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  1. I wasn’t exactly sure where to post this, but since this is technically an addon I am developing, it made the most sense to put it here. Anyhow… Yes, you read that right, a full size Gemini capsule retrofitted to be a “sim-pit” for KSP. The idea has been floating around in my head, basically since I started playing KSP years ago, but it just never really seemed like KSP, or I, was ready for it. Until now… The point of the project is to produce a Gemini sim-pit that anyone can build with supplies from a Home Depot (or similar) and access to general woodworking tools. The goal is not to create a perfect museum-quality replica of Gemini, but rather something which enables the Gemini experience for KSP without breaking the bank. I decided the best way to make the project happen was to crowdfund it with Kickstarter and in return all of the CAD, documentation, schematics, and software will be made open source for anyone to make their own capsule (or any subcomponent thereof). If the Kickstarter succeeds, I hope to bring the completed capsule to various events (MakerFaire, Gaming Cons, etc…) for people to take it for a spin. The design includes over 50 toggle switches, 10 buttons, mechanical panel meters, alphanumeric 14 segment displays, and 3D printed mechanical navballs (see NeoMorph’s work on his own navball here: http://forum.kerbalspaceprogram.com/index.php?/topic/162666-wip-the-real-nav-ball-project-thread-2017-edition/ his work inspired me enough to create my own navballs very similar to his design for this project). All of these will be connected to functions in KSP using kRPC. Knowing the awesome KSP community I thought this would give everyone a chance to get involved in what (at least I think) is a really awesome project, and I’ve also created some super cool rewards for te Kickstarter. I’ve included some graphics and pictures below of the project work so far. If you want to support the project here is the Kickstarter link (Thanks!): https://www.kickstarter.com/projects/1770837468/open-source-gemini-simulator I’ll be posting here with updates on the project, but I’ll also be detailing the work on my blog: Ventures in Making Now, here are the pics: ***Disclaimer: I read through the forum rules (specifically about monetization), and I don’t think this violates anything forbidden, but if it does, I will gladly remove the post to comply with rules.***
  2. So, I know this may seem a little silly, but I would deeply thank someone if they could be able to create a glider cockpit? Or like a parts mod for gliders, since the stock/modded cockpits are either for Space Shuttles, or jet fighters. By the way, here's a picture for reference.
  3. Anyone aware of a mk2-compliant rover cockpit? Trying to make a rover around a mk2 passenger cabin, and piecing one together from flaps and external seats is a little wonky. Heres a doodle of what I'm talking about: Or something like that.
  4. I've been looking for something like this for quite some time: a command pod resembling a small business jet. There are several 2.5m options, but (at the moment of starting this - now we have the new stock Mark1 cockpit) I could not find any 1.25m-sized ones (all I have seen are bubble/canopy cockpits). Well, here it is now. The mesh has been completely reworked In version 0.4 (windows recolored in v0.7), and I consider it an improvement over the original model (see older screenshots in the album below). During this rework I've also came up with this B9-inspired version: It is now included into the download along with original one (having RCS ports since v0.6 and altered elongated form since v0.7.4), and I've also tried to balance them a bit, nerfing heat tolerances for the older cockpit and moving this new one to the next tech tree node. Both parts use the same custom internal space, which, as in-game experiments proved, has enough room for two pilot seats arranged side by side: Note: this is an alternative version from IVA patch. IVA patch requires ASET Props pack, ASET Avionics pack and B9 Aerospace props; I don't want to treat all that as a requirement, and currently I am not aware of any way to detect them all reliably. More images: If only we could have a way to embed an album... The default stock version is much more modest (different angle is due to KSP 1.2 changes: cameras for male Kerbals are set higher than for females): Starting version 0.8 I am dropping support for RPM-only IVA configuration for two-seat cockpits as multiple configs are taking increasingly more time to set up and manage. Since version 0.5, there is now a third cockpit, looking somewhat similar to that of X20 DynaSoar: It has built-in RCS ports and uses another custom internal space, with crew capacity of one (with RPM support and stock-only fallback): Images for previous versions: http://imgur.com/a/p4Wrw Legal stuff: Credits: Changelog: Download from github
  5. I have a rover with a mk1 cockpit on it. To go inside the rover, you have to exit the cockpit, and walk in. On the pod texture, it looks like it has a hatch on the back, but when I checked it, a "crew hatch" message diddn't pop up. Any ideas?
  6. Are there any mods which include decent two-seater cockpits suitable for training/reconaissance craft? I'd love to have something that looks decent and has a shared IVA, as I'm getting a little tired of makeshifting it with cubic struts and offset.
  7. http://www.mycockpit.org/forums/showthread.php?t=30868
  8. I was flying around one of my planes recently and wanted to know if there was a mod that would let you look further backwards in the cockpit, to see behind the cockpit instead of just ahead and to the sides.
  9. I see many users have taken photos with new parts and they have a transparent canopy that shows the interior view of the command pod through the windows. What do you do to enable this setting?
  10. Tail adapter placed on the contact point of the cockpit, rotated 180 and tuned, then placed a fueltank under the cockpit and tuned it to make a contact point. no glitching File: https://www.dropbox.com/s/th9r9duvl9pihlq/Custom%20Cockpit.craft?dl=0
  11. I am optimising a spaceplane that I successfully got to orbit, docked and de-orbited. It flies really nicely, has great manoeuvrability, can land really gently but could do with a bit of work getting it to dock nicely. It has 2 Mk1 Inline Cockpits, and I think that I want to change it for a Mk1 Crew Cabin. I am going to use it for crew rotations - no cargo. Detailed analysis if you really want it: The advantages that I see are that it does not require a pilot to be one of the crew that is rotating, as well as being marginally lighter and cheaper (20Kerbucks saved - woo) and the other specs are about the same. I could also use it for tourists too. Having a cargo bay has the small advantage that I can put other radially attached parts in there too to avoid drag (mechjeb is the main one). The big disadvantage is that if I loose power then I am completely dead in the water space, whereas if I had a command module I could at least manoeuvre using RCS or control surfaces, or fire the engine when I am pointing in approximately in the right direction. Another small disadvantage is that there are 3 things in the plane instead of 2, this makes it slightly longer and has more places for it going spaghetti on me (it does have enough lift to tear itself apart at mach3 under 10km altitude). I guess that I have a few more options in placing components wrt getting the CoM in the right place, but equally more complexity. Any more advantages or disadvantages that I have missed?
  12. 0.625 kerbal cockpit. Nothing more, nothing less. Download: Put it in your sub assembly
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