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  1. Hey everyone, I have a question for you genius modders out there. I have multiple monitors, and would like to have 3 monitors for the 3 basic KSP views. One monitor would be the normal external view. The other would be the map view, and the 3rd would be the internal or IVA view. Would it be possible to mod KSP in a way that allows me to see all these views in different windows simultaneously?
  2. As an player with experience. (well I've recently started in the forum) this idea looks like it would ve nice to do in future updates. IVA looks awesome, you can move the throttle and had the experience as the Kerbal is there. But my idea is to move in the interior of the spaceship, for example. Imaginate a MK1-2 attached to a PPD-10 crew cabin and instead of simply transfer with the right click move the Kerbal in the interior opening the connection between the Xapsule and the crew cabin and then transfer it. Also interact items or with the Kerbal in Zero-G in the interior of the spaceship, so. SQUAD. Did you like that idea? Or someone of the development? Put it below in the comments . Thanks.
  3. I have a Problem with my IVA Camera, as you can see the normal camera in IVA must look like this: But mine camera is looking like this : I Already tried everything, adjust the FOG, reistall the game, in the screen shots i used mods but this bug still occur in KSP Stock, my current version is 1.2.2 and this bug appeared only after 1.1 Help-me guys it may seem not a big problem but i play a lot in IVA and this occur in every cockpit, the camera looks like is stupid high in some and this is freaking me out i can't even see the flight instruments in some. Sorry for my poor English :v
  4. Ok. So here is my plan, I want to do some good high quality IVA models with raster prop monitor. the thing is I don't know how, so that's pretty much why I am here for the community's help. I have a little knowledge of unity, C#, HTM,L, C++ (I know pretty well), and that is it. but just basic stuff like I may a watched a few YouTube videos on unity and c#.
  5. Mod has been picked up by SpannerMonkey. Attention: At the moment (17/01/16)i'm putting this mod on standby due to exterior reasons. Enjoy the content i put so much effort into! And please try not to blow yourselves up. (18 July 2016) Update: At the moment i'm working on my own videogame, of which I will give further details in the offtopics of the forums (if allowed), until then I'm afraid I won't be working on this mod anymore although I do not part without one last gift for those still following this mod. Many months ago I had computer problems and Had to format and in the process I lost all my files of the mod except a backup I left on dropbox, although old the backup still possessed some interesting files and among them the 3D models for the Hyperion and both Terminator and Vanquisher (mig-21) cockpits. So have at them if anyone who wants to is more than free to modify them and distribute them as their own mod! But be sure to mention my name in the process I'm sure out there there are people with fantastic Ideas on what to do with these: Cockpit 3D Files (Mega.nz) Hey people! I'm an IVA nut. So I make IVA's. HAVE IVA'S! The mod is still a constant ongoing project.My modpack is intended to feature all sorts of aircraft related parts (when i can make them) , features mostly cockpits with full integrated IVA, i just love IVA's (Who doesen't) Current parts: Cockpits: BF-109 ; Mig ; Hyperion (P-80 lookalike) ; Razor ; Jetfire (SR-71/F-106 lookalike) Intakes: Early and Late variants of Mig-21 intake ; Engines: Reaper AB Jet Engine (based on Su-9 engine); Kiril AB Jet Engine (based on Mig-21) And one more thing, I plan that ALL my cockpits will have IVA's! Note: Cockpits with ASET & RPM stuff requires ASET Props https://kerbalstuff.com/mod/1021/ASET%20Props ASET Avionics https://kerbalstuff.com/mod/1023/ASET%20Avionics RasterPropMonitor https://kerbalstuff.com/mod/734/RasterPropMonitor Planned: As many cockpits as we feel like having! Keep in mind that I can take requests! If you have ideas feel free to post them, even post a drawing if you wish! For me English classes are the best to draw IVA's (but don't tell anyone, that stays between you and me.) And other parts like engines and intakes! Cheers! Don't forget to comment! Changelog: License: CC-BY-SA Hey, if you are feeling generous you can donate any sum you wish!
  6. I got this problem in cockpit from AOA tech mod. Can anyone help me ?
  7. Does anyone know why there is an area around pods/cockpits where you can see through parts? I've been searching on the forums and google for any mention of this, but I haven't seen any. Is this a limitation, or an oversight/bug, and does anyone know why this happens? You can see this in the Osprey stock vessel very easily. This has always been something that has bothered me before, but more so now because I am starting to do more missions from IVA.
  8. This mod has a bug where the speed, altitude and other things are displayed as hex code instead of being green colored text on the hud. Please show me a way to fix this Mod Link: http://spacedock.info/mod/377/Mk1 Cockpit RPM Internals/
  9. 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
  10. So, with every capsule in the game what i have installed or stock, there is no iva thing in the lower right corner, does anyone know how to fix this?
  11. Hello, i was wondering if anyone knows how to add props in the IVA's, Particularly the Mk3 Shuttle IVA, I wanted to add an RPM HUD To it but have no clue how to add it in, i have the IVA Model and everything but have no clue how to run it through unity and make it work.
  12. I've been playing the same KSP save for a while and while I was building a station, I noticed the crew I ferried to the station weren't in the bottom right corner. I can't toggle the view with the "c" key to IVA, and the crew portrait is completely missing on every craft. I clicked the hatch and selected the crew to EVA, where they are registered, and when Jeb rolled out, he was fine. However, when he tried to get back in, the hatch registered that he was in but created a duplicate texture of Jeb still on the ladder. I tried to EVA Jeb again, but it said there was something obstructing the hatch. I tried switching to the Phantom Jeb, but the vessel switcher claimed there was nothing there. So, I can't view the IVA or EVA because it locks the hatches. Can someone help me fix this issue?
  13. I like to build and fly planes from the SPH. I try to challenge myself by flying in IVA mode sometimes. When I do this, I zoom out to see the entire cockpit, view, etc. When I do this though, part of the kerbal's head gets in the way of the camera. I have come up with a solution: Remove the head. (Only for the kerbal that is being 'used,' of course). This would clean up the view making the craft easier to control. I learned this after taking a closer look at the game Halo: Combat Evolved. In it, where you are in the cryo tube, the head got in the camera's way, so the devs removed it for that bit of game. Again, I think a similar solution would make IVA easier to use. Good luck, devs! ;-)
  14. Hi, I'm having a weird issue in Unity that's making it quite tricky to get an IVA right. I made some new props using Raster Prop Monitor (although I seriously doubt it's an RPM issue so much as a prop issue). I made the meshes as normal through blender, imported them fine, tagged as Kerbals layer, exported out, created props config, and I can adds them to an IVA via the part tools screen just fine. But the added prop mesh is invisible in Unity. The transform of where they are is fine. And they show up in game just fine, and function fine. But obviously placing them just right by iterative guesswork and reloading is going to make me lose hair, turn to the bottle, or both. Searching for visibility issues with props has netted me a vast collection of reminders to set the layers to get things visible in KSP. But that's working just fine. It's Unity that's not showing things. HALP!
  15. New thread started in the Add-On Releases Subforum. Go here: Download SpaceDock
  16. Hi everyone, I'm Allshamnoboom, new to modding KSP and want to create some airplane parts in style of WW2. I finished the moddeling part of my first cockpit model so far and wanted to set it up in unity first before I'm starting with the texture. My problem now is, that KSP didn't find my model for the IVA. One thing I tried was to use/refer to a stock IVA model --> this worked The setup config and unity hierarchy of my parts was created according to the video tutorial by nli2work. here is the log file entry after launch of KSP: [LOG 22:45:23.162] PartLoader: Compiling Internal Space 'WW2/Parts/Spaces/_internal/CockpitIVA' [EXC 22:45:23.167] NullReferenceException: Object reference not set to an instance of an object PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) PartLoader.LoadInternalSpace (.UrlConfig urlConf) PartLoader+.MoveNext () UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) :MoveNext() This is the log file entry on the runway: [LOG 22:46:06.206] Cannot find InternalPart 'CockpitIVA' [ERR 22:46:06.207] Cannot add an InternalPart: Cannot find internal of name 'CockpitIVA' I don't know what to do anymore. I hope someone of you guys can help me.
  17. The Challenge: Using only IVA mode and map view, fly somewhere ('somewhere' depending on your mode). MODES: Easy: Fly a craft of your own design to orbit, using only IVA and map view. Slightly-less easy: Fly to the Mun using only IVA and map view. Medium: Fly to Minmus using only IVA and map view. Hard: Fly to Eve, Moho, Duna, Jool, or their moons using only IVA and map view. Scott Manley: Fly to Eeloo using only IVA and map view. RULES -Mechjeb and Hyperedit are not permitted. -Your craft must be stock, no modded parts. -Craft must be manned. -Must show pictures. -Must be in IVA the whole time (but you are allowed to use map view.) If you are going to a different planet, multiple launches are okay to dock the ship in orbit and you don't have to use IVA. SCORING -Easy: 5 points -S.L. Easy: 10 points -Medium: 20 points -Hard: 50 points -Scott Manley: 100 points EXTRA CREDIT -Landing on a planet or moon: +5 points -Landing on the body (Of The Kraken): +15 points -Returning to Kerbin: +10 points -Flying under a Mun Arch: +25 points -Creating a badge: +25 points -Not using map mode: +50 points
  18. I do not know if this is possible for plugin so i'm posting it here. Also i don't know if this was already requested. When Kerbal goes on EVA, the action is performed instantly, there is no transition from IVA to EVA with for example animating hatches (this may even include "failed EVA" animation for blocked hatches due to obstruction or mechanical failure). Also, this transition event could be used by plugins for various other events. Another stock game example would be animating enter/exit actions for standard aviation cockpits with raising/lowering canopy and animated Kerbal that enters/exits the cockpit. Note: Even if animating a Kerbal would be too much work (or too complex / prone to bugs) delayed transitions would still provide enhanced gameplay for airlock type hatches where Kerbal enters an intermediate chamber which then closes, hiding him/her so it can just disappear inside without animation. Player won't notice this and gameplay won't be broken. Extension of the above : Animations for kerbals in first person view (via plugins, stock is not a must) and transition enter/exit animations in portraits.
  19. Hello, With the IVA cutaway feature coming in 1.1, what I thought would be a great idea would be to make only the windows transparent, so we can see inside without the entire cutaway, just the windows, like this; Credit to @rbray89 for doing some fantastic work with EVE to make these windows work. Just my two cents, I feel this is a feature that is being missed out.
  20. So I imported the MK1 inline cockpit and noticed that the IVA has two UVmaps. One UV map is overlayed over details such as the border colors, and rivets and all that but the second UV map when overlayed over the sharedasset IVA texture doesn't make sense as the color information is not consistent with the texture it's overlayed with. When I bring the model into MODO I noticed the second UV map get's it color when loading the shared IVA texture, but I can't tell where it's getting the color information is coming from. Basically my questions is: how does one set up this multiple UV with shared asset IVA setup in unity? Is this supported in the new PartTools? I'm not near my computer right now, but I'll try to upload the pictures to make this post a little less confusing.
  21. I set up a Portrait Camera transform in Unity and assigned a unity camera parameter to it. But in game I have an issue where only my Kerbal is shown in the portrait, the camera angle I set is right but the background is black, no internals show up. I put all the objects onto the "Kerbals" layer but that didn't help.
  22. I don't know about everyone else, but I really want to get out of my Command chair and stretch my legs during a long flight. Currently the only way to do this is to leave your ship (at least so far as I have found) even though some pods are quite roomy. This project is aimed at remedying this problem and hopefully adding some interesting new parts. What I've done so far: The Command Chair Basically, this is a very minimal command pod. Still working out the black background in portrait cam. Mk3 Bridge conversion The Bridge is a hollow probe core so you can leave your seat without losing functionality of your ship. The Command Chair uses RasterPropMonitor's transparent pod so you can see the kerbals. If anyone wants the blender or unity files to take a look or offer help on this project let me know. Update: Just uploaded the Mk3 Bridge and Science Cabin as well as the 4 command chairs, a hatch that fits in between stacked parts and an airlock that can be added to any hollow structure. I can't seem to get Open broadcaster to work, so if any one wants to post a video of them trying it out I'd really appreciate it. Kerbal Stuff: Captain to the Bridge Curse: Captain to the Bridge This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. Future Plans: Rotating Command Chair: I want to make the chair one part instead of four with unique exits. I haven't decided on whether to have the exit point rotate or the whole chair (part will require Infernal Robotics) New Hatches: After looking at Free IVA I'm working on Hatches that will work kind of like my airlock and let pass in to the next cabin even though there is a collider in the way. I also want to make a plugin, or use an existing one if I can find it, that will make the game think that ship has an atmosphere and it's safe for kerbals to remove there helmets while inside, unless an outer hatch is open. Kerbalevator: Haven't looked to see if this has been done yet, mostly just a thought in my head right now. But basically, I want to try to combine Struts and a Command pod so you can place Exit/Entrance (A) at one point on your ship and place Exit/Entrace (B) elsewhere and travel between the two.
  23. Hi! Greetins from Argentina. I was wondering if there is a mod that let you see the IVA and the Free Camera at the same time (perhaps in another screen). Some people give me the mod "Standalone map view" but that's not wat i was lookin for. Someone know anything? The idea came up when i see that the Wii U version of KSP will let you see the IVA in the pad.
  24. You don´t think in hierarchies? Everybody is equal? You are a worker or farmer? Join the wonderworld of the CCKP (Союз Социалистических KepônH Республик aka. SSKR - Sojus Sozialistitscheskich Kerbalitsch Respublik) with it´s glorious leader of the Great Kerbalian October Revolution, Wladimir Iljitsch Kerman. His likeness sheets the official blazon of Kerbin as an example for all brave comrades to reach out and bring glory and honor to our united world of Kerbin. What are we searching for? - Young, dynamic workers or farmers with about 40 years of work experience, to lead our (perhaps not even existing yet) space program. - Users of the stunning Texturereplacer only. What do we offer? - A beautiful IVA Suit for space crew members in bronze color (or ugly orange) and one for our future space tourists or trainees in green color. Of course there is no mean little piece of paper pinned at the back of the green IVA suit saying something like: "kick me!". These are just slanders by our imperialistic opponents...wherever they may live. - Four different kind of EVA Suits. Three of them are for space crew members only an awesome bright white dream of a suit with colored stripes on helmets and legs according to the function of each crew member (Red=Capitanski and Pilotskiev ; Black = Screwkov ; Blue = Scientistikov). And a green one for our greenhornskovs. - Chevrons on the IVA and EVA suits (Capitanski= 4 bar chevron ; Other Crew = 2 bar chevron ; Greenhornskov = 0 bar chevron...that one was hard to paint!)...don´t get it wrong, everybody is of course equal in our wonderful world. The bars just sign how equal someone is, the more bars, the more equal he is. - Outstanding CCKP and blazon of Kerbin sprayings on all helmets including the mantra of our greatest scientist Wladimir Iljitsch Kerman which says "in omnibus veritas" ...he´s so well-read... Written, of course, in our own non-imperialistc letters. - The proud of us all, our splashy flag (of the Great Kerbalitsch Oktober Revolution) and our blazon with Kerbins Mr. Universe Wladimir Iljitsch Kerman on it, for your Flags folder. flag of the Great Kerbalitsch October Revolution Blazon of Kerbin - Optional you can get our new hi-tech navball textures please note that you need xEvilReeperx ksp_navballtexturechanger for instructions read xEvilReeperx post on this page in topic : - And a job as a space center leader. Download: If you´re interested, please download the stuff as descripted above. Get suits and flags here (Mediafire Download) and unpack it into your ksp main folder. Don´t forget to ensure you have Texturereplacer installed. No KSP Gamefiles files will be overwritten. Get navball textures here (Mediafire download). Don´t forget to ensure you have xEvilReeperx ksp_navballtexturechanger installed. No KSP Gamefiles will be overwritten. Yours sincerely Korelev Kerman aka HUG
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