NESD

[1.5.x] Stockalike Mk1 Open cockpit

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Even if I start to make it, it's not be fast. I say more, it can be veeeeeery long time

Just because I already have some parts in development

dhAihpZ.jpg

some of them almost ready, other is only untextured meshes and few just in ideas

but all of them need lot of time to finish and pack in mods ( and I'm too lazy :))

also THIS mod need some time to finish

-------------------------------------------------------------------------------------

by the way, i still not choose exact content of main part

so any ideas about included modules and resources ( and it's amount ) will be heard

 

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Could you make a "non-take command" Bi-plane cpckpit? I don't really like Kerbal Spagehhti.

And you don't have to add an IVA if you can't. I'll understand :wink:

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@Murican_Jeb  It's possible but not a very soon ( reason, 3 posts before )

But if you don't like Take Command you can built something like this

 

mdSdMa8.png

I mean detachable pod for pilot loading, not a launch cart :) it's another my weird idea

If you don't like "barbecue cucumbers" It's hard but possible to launch and return spaceplane without any overheat markers

0aMnJxF.png

MKIdJ03.png

Jeb alive and angry, because key from snack box forgotten in locker room

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1 minute ago, NESD said:

 

But if you don't like Take Command you can built something like this

 

No, what I meant was this.

So you know how when a kerbal is in ragdoll mode and you move it across the ground at 35 m/s and then it goes cfrazy and streched?

That's what I don't like.

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Many times launch airplanes and flying low at supersonic speed but never see this bug

also many times do a crush-landing and kerbal just rolling on ground after cockpit explode

I see only one problem, at very high speed pilot have huge drag and he pushed back

into rear wall, but it's only visual effect and almost invisible inside plasma glow

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Just finish quick mod, it works very bad

only way to see pilot is always hold "see IVA" button ON

so pilot head visible through other parts  looks very strange at some angles

I try various layers for seat in Unity but nothing changed

tEADFP7.jpg

Also I see glitch of  external lights direction, due strange Squad idea of parts orientation in editor

 

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1 hour ago, TheKurgan said:

Had to be done... it's a WIP, but it's looking fun so far :)

 

I can't quite place those wheels. Swell car, though!!!

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Looking very nice! This is how I wish all modded parts would look like!

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1 hour ago, Beetlecat said:

I can't quite place those wheels. Swell car, though!!!

Those are the Grizzly wheels from the Buffalo mod... best wheels in the game at this time... IMO :wink:

 

 

Edited by TheKurgan

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Is there way you could add a radial glass canopy for this (obviously small enough that you can still enter the seat when holding onto the side of the vessel.)

That would be incredible.

Second idea: a 0.65m variant and Mk2 variant.  (MK2 varient is actually almost identical, but 0.65m variant will require substantial adjustment of the cockpit.)

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Something like 0.65 variant I see in Kerbonov mod.

Mk2 variant I have in plans, but 2 seats in one part maybe can't work

so possibly it can be a empty part with hole and windshield in upper side

where you can place stock seats or any other payload

 

Bubble canopy can be hard to make, because pilot entering into chair

from any side, but exit only in one point inside canopy

Edited by NESD

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Add the following to the Take Command .cfg file to add take command functionality to the open cockpit.

@PART[nesdmk1opencockpit]:FOR[TakeCommand]

{ CrewCapacity = 1

MODULE    { name = TakeCommand 

minimumCrew = 1 }
        INTERNAL

   {
          name = GenericSpace1
    }

}

 

I just tested it, and it works so far.

Edited by teacherboi
clarification

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20 hours ago, teacherboi said:

Add the following to the Take Command .cfg file to add take command functionality to the open cockpit.

@PART[nesdmk1opencockpit]:FOR[TakeCommand]

{ CrewCapacity = 1

MODULE    { name = TakeCommand 

minimumCrew = 1 }
        INTERNAL

   {
          name = GenericSpace1
    }

}

 

I just tested it, and it works so far.

That makes the open cabin commandable? Where is that file (take command) ? I don't find it...

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On 12/30/2016 at 11:22 AM, teacherboi said:

Add the following to the Take Command .cfg file to add take command functionality to the open cockpit.

@PART[nesdmk1opencockpit]:FOR[TakeCommand]

{ CrewCapacity = 1

MODULE    { name = TakeCommand 

minimumCrew = 1 }
        INTERNAL

   {
          name = GenericSpace1
    }

}

 

I just tested it, and it works so far.

But Take Command itself already has a cfg for this mod...

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I got this and now find it almost impossible to not use. Also...I keep making biplanes...I love it

I also tweaked the config when I downloaded it to use it with Take Command. Works fantastically. 

xIVbKZe.png

Edited by Jatwaa

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19 hours ago, Jatwaa said:

I got this and now find it almost impossible to not use. Also...I keep making biplanes...I love it

I also tweaked the config when I downloaded it to use it with Take Command. Works fantastically. 

xIVbKZe.png

Ah dude, I can't wait to see what crazy stuff you come up with this mod :wink:

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On 03.01.2017 at 2:44 AM, Shnyrik said:

Thank you once more for this cockpit! It is really awesome! :wink:

FOOcSCE.png

pPrylY9.png

 

Neat I-153! Btw what paint mod you used for number and arrow?

Edited by TedwinKnockman66

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33 minutes ago, TedwinKnockman66 said:

Btw what paint mod you used for number and arrow?

 

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Could we get an animated canopy that slides open?  That would be AWESOME!  

It should be designed to mate with the headrest part.

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