (in the config file or even GUI). 2. Can you add to your module the possibility of resource consumption when running animation (consumes while extending), when you stop the animation (consumes while retracting), and consumes while being fully extended. Hope this are possible, many thanks.
  15. this is my attempt to explain how to make windows
  16. Thanks to the new features expected to be released in RPM 0.17, ALCOR will also have an emergency electricity generator, and onboard lights will actually consume power.
  17. I have spent some time to solve a trouble with ALCOR's capsule collider, and now I'm working on Konquest Cargo Module . A very clever mechanism for doors opening has been created
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