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Showing results for tags 'iva'.
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Have you ever wonder to fly a Vostok or a Voskhod? Well now you can. This is a replacement for stock KV pods. I have tried to unite functionality with historical accuracy. Pictures: KV-1 "Onion" Pod: Vostok Inspired https://imgur.com/a/rEAZCSm REQUERIMENTS: ASET Props - ASET Avionics - MAS Avionics - DOWNLOAD: Version 0.1 https://www.dropbox.com/s/21r2l0wuy3759lg/KVReplacement.rar?dl=0
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I'm trying to load some of the newer internal meshes in Unity (2017.1p3 with current Part Tools), and it looks like the new Mk1-3 interior mesh is displaced from where all of the props are rendered, so it looks like the props are floating in space (in Unity). Is there some trick I need to know about to make this work right? FWIW, I can load the old mk1 pod IVA, and many mod IVAs okay. I'd like to experiment with laying out an IVA in the Mk1-3, but it's kind of hard to do when the bulkheads and the props aren't even remotely near each other.
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So, I've made a small space station (skylab) which has an Advanced Reaction Wheel Module on it. When I dock an Apollo sized ship and disconnect the pod reaction wheels everything seems normal. When I switch to IVA, the ship starts to wobble, only to stop if I switch back to external view. Doesn't happen if the pod reaction wheels are working too. The ship is docked with a Clamp-O-Tron Docking Port Jr.
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I am pretty new in the modding community and i couldnt find good tutorials for making IVA's. The only thing i know is that you need a model for the outside and one for the inside. What would interest me is : - How do you make the inside - How do you manage it in Unity (parenting etc.) - What cfg scripts do you need - How do you integrate mods like [JSI/A.S.E.T/MAS/NearFutureProps] It would help if you could make a tutorial like this I know there are some guides on how to do it on the forum but they are either very old or just confusing. Thank you for your help IceTitan
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Hi modding gurus, Inspired in part by MacLuky and the undersized MHdlc LEM, I want to add a seat in to the stock MK1 and Mk2 Landercan IVAs - as it has been proven that there is plenty of space! Yes I can add a seat via crew capacity - but I want to see the little green lasses and laddies properly. I'm also not interested in additional props like ASET. I have installed Unity, and part tools, added a passenger seat prop, or a pilot seat from the props and 'wrote' the .mu file. Changing the part's CFG for number of seats and for Internal model doesn't seem to work as no IVA shows up? I'm assuming it isn't as simple as this what I assumed. Do I need to be working with both the part and the internal in the same scene? As I've only been loading in the internal. Do I need to include texture files as well? Or do I need to add the seat to the internal in blender and then export to unity? Kinda really starting from scratch here sorry. I've seen that there are a few hour plus videos. I don't have much time, like 30 mins a day to do any 'work' or gameplay, so pointing me at the best tutorial for this would be appreciated if that would be more beneficial. Thank you! Peace.
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Hi all, Someone once created an IVA with an additional seat in the stock Mk1 Lander Can, but I can't find it anywhere! This was many müns ago. The modder had worked out that an extra kerbal would easily fit. Given the LEM stock-alike in MH expansion sits two kerbals, but is smaller, It might be great to dust this one off if someone can find it. Thank you! Peace.
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This mod is outdated, and it will not be updated. A modernized version of the Yarbrough IVA is available with MOARdV's Avionics Systems (see my sig), and there are a few Gemini mods out there, such as the LonesomeRobots Gusmobile Have you ever wanted an excuse to spend more time in IVA, but found the lack of useful info in the stock IVA props a problem? Look no further. Flight Systems Redux contains additional IVA props from alexustas, and it includes IVAs for the FASA Gemini and Yarbrough Mk. 1-1 A2 command pods. The Mk1. 1-1 A2 IVA is a modernized cockpit including MFDs. It is currently about 80% complete. Most MFDs are "stock" RPM basic MFDs - they will be replaced with my own pages as I get to them. The FASA Gemini pod is 95% complete. It is a retro style IVA with analog gauges and only a handful of digital numeric readouts. In addition, this pack adds a docking camera and radar to the FASA Gemini nosecone, and it retrofits an external camera to the FASA Probe Camera, converting it into a periscope. The package includes many props from alexustas that have not been released in his ASET Props and ASET Avionics pack, including a number of retro-NASA style instruments and aircraft gauges. DOWNLOAD: (link removed) DOCUMENTATION: (link removed) REQUIREMENTS: The following are all requirements for using FlightSystemsRedux (and not included in this package): * ASET Avionics Pack v1.0 or later * ASET Props Pack v1.3 or later * FASA v5.44 or later * Module Manager v2.6.18 or later * RasterPropMonitor v0.24.2 or later * Yarbrough alpha 0.4 or later LICENSE: "Flight Systems for FASA Gemini" by MOARdV is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. This mod includes props created by Alexustas, included under the terms of CC 3.0 BY-NC-SA.
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I'm having trouble with the IVA view. I can't cycle through different kerbals in IVA. I've seen others do it and i've looked through the control lists, but I can't find anything. Please help!
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[1.3] Through the Eyes of a Kerbal (2.0.0.2, 2017/06/20)
Virindi posted a topic in KSP1 Mod Releases
Demo video of less glitchy first person walking: Floating (EVA) mode free controls demo video: This mod allows you to control EVA from the perspective of a kerbal. To enter first person mode, press the 'c' key. Additionally, you can disallow external view of both kerbals and regular vessels in the config file. Requirements: None. Download/Source: https://github.com/Virindi-AC/Through-The-Eyes/releases Changelog: 2.0.0.2 -Update for KSP 1.3. 2.0.0.1 -Oops, found a problem with switching kerbals 5 minutes after releasing. Fixed this. 2.0.0.0 -A ton of work on making walking, running and swimming more smooth. -Reset kerbal's view using the 'v' key when in FP mode. -Free rotation and translation added to floating EVA mode. Controls match those used for a vessel. Defaults: ad=yaw, qe=roll, ws=pitch, jl=translate left/right, ik=translate up/down, hn=translate forward/back. A stabilization-mode sas is available. -"Fine controls" for RCS packs is by throttle controls while in FP mode. The more throttle, the more pack power. More or less fuel is used as appropriate. -Some fixes to stock glitchy behavior for walking kerbals in low-g; prevent getting stuck trying to land on a steep slope, allow the player to break out of a running bound (especially useful for Gilly and Pol). These fixes apply both in first and third person mode. -Display the name of the kerbal when switching inside IVA. -Navball now functions normally in FP mode, referenced to the kerbal. License: GNU GPL v3 This mod is a continuation of the work of: @Chronothan, @Ser.- 13 replies
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A Sukhoi-style cockpit IVA for Aviation Cockpits by Mallikas. if you want to use this IVA into you cockpit, you need to write the name of this IVA, change the "Interceptor_IVA". Download: https://spacedock.info/mod/1557/flanker cockpit License: MIT and here is the Aviation Cockpits,made by @Mallikas if you need you need also by @alexustas
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hello, welcome to my KSP overhaul development thread, my second mod designed for KSP this mod aims to add: more fun buttons to press within the IVA... more fun resources to play around with! and a better career system? https://discord.gg/juenMcX to do list: Resource utilisation... IVA modded IVA Licence: All rights reserved DOWNLOAD! https://spacedock.info/mod/1611/Kerbins KSP overhaul dependances: Module Manager update - (15/12/17) Figured out science defs, thanks @DeltaDizzy! Screenshots to come on monday so are new experiments, new parts (maybe) IVAs (more than likely), certainly bugfixed expect releases on monday!
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Since the most recent maintainers seem to have decided not to continue this mod, I have gone ahead and updated it. This mod adds a "Mission Control" IVA to unkerballed vessels. -Supports either standard RasterPropMonitor MFDs or the ASET versions. -Configuration option to force control room only for probe vessels (no external view). Requirements: -Module Manager -RasterPropMonitor -[Optional] ASET Props -***NOTE*** If you are using ScanSat, you currently need the dev version of ScanSat to avoid a problem with RPM displays going unresponsive. ***NOTE*** Download/Source: https://github.com/Virindi-AC/KSP-ProbeControlRoom/releases Changelog: 1.2.2.6 -Fix broken sun effects in normal IVAs after going into PCRIVA -Disable vessel labels while in PCRIVA -Disable part highlighters while in PCRIVA -Change enter room hotkey to be like a normal keybinding -Make the room lights brighter -Improve preservation of camera when restarting PCRIVA in a new room -Fix a bunch of exceptions caused by interactions with the DeepFreeze mod 1.2.2.5 -Fix a large number of cases where you can end up stuck inside a probe core looking out at the world rather than in the control room. -Fix problems on decoupling parts from the ship, and persist the camera when this happens. -Fix interaction with stock IVA. Previously, sometimes an invisible control room would exist while you were inside a stock IVA. This would block some button clicks in the IVA. License: CC-BY-NC-SA-3.0 This mod is a continuation of the work of: @Tabakhase, @icedown, @Albert VDS, @MeCripp, @Nils277, @JPLRepo, @Dexter9313, @Z-Key Aerospace, @jlcarneiro.
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This tiny part pack adds a few things that I find missing in B9 Aerospace S2 inline Docking Port While B9 does offer a shielded clamp-o-tron designed for S2 system, it is surface-attachable and does not play well with Connected Living Space when attached to other S2 parts. Probably not an all too critical problem, but my inline port offers a solution. Features: Animated shield doors Integrated switchable fuel storage (powered by B9PartSwitch, albeit without texture switch) Real Fuels compatibility Connected Living Space compatibility S2 Alt cockpit with crew capacity of 3 S2 has long been my favourite fuselage system, but it forces me to separate my established crews (such as the original Jeb, Bill and Bob trio); crew cabins help, but increase part count, so I'm making a cockpit with three seats in S2 shape. It somewhat resembles the planned overhauled S3 cockpit, but shorter and without tilting nose. Planned features Custom internal space RCS thrusters Flag plate Emissive texture for lights Better window frame and RCS ports textures "Family photo": Internal space S2 engine mount Remember the stock HL/Mk3 Shuttle-style engine mount? Well, here is an S2 counterpart: It is arranged differently though. Four attachment nodes with mirror symmetry plus a central node for launch stack/booster/fairings/another engine/whatever: S2 engine mount tail Another engine mount, extending farther backward and allowing to attach a tail fin (or a pair in V-shaped configuration): It comes with some tank space, two nodes with mirror symmetry for engines (and can accommodate two Vectors), plus, again, a central node: S2 to MK1 (1.25m) adapter While it is possible to chain together S2 to 2.5m and 2.5m to 1.25m adapters, this results in a noticeable hump, and increased part count. This simple S2 to 1.25m thing attempts to remedy that. It is symmetrical, with no heat tiles on the lower side, and comes with a modest amount of volume for fuel storage. S2 to MK2 adapter Similar to MK1 adapter, but MK2! S2 Decoupler Something for that Abort button to trigger. Also, designed to be passable if Connected Living Space is used. MK1 crew cabin with four seats This was not planned initially, but I always wanted a crew cabin for my small jets, and after seeing KSP v1.1 preview images I decided to roll out my own. (redone in v0.7 because bac9 overhauled Mk1 parts in B9) Complete with IVA; four seat capacity is not a stretch, there is even an isle between seats: Requirements This pack attempts to reuse B9 textures, so at least part of B9 is required for this to work. Textures used: B9PartSwitch is needed for fuel switching ModuleManager is needed to apply DRE/RF patches Legal stuff: Changelog: Imgur albums: one, two. Download from https://github.com/KonnorKerman/Zombie/releases
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It would be cool if there were a way to control your kerbals from INSIDE the rocket, you can click a button to go into seats. and if the dev team is willing to do more work a way to interact with items inside the rocket like kerbal inventory systems but iva version or science experiments in the science module.
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Hi all. This is the first time I've actually released a mod so I'm sorry if I have messed something up. This would be the place where I put all the really awesome screen shots of the cockpit in action... Pictures are of earlier versions of cockpit. Some features were removed from the download because they were not finished. First off, huge thanks to MOARdv and Alexustas for helping me with this, I couldn't have got it this far without them. Alexustas made most of the models so you should probably checkout his ALCOR mod for people who prefer rockets! Over the past year I've been working on an IVA cockpit for space planes. The interior is modelled after the Boeing 737 and includes some of the function that the real plane has. (adjusted for the limitation and physics of KSP). What I've come up with is a MK3 cockpit crammed full of gizmos and gadgets to "make flying safer and easier". ! PLEASE READ THIS BEFORE YOU DOWNLOAD ! This mod isn't finished, it is nowhere near finished. But it was playable for me and I wanted to share it. It is in very early stages so there WILL BE BUGS and missing features. This is the first time I've done this so please let me know if I've done something wrong and what I need to do to correct it. This is also the first time the mod will be used on other computers, so I don't even know if it will work. Please let me know if it doesn't. Download --> https://www.dropbox.com/s/n16rs1wn4ed05j3/KSP_AdvancedCockpit.zip?dl=0 <-- v0.4 Instruction Manual --> https://www.dropbox.com/s/c11apju3ntexdd1/Koeing%20737%20Instruction%20Manual.pdf?dl=0 < -- v0.1 IF YOU WANT TO USE THE PREMADE AIRCRAFT INCLUDED IN THE ZIP YOU NEED DOWNLOAD THE MODS IN THE README DOC (looks at the readme document for how to install) Please post in the forums of any problems or bugs you may encounter. Raster Prop Monitor is REQUIRED Pilot Assistant is RECOMMENDED so the autopilot and auto throttle works. FAR is RECOMMENDED so that the flaps and speed brakes work as well as the stall and over speed alarms. NAVUtilities + Hotfix is RECOMMENDED so that the inboard displays are useful and to enable the ILS. I am using the MK3 Mini Expansion Pack for exterior cockpit model, it is not needed as the model for it is included. Change log: Windows 10 allows you to record game play! So I have put some testing clips on youtube; Early Versions: Test of GPWS - https://youtu.be/kdxZZipxh0o "Successful" landing attempt - https://youtu.be/gQvCmVi98GY Super High Tech Radio - https://youtu.be/Fnq0DD7Cz54 Using the autopilot - https://youtu.be/_YHyhlosrw0 Landing with autopilot - https://youtu.be/5dzBMHgx9go Just to be clear, I was focused on trying to show off as many features as possible, not really flying the plane. The result of that is the crash that happened in the end. CURRENT AND PLANNED FEATURES: Realistic PFD with altitude, airspeed (knots), heading and attitude. Also displays/Will display; - pitch limit - stall speeds/overspeed speeds - Flight Director (Roll works, pitch doesn't) - Radar altitude - Localizer + G/S (early stages) - Autopilot mode (when the autopilot is finished) - Vertical speed is coming soon. A "functioning" autopilot! Very early stages. (needs Pilot Assistant) Which can; - Maintain a set heading. - Maintain a set altitude/vertical speed. - Maintain a set speed. - Turn off on its own when the plane is in an uncomfortable position. E.g. When you lose power, stall or experience too many G forces! Which will (hopefully); - Perform ILS landings - Follow a flight plan - Follow waypoints Can be turned off, or partially turned on so that you can control pitch while the autopilot control heading and speed. Also comes with CWS! which is the B737s equivalent of SAS! Flaps and Spoilers! (needs FAR) GPWS that uses real world alarms for real world reason. (basically I spent way too long working on this) - Will warn you if you are descending too quickly (SINK RATE) - Will warn if the ground seems to be rising faster than you are (TERRAIN TERRAIN) - Will warn if you are too close to the ground but not in landing configuration (TOO LOW TERRAIN/GEAR/FLAPS) - Will warn if you bank to much (BANK ANGLE) - Will warn if you lose altitude after take-off (DONT SINK) - Will give you altitude callouts and warn when you are reaching your minimums. - Warns you when you descend below glide slope (GLIDE SLOPE) - And switches to turn the alarms off if you fancy some aerobatics! Some automatic systems that make landing easier; - Auto-brakes (brakes are turned on when the plane hits the ground with gear down and thrust at idle or reverse) - Auto-spoilers (same as above but with the spoilers) A radio. Currently only 3 channels, serves no purpose except for listening to it (will add more channels in future) (pushed back until further notice) Lots of buttons, switches and levers that do useful stuff! It's not finished yet and still has lots of issues and I want other peoples opinions on it. Are you interested? Have suggestions? Let me know what you think!
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Hey I have recently come back to start playing after taking a break for real life. I am trying to get my old parts updated for 1.3.1 and new Unity. I have most of my config files working now and am almost ready to start a new career game.One file I just cant get the IVA to line up with the model ? The position and rotation command's don't work under the IVA config file. I seem to remember that this also used to not always work? I am not sure why this works on some models and not others? I know that the offset comand for the IVA in the regular part config works But I cant remember what is the command for changing the rotation? I tried rotate, rotation, and angle, and none of them work's. The offset command work's but I need to rotate the IVA 180-deg to make the hatch line up correctly? Anyone remember the command for rotation in the regular part configuration file? And is there a Wiki or something for config file commands "Thanks"
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hello all, unfortunately I have already made some attempts so far without success. The model in Blender shows the geometric focus quite differently from Unity. so the Kerbal-pilot does not sit on the chair but higher up. - What am I doing wrong, is there a solution? thanks a lot in advance ! full album - https://imgur.com/gallery/CHcF3
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So, a little story: I was building around with some modded parts building some planes. During that time, I thought to myself: "Hey, those IVAs that I downloaded, that uses ASET-Props or RasterPropMonitor-Screens, look pretty cool, why not try to implement some of those features into some other cockpits that could need some love!" So, here am I, installing Unity and Blender, setting up a new Project in Unity, installing the newest Part Tools. After looking up some Tutorials and watching some videos, getting some understanding how to create new IVAs, and then I thought: "Hey, changing some given IVAs can't be too hard, right? just search for it in the Part Tools menu and click spawn" yeah... well... turns out it loads, but not fully. it can't find some textures that are clearly there, and also is doesn't seem to find some props that are also clearly there. I am using the newest unity software (2017.1.1) so if anyone has an idea, that would be nice. until then I am going to install Unity 5.4.0 and try again. maybe that helps... EDIT : Untiy 5.4.0 didn't help either. same problem: the basic frame loads but is missing all textures. also things like seat_pilot and StorageBagA or similar are loading wrong and throwing errors
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I have no idea why buy my IVA/EVA is not working.I can't send a Kerbal on EVA because the windown on the bottom right is gone and even by pressing C nothing happens. As you can see there are 5 Kerbals on board but the windows on the bottom right are gone and C doesn't work. Mod list: Thanks for the help! Edit:Only the Orion Orbital Module has this problem.I have no idea why, since the capsule has an hatch.
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First time posting on the forums, so please let me know if I've something wrong. I am working on a concept for a mod, and I wanted to know if it's possible for IVAs to extend outside of the model of a part. One of the main parts of my mod is a habitat based on a real life Mars colony concept, and the real life building is inset into the ground. I know parts themselves can't go under the surface, or they'll explode, but is it possible to have a short habitat sitting one the surface with an IVA that extends below the bottom of the part to simulate the habitat being partially buried? Would this show up? Would it show up through the ground? Thank you for any assistance that you can provide!
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I'm fairly sure its ok to post this as it seems to be free with an option to fund (seems to fit the forum guidelines!)... I've just stumbled on this little gem and I'm blown away that it's apparently made by just one guy! Has anyone tried it? It looks like it's still in alpha but already looks great and even has support for VR headsets (like I dream about for KSP ). Anyway, free download links here for PC and Mac - https://www.indiegogo.com/projects/go-for-launch-mercury-vr-educational#/ You can just ignore all the bits about crowdfunding (although I think I'll drop some money to support the effort!). It doesn't really seem to tread on KSP's toes as it's a different kind of game, a bit more like Orbiter crossed with A-OK (anyone ever play that?).
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Mechjeb2 IVA cursor flickering
MarkGS posted a topic in KSP1 Technical Support (PC, modded installs)
Hi everyone, this is my first post here. I startet playing KSP (v1.2.2 x64) again after some time, installing some of my favorite mods and I ran into a small issue regarding mechjeb 2.6.0. When I right-click or press the mouse-look toggle key in IVA with the mechjeb device attaced to my vessel, the mouse cursor doesn't go away entirely. Instead, it centers itself in the middle of the screen and flickers. It happens only with mechjeb attached while in IVA. Is this a known issue or am I the only one? Wasn't able to find anything on Google. -
Hello fellow Kerbonauts! I'd like to share with you my Baxter P5. A great plane to be controlled entirely from the cockpit! It weighs around 70 tons on the runway. It's based on the boeing 747 jumbojet as you can see. the second plane is the Baxter X5. The same as the Baxter P5 but without the cargo capacity. It has more manoeuvrability due to the large control surface area. Kreetz, Ferdoni