Yogui87

[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated

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Here is alittle update to the LH_LandersProbes to get them up to KSP 1.04 give them a try and let me know if something is wrong https://dl.dropboxusercontent.com/u/72893034/Test%20Parts/LH_LandersProbes_v1.41_DDS.zip

Change the textures to DDS and fix the nodes and added some of the new MODULE

Big Thanks to Yogui87 for all the work and Great Packs

http://creativecommons.org/licenses/by-nc-sa/3.0

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Is the MEM currently working for 1.0.4? I loved how it looks like the LEM without looking EXACTLY like the LEM.

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Is the MEM currently working for 1.0.4? I loved how it looks like the LEM without looking EXACTLY like the LEM.

The MEM Is not available for download currently. But if you still have it, the nodes will need to be inverted as well as the engines will be heavily overpowered. There may also be some other quarks I'm un aware of but, if you still have the MEM files and need help PM me.

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Is the MEM currently working for 1.0.4? I loved how it looks like the LEM without looking EXACTLY like the LEM.

When, I get a chance will post it also.

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This is the LH MEM 3.2 needs balanced but all works license http://creativecommons.org/licenses/by-nc-sa/3.0/ all credit to Yogui87 thanks for all the great mods

changed all the textures to DDS took out the old stuff in the cfg that don't work anymore and added some of the new cfg stuff lol 

https://dl.dropboxusercontent.com/u/72893034/DDS/LH_MEM_v3.3_DDS.zip

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The Pandora works in 1.0.4. Look at the last pages. There's a fix for it.

For me it didn't t work, all the nodes were messed up and I couldn't drive the rover around.

Mabey I installed the patch wrong, were do i need to put the files of the patch?

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For me it didn't t work, all the nodes were messed up and I couldn't drive the rover around.

Mabey I installed the patch wrong, were do i need to put the files of the patch?

Just tested it and think some of the nodes are still off will try and fix it and the patch that was posted you just copy over to your ksp/GameData folder and over-ride also might be something with the CleverWalrus plugin not sure if it's working in 1.04 but already have the textures converted to dds will post it when done.

EDIT- Well just found 1 node that was wrong so far and looks like some of my problems is with the craft file.

Edited by Mecripp2

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TristonWilson: Yes, the circular solar panels work in 1.0.4 with no changes needed...I've been using them since before 0.25...Work in 0.90, 1.0, 1.0.2, & 1.0.4...

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I made some patches using Module Manager to add some nice stuff to the probes.

(the nodes I fixed by editing the cfg files)

Patch to add Ablator to the heatshields.


//Add heatshield module to Lionhead probes.
//cfg file made by Marcelo Silveira

@PART[LH_AtlasLanderHeatshield]//Atlas
{
MODULE
{
name = ModuleAblator
ablativeResource = Ablator
lossExp = -6000
lossConst = 1
pyrolysisLossFactor = 800
reentryConductivity = 0.01
ablationTempThresh = 500
}
RESOURCE
{
name = Ablator
amount = 120
maxAmount = 120
}
}

@PART[LH_EveraHeatshield]//Evera
{
MODULE
{
name = ModuleAblator
ablativeResource = Ablator
lossExp = -6000
lossConst = 1
pyrolysisLossFactor = 600
reentryConductivity = 0.01
ablationTempThresh = 500
}
RESOURCE
{
name = Ablator
amount = 200
maxAmount = 200
}
}

@PART[ThorHeatshield]//Thor
{
MODULE
{
name = ModuleAblator
ablativeResource = Ablator
lossExp = -6000
lossConst = 1
pyrolysisLossFactor = 600
reentryConductivity = 0.01
ablationTempThresh = 500
}
RESOURCE
{
name = Ablator
amount = 100
maxAmount = 100
}
}

@PART[ValkyrieHeatshield]//Valkyrie
{
MODULE
{
name = ModuleAblator
ablativeResource = Ablator
lossExp = -6000
lossConst = 1
pyrolysisLossFactor = 600
reentryConductivity = 0.01
ablationTempThresh = 500
}
RESOURCE
{
name = Ablator
amount = 150
maxAmount = 150
}
}

Also made a pacth to add RemoteTech to the probes I use

(Atlas,Evera,Munar Orbiter, Valkyrie and Thor)


//CFG file made by Marcelo Silveira

// ----- Atlas Orbiter ------------------------------------
@PART[LH_Atlas]:FOR[Lionhead_Aerospace_Inc]
{
!MODULE[ModuleDataTransmitter] {}

@MODULE[ModuleAnimateGeneric]
{ %allowManualControl = false }

%MODULE[ModuleRTAntenna] {
%Mode0DishRange = 0
%Mode1DishRange = 6E10 //60Gm enough to Jool orbit, with margin

%Mode0OmniRange = 5E5 //500km, used @ launch
%Mode1OmniRange = 2.5E6 //2500km used to communicate with the lander

%EnergyCost = 0.4
%DishAngle = 0.45

%DeployFxModules = 0

%TRANSMITTER {
%PacketInterval = 0.18
%PacketSize = 2
%PacketResourceCost = 10.0
}
}

%MODULE[ModuleSPUPassive] {}
}

// ----- Atlas Lander -------------------------------------
@PART[LH_AtlasLander]:FOR[Lionhead_Aerospace_Inc]
{
!MODULE[ModuleDataTransmitter] {}

%MODULE[ModuleRTAntenna] {
%Mode0OmniRange = 5E5 //500km
%Mode1OmniRange = 2E6 //2000 km
%EnergyCost = 0.001

%IsRTActive = true

%TRANSMITTER {
%PacketInterval = 0.8
%PacketSize = 2
%PacketResourceCost = 8.0
}
}

%MODULE[ModuleSPUPassive] {}
}

// ----- Evera lander and orbiter -------------------------
@PART[LH_EveraPod,EveraOrbiter]:FOR[Lionhead_Aerospace_Inc]
{
!MODULE[ModuleDataTransmitter] {}

%MODULE[ModuleRTAntenna] {
%Mode0OmniRange = 4E5 //400 km
%Mode1OmniRange = 3E6 //3000 km
%EnergyCost = 0.1

%TRANSMITTER {
%PacketInterval = 0.3
%PacketSize = 2
%PacketResourceCost = 10.0
}
}

%MODULE[ModuleSPUPassive] {}
}

// ----- Evera high gain ----------------------------------
@PART[EveraOrbiterPanel]:FOR[Lionhead_Aerospace_Inc]
{
!MODULE[ModuleDataTransmitter] {}

%MODULE[ModuleRTAntenna] {
%Mode0DishRange = 0
%Mode1DishRange = 1E10 //10Gm
%EnergyCost = 1.8

%MaxQ = 6000
%DishAngle = 5.0

%TRANSMITTER {
%PacketInterval = 0.3
%PacketSize = 2
%PacketResourceCost = 15.0
}
}

%MODULE[ModuleSPUPassive] {}
%MODULE[ModuleDeployableSolarPanel]
{ %chargeRate = 3 }
}

// ----- Munar Orbiter ------------------------------------
@PART[LH_MunarOrbiter]:FOR[Lionhead_Aerospace_Inc]
{
!MODULE[ModuleDataTransmitter] {}

@MODULE[ModuleAnimateGeneric]
{ %allowManualControl = false }

%MODULE[ModuleRTAntenna] {
%Mode0OmniRange = 2E5 //200km
%Mode1OmniRange = 2E6 //2000 km

%EnergyCost = 0.5

%DeployFxModules = 0

%TRANSMITTER {
%PacketInterval = 0.3
%PacketSize = 2
%PacketResourceCost = 15.0
}
}

%MODULE[ModuleSPUPassive] {}
}

// ----- Valkyrie Orbiter and lander ----------------------
//Viking could communicate directly to Earth from Mars surface
@PART[ValkyrieOrbiter,LH_ValkyriePod]:FOR[Lionhead_Aerospace_Inc]
{
!MODULE[ModuleDataTransmitter] {}

@MODULE[ModuleAnimateGeneric]
{ %allowManualControl = false }

%MODULE[ModuleRTAntenna] {
%Mode0DishRange = 0
%Mode1DishRange = 1E10 //10Gm

%Mode0OmniRange = 5E5 //500km
%Mode1OmniRange = 2E6 //2000 km

%EnergyCost = 0.5

%DishAngle = 5.0

%DeployFxModules = 0

%TRANSMITTER {
%PacketInterval = 0.3
%PacketSize = 2
%PacketResourceCost = 15.0
}
}

%MODULE[ModuleSPUPassive] {}
}

//--------------------------------Thor lander------------
//Phoenix used other Mars orbiter to relay data
@PART[ThorPod]:FOR[Lionhead_Aerospace_Inc]
{
!MODULE[ModuleDataTransmitter] {}

%MODULE[ModuleRTAntenna] {
%Mode0OmniRange = 5E5 //500 km
%Mode1OmniRange = 1E8 //100 Mm
%EnergyCost = 0.1

%TRANSMITTER {
%PacketInterval = 0.3
%PacketSize = 2
%PacketResourceCost = 15.0
}
}

%MODULE[ModuleSPUPassive] {}
}
//Remotetech for (most of) Lionhead probes

In case you prefer Realchute instead of stock parachute module, there's an app a patch for that.


//Realchute module to Lionhead probe's parachutes.
//cfg file made by Marcelo Silveira

//---------------------------Atlas lander parachute--------
@PART[LH_AtlasLanderParachute]:FOR[Lionhead_Aerospace_Inc]
{
maximum_drag = 0.32
@cost = 450
@mass = 0.01
!sound_parachute_open
!sound_parachute_single

!MODULE[ModuleParachute]{}

MODULE
{
name = RealChuteModule
caseMass = 0.01
timer = 0
mustGoDown = false
cutSpeed = 0.5
spareChutes = 1

PARACHUTE
{
material = Nylon
preDeployedDiameter = 2
deployedDiameter = 15
minIsPressure = true
minPressure = 0.01
deploymentAlt = 1800
cutAlt = -1
preDeploymentSpeed = 2
deploymentSpeed = 6
preDeploymentAnimation = semiDeploySmall
deploymentAnimation = fullyDeploySmall
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
}
}
}
}


//---------------------------Evera lander drogue parachute--------
@PART[LH_EveraDroguechute]:FOR[Lionhead_Aerospace_Inc]
{
maximum_drag = 0.32
@mass = 0.05
!sound_parachute_open
!sound_parachute_single

!MODULE[ModuleParachute]{}

MODULE
{
name = RealChuteModule
caseMass = 0.05
timer = 0
mustGoDown = true
cutSpeed = 0.5
spareChutes = 1

PARACHUTE
{
material = Nylon
preDeployedDiameter = 1
deployedDiameter = 3
minIsPressure = false
minDeployment = 5000
deploymentAlt = 2000
cutAlt = -1
preDeploymentSpeed = 2
deploymentSpeed = 6
preDeploymentAnimation = semideployed
deploymentAnimation = fullydeployed
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
}
}
}
}


//---------------------------Evera lander parachute--------
@PART[LH_EveraParachute]:FOR[Lionhead_Aerospace_Inc]
{
maximum_drag = 0.32
@mass = 0.05
!sound_parachute_open
!sound_parachute_single

!MODULE[ModuleParachute]{}

MODULE
{
name = RealChuteModule
caseMass = 0.05
timer = 0
mustGoDown = false
cutSpeed = 0.1
spareChutes = 1

PARACHUTE
{
material = Nylon
preDeployedDiameter = 3
deployedDiameter = 20
minIsPressure = false
minDeployment = 2000 //Deploy in sequence with drogue separation
deploymentAlt = 800
cutAlt = -1
preDeploymentSpeed = 2
deploymentSpeed = 6
preDeploymentAnimation = semideployed
deploymentAnimation = fullydeployed
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
}
}
}
}

//---------------------------Thor Parachute--------------------------
@PART[ThorParachute]:FOR[Lionhead_Aerospace_Inc]
{
maximum_drag = 0.32
@category = none
@cost = 500
@mass = 0.05
!sound_parachute_open
!sound_parachute_single

!MODULE[ModuleParachute]{}

MODULE
{
name = RealChuteModule
caseMass = 0.05
timer = 0
mustGoDown = true
cutSpeed = 0.5
spareChutes = 1

PARACHUTE
{
material = Kevlar
preDeployedDiameter = 2
deployedDiameter = 8
minIsPressure = true
minPressure = 0.01
deploymentAlt = 3000
cutAlt = 1
preDeploymentSpeed = 1
deploymentSpeed = 4
preDeploymentAnimation = semideployed
deploymentAnimation = fullydeployed
parachuteName = canopy
capName = cap
}
}

// MODULE
// {
// name = ProceduralChute
// textureLibrary = StockReplacement
// currentCanopies = Drogue 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
}
}
}
}


//---------------------------Valkyrie Parachute--------------------------
@PART[ValkyrieParachute]:FOR[Lionhead_Aerospace_Inc]
{
maximum_drag = 0.32
@cost = 500
@mass = 0.05
!sound_parachute_open
!sound_parachute_single

!MODULE[ModuleParachute]{}

MODULE
{
name = RealChuteModule
caseMass = 0.05
timer = 0
mustGoDown = true
cutSpeed = 0.5
spareChutes = 1

PARACHUTE
{
material = Kevlar
preDeployedDiameter = 5
deployedDiameter = 14
minIsPressure = true
minPressure = 0.0001
deploymentAlt = 3000
cutAlt = 10
preDeploymentSpeed = 1
deploymentSpeed = 4
preDeploymentAnimation = semideployed
deploymentAnimation = fullydeployed
parachuteName = canopy
capName = cap
}
}

// MODULE
// {
// name = ProceduralChute
// textureLibrary = StockReplacement
// currentCanopies = Drogue 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
}
}
}
}

And at last, I made a tiny patch to add SCANSAT to munar orbiter and Atlas Orbiter


//SCANSAT to Atlas and Munar Orbiter
//CFG file made by Marcelo Silveira

//-------------------Atlas Orbiter---------------
//Cassini has a mirowave radar to map Titan's surface
@PART[LH_Atlas]:FOR[SCANSAT]
{
MODULE
{ name = SCANsat
sensorType = 2 //2^1
fov = 2
min_alt = 5000
max_alt = 1000000
best_alt = 750000
power = 0.5
scanName = Microwave Radar Scan
}
}

//-----------------Munar orbiter-----------------
@PART[LH_MunarOrbiter]
{
MODULE
{ name = SCANsat
sensorType = 25 //2^0 + 2^3 + 2^4
fov = 2.5
min_alt = 2000
max_alt = 990000
best_alt = 50000
power = 0.1
scanName = Image Scan
animationName = optic
}
}

Enjoy your beefed up probes :D

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I don't forget KSP. I need to find some free time to update my mods to 1.0. I promise it will be done ASAP. Send me all the issues you could find so it make me work faster.

Thanks to all Lionhead customers^^.

If you're having a hard time finding time. I totally get you. I have a suggestion. I always have some free time. Now it doesn't just happen usually. Whenever I can't find time I make free time. The main problems I have is node attachment problems, and some of your mods, like the MER replicas don't have a working download link.

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I really want the Prometheus Solar Rover! But there's no working download link! If anybody has it, could you please re-post it? Thanks!

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Same here. I could even help update it if anyone has the old one.

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I only have the one from 2013 and it uses the cleverbobcat dll which I am not sure works anymore
Throw it up here anyway I'd be interested to see if one of us can get it running again. I've been wanting this one too.

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^^

I also only have vers. 5.0.1 & 5.3, or I would put it up... And yes, it requires the CleverBobcat.dll...

Supposedly, IIRC, CleverWalrus dropped development of the .dll, as most (or all?), the things it did were in some form or another all eventually incorporated into stock...So that MIGHT make it easier to recompile for an updated Prometheus???

Prometheus doesnt come packaged with the .dll, so here is a link to the last 1.3.0.0 version, if its needed:

https://cleverbobcat.codeplex.com/

Edited by Stone Blue

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On ‎10‎/‎11‎/‎2015‎ ‎3‎:‎33‎:‎50‎, Tristonwilson12 said:

do the circular solar panels need a fix or do they still work?

These Work just fine

On ‎11‎/‎12‎/‎2015‎ ‎3‎:‎33‎:‎34‎, Virtualgenius said:

Ok here it is let me know if you cant get to it

https://www./folder/mjam5rq2mh7ma/Lionhead

I got the Prometheus in game in 1.0.5 last night so it is possible. It just has the same issue the DSL rover has. When you launch just the rover to test on kerbin it works great with no issues. But build the whole delivery system launch / land. The rover steering is no longer self centering as well the gas / brake are stuck until you right click the rover and select "speed control" I'd like to replace the bobcat.dll wheel module. But so far have been unsuccessful. Anybody else found a way to pull off a different wheel module? I'd like to use something else but I talked to Lo-fi before he left and KF won't work as it is not meant for a single part with steering.

 

I will post up some links for the DSL and Prometheus I have "working" later this evening. Also fixed the aero issues with the capsule / parachute.

Edited by V8jester

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On 10. Dezember 2015 at 4:58 PM, V8jester said:

 

These Work just fine

I got the Prometheus in game in 1.0.5 last night so it is possible. It just has the same issue the DSL rover has. When you launch just the rover to test on kerbin it works great with no issues. But build the whole delivery system launch / land. The rover steering is no longer self centering as well the gas / brake are stuck until you right click the rover and select "speed control" I'd like to replace the bobcat.dll wheel module. But so far have been unsuccessful. Anybody else found a way to pull off a different wheel module? I'd like to use something else but I talked to Lo-fi before he left and KF won't work as it is not meant for a single part with steering.

 

I will post up some links for the DSL and Prometheus I have "working" later this evening. Also fixed the aero issues with the capsule / parachute.

Could you please post the links?

Edited by Gaming Carrot

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38 minutes ago, Gaming Carrot said:

Could you please post the links?

Oh I guess I got sidetracked :P

My bad, I'll post up what I have so far once I'm back at home. The wheel module for both rovers is still not working "properly" but is serviceable. The wheels will not slow down when you let off the gas. Also the steering does not return to center. Go figure the bobcat .dll is way out of date. If anyone else could have a look at converting the wheel module, update the bobcat.dll, or point me in a direction as to how (Kerbal Foundries won't work, as all four wheels are on a single part)

 

On a positive note, I did fix the nodes, parachutes as well as added ablator to the heat shield for the DSL. I was tinkering with the scale of the Prometheus to see if I could make it fit inside the DSL capsule but I think I'm going to give up on that idea for now.

Edited by V8jester

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