Orionkermin 544 Posted May 13, 2015 (edited) Image by Omega482 & Saybur Stuff Corvus is a small parts pack based around a 1.25mTwo seat capsule. It has been made to be a "Kerbalized" interpretation of Gemini. Also included is an appropriately themed parachute/ docking port combo, a service module, and a small in-line monopropellant engine. The pod features a unique IVA. A heatshield and decoupler have been added in the newest update. Javascript is disabled. View full album To install: Copy the GameData folder into your KSP directory. The file should read as follows: GameData>Corvus>Parts> -A portion of HGR is included in this DL and only includes props for the IVA. You will not have seats without this. DOWNLOAD (Curse) Corvus Version 1.1.1 Hotfix DOWNLOAD (Kerbal Stuff) Corvus Version 1.1.1 Hotfix Corvus V1.1.1 (May24 Hotfix) -Fixed an issue with the chute's COM -Fixed an issue with the heatshield's CoL -Fixed a description error with the supply module Corvus V1.1 (May23) -Added Heatshield and Decoupler -Normal Map tweaks -Added support for: -Realchute -DRE -RPM Corvus Extras Corvus Extras is an additional download that adds some extra Gemini themed parts to use with the Corvus. These are completely optional and only available here. Currently there is a Titan II themed fuel tank and a 1.875m adapter to give the Corvus a more traditional Gemini look. Download CC-BY-SA. (A of 4/25/2017, please ignore legal info in the readme) -Permission for CKAN to redistribute Edited April 25, 2017 by Orionkermin Share this post Link to post Share on other sites
MarcAlain 19 Posted May 13, 2015 (edited) Looks awesome! Would you ever consider making a white version?EDIT: Dear god, the way the service module, built in RCS, the monoprop generator, parachute, docking module all work perfectly together... is seriously awesome. I wish there were more combined docking module/parachutes! Edited May 13, 2015 by MarcAlain Share this post Link to post Share on other sites
Jarin 492 Posted May 13, 2015 That's flippin' awesome; I love it. I've been looking for a 2-man pod with a style I liked. This is absolutely perfect! Share this post Link to post Share on other sites
komodo 280 Posted May 13, 2015 Glad to see this little guy again! Share this post Link to post Share on other sites
kerrigan778 2 Posted May 13, 2015 I think it would be more "specific" to call it a jackdaw. But seriously looks good thanks for the mod. Share this post Link to post Share on other sites
Cocox 29 Posted May 13, 2015 Bless you! I've been crying for an update since KSP release. Share this post Link to post Share on other sites
AndyMt 167 Posted May 13, 2015 There's really space for 2 Kerbals in this? But I like it very much - I missed a small 2-Kerbal size 1 pod for a long time. There are some, but none really looks so nice (personal taste of course). Share this post Link to post Share on other sites
kiwiak 76 Posted May 13, 2015 Do you plan to make it part of HGR? Share this post Link to post Share on other sites
JPmAn 66 Posted May 13, 2015 I have been following this thread: http://forum.kerbalspaceprogram.com/threads/98063-Planning-to-start-a-collection-of-small-part-pack-mods-Dev-build-available-%28V0-1%29?highlight=CorvusCongrats! Share this post Link to post Share on other sites
aristurtle 38 Posted May 13, 2015 I love this thing!RealChutes patch:@PART[Corvus_Nose]:AFTER[RealChute]:NEEDS[RealChute] { !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.1 timer = 0 mustGoDown = false cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Nylon preDeployedDiameter = 1 deployedDiameter = 25 minIsPressure = true minPressure = 0.01 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 preDeploymentAnimation = SemiDeploy deploymentAnimation = FullyDeploy parachuteName = Canopy capName = Cap } } MODULE { name = ProceduralChute textureLibrary = StockReplacement currentCanopies = Main chute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } }} Share this post Link to post Share on other sites
Orionkermin 544 Posted May 13, 2015 I think it would be more "specific" to call it a jackdaw. But seriously looks good thanks for the mod.Yes, upon a quick google search, you're probably right. Do you plan to make it part of HGR?No, HGR really focuses on a different scale and I'm panning to remake the Radish. It's a lot more roomy than the Corvus and I feel 1.875m is a more appropriate size for a gemini style pod. The Corvus is more of a side project, and something for those that understandably don't want to commit to a new part diameter, especially one as niche as 1.875m. I do want to make an optional adapter available that would allow the corvus to look nice on 1.875 parts, so that it could be used with HGR and Angel-125's MOL mod. I love this thing!RealChutes patch:@PART[Corvus_Nose]:AFTER[RealChute]:NEEDS[RealChute] { !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.1 timer = 0 mustGoDown = false cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Nylon preDeployedDiameter = 1 deployedDiameter = 25 minIsPressure = true minPressure = 0.01 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 preDeploymentAnimation = SemiDeploy deploymentAnimation = FullyDeploy parachuteName = Canopy capName = Cap } } MODULE { name = ProceduralChute textureLibrary = StockReplacement currentCanopies = Main chute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } }}Hey, thanks for the patch! Mind if I use it in the mod? I'm afraid I'm not very good at making realchute .cfgs myself. Share this post Link to post Share on other sites
aristurtle 38 Posted May 13, 2015 (edited) Hey, thanks for the patch! Mind if I use it in the mod? I'm afraid I'm not very good at making realchute .cfgs myself.Sure, go for it. I love having an early-game two person pod, and I've been using this one (with the unofficial patch, until this morning) instead of the Radish because it fits with the stock heat shields. Edited May 13, 2015 by aristurtle pruned quote Share this post Link to post Share on other sites
Woodstar 40 Posted May 13, 2015 This just replaced K2 for me. Share this post Link to post Share on other sites
TaintedLion 104 Posted May 13, 2015 Any chance of this having RPM integration? Share this post Link to post Share on other sites
Orionkermin 544 Posted May 13, 2015 Any chance of this having RPM integration?Yup, planned for the next update. Share this post Link to post Share on other sites
Selentic 5 Posted May 13, 2015 This just replaced K2 for me.Ditto. Looks fantastic - and I love the IVA. I use RPM, but I actually like the idea of having the first couple of capsules on the TechTree lack the RPM consoles. Just need to figure out how to make the Mk1 RPM config tech-unlockable! Share this post Link to post Share on other sites
LitaAlto 502 Posted May 14, 2015 I've started playing with this and it really does look and act amazing.Are you planning on doing any retexturing? I noticed the "KSP" letters looked a little askew, probably from how it wrapped around the shape. Also, normal maps would be nice for the capsule seams and the engine textures. Share this post Link to post Share on other sites
Orionkermin 544 Posted May 14, 2015 I've started playing with this and it really does look and act amazing.Are you planning on doing any retexturing? I noticed the "KSP" letters looked a little askew, probably from how it wrapped around the shape. Also, normal maps would be nice for the capsule seams and the engine textures.The short answer is yes.The long one is that I actually made this about six months ago and just recently came back to it. In that time we discussed a lot that could improve the whol system, such as turning the service module into more of a payload bay and making the engine dual mode to support both LFO and Mono prop. Check out the dev thread for more details. Texture wise, it actually has a normal map, it just isn't a great one. But the whole system uses texture sharing in a way that I'm unhappy with and strange mapping in a few places. (Again I made this quite a while ago and hindsight is 20/20) So a lot needs to be redone and it sort of needs to happen at the same time. If I find myself with a lot of free time I can look into improving the existing normal map, but I don't want to devote too much into fixing textures that will need to be remade anyway. Hope that makes sense and isn't too disappointing. Share this post Link to post Share on other sites
ev0 159 Posted May 15, 2015 The windows on this pod are much larger than any other pod in the game... any chance of making them smaller? But I doubt you want to mess with the model:wink: Either way, it's a nice looking single part-set (with IVA!) for two Kerbals that is definitely missing from the stock game. At least, for people like me who don't want to get into a whole other 1.85 meter set of parts. Awesome! Share this post Link to post Share on other sites
JPmAn 66 Posted May 15, 2015 Just rescued Chadbutt Kerman from LKO. Share this post Link to post Share on other sites
MarcAlain 19 Posted May 16, 2015 Any word yet on the 4 man capsule? Share this post Link to post Share on other sites
Quantum Jim 6 Posted May 16, 2015 Hey, I love the mod. I noticed there isn't a heat shield or decoupler included with one I downloaded. Is this true? Could you add a decoupler or heatshield please? The stock ones are quite jarring when used with this mod. Share this post Link to post Share on other sites
somnambulist 141 Posted May 16, 2015 Hey, I love the mod. I noticed there isn't a heat shield or decoupler included with one I downloaded. Is this true? Could you add a decoupler or heatshield please? The stock ones are quite jarring when used with this mod.I prefer to use the 1.25m Deadly Reentry heatshield with a KW Rocketry decoupler. Both are very low profile and the KW decoupler is close in tone to the Corvus' textures. Share this post Link to post Share on other sites
Orionkermin 544 Posted May 17, 2015 Any word yet on the 4 man capsule?The CST style one from the dev thread? I've been working on some HGR stuff lately as far as asset creation goes, so it might be a bit before I get back to it. I do intend to finish it at some point.Hey, I love the mod. I noticed there isn't a heat shield or decoupler included with one I downloaded. Is this true? Could you add a decoupler or heatshield please? The stock ones are quite jarring when used with this mod.I prefer to use the 1.25m Deadly Reentry heatshield with a KW Rocketry decoupler. Both are very low profile and the KW decoupler is close in tone to the Corvus' textures.A heatshield could be a possibility for the future. I may even be able to have it act like a decoupler with a bottom detachment node, possibly. My biggest issue with the stock heatshields is actually the size of their auto shrouds. They stick out a bit too far for my taste.The DRE heatshield is a good fit if you're running that mod. Not sure if their's a version with stock ablator available. Share this post Link to post Share on other sites