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[WIP] mini reentry pod aka escape pod


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On 7/29/2018 at 11:23 PM, Tonka Crash said:

I've written a patch to add Indicator Lights to the pod to show if the pod is occupied. This adds 4 lights around the base of the KOOSE pod that stick out enough to be visible while docked in the Nest.  You can take and use it however you want, or not, it doesn't matter to me.


// KOOSE escape pod
//
@PART[KooSEpod]:NEEDS[IndicatorLights]:AFTER[KOOSE] 
{
    MODEL
    {
        model = KOOSE/Assets/Pod
    }
    // 4 lights equally spaced around base
    MODEL
    {
        model = IndicatorLights/Meshes/squareLamp
        scale = 1, 0.15, 1.2
        position = 0.57, 0.0, 0.0
        rotation = -32, 90, 0
    }
    MODEL 
    {
        model = IndicatorLights/Meshes/squareLamp
        scale = 1, 0.15, 1.2
        position = -0.57, 0.0, 0.0
        rotation = -32, 270, 0
    }
    MODEL
    {
        model = IndicatorLights/Meshes/squareLamp
        scale = 1, 0.15, 1.2
        position = 0.0, 0.0, 0.57
        rotation = -32, 0, 0
    }
    MODEL 
    {
        model = IndicatorLights/Meshes/squareLamp
        scale = 1, 0.15, 1.2
        position = 0.0, 0.0, -0.57
        rotation = -32, 180, 0
    }

    // Lights are controllable
    MODULE
    {
        name = ModuleControllableEmissive
        target = IndicatorLights/Meshes/squareLamp
        emissiveName = indicator
    }

    // Controlled by Crew Indcator (Pod Occupied or not)
    MODULE
    {
        name = ModuleCrewIndicatorToggle
        toggleName = indicatorToggle
    }

    MODULE
    {
        name = ModuleCrewIndicator
        emissiveName = indicator
        toggleName = indicatorToggle
    }

}

In the screenshot below, the top and the left nested pod are occupied. The nested pod on the right is unoccupied. If you haven't used Indicator Lights before the light color is controlled by the Kerbal's specialization: green for engineer, blue for scientist, and orange for pilot by default. The colors are set in a config file within Indicator Lights

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You might want to submit this to IndicatorLights Community Extensions:

 

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@JH4C I'm not sure what is considered proper etiquette in a case like this. This isn't my mod and it's still a WIP. @TiktaalikDreaminghad stated some indication for which pods were occupied was on his todo list for the mod, so I was going to let him decide how he wanted to proceed. He could include this patch or something like it when his mod is finalized, but I feel it's should be his choice before a patch for his mod becomes part of another mod.

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1 hour ago, Tonka Crash said:

@JH4C I'm not sure what is considered proper etiquette in a case like this. This isn't my mod and it's still a WIP. @TiktaalikDreaminghad stated some indication for which pods were occupied was on his todo list for the mod, so I was going to let him decide how he wanted to proceed. He could include this patch or something like it when his mod is finalized, but I feel it's should be his choice before a patch for his mod becomes part of another mod.

I was actually going to include this in my next release, which is basically a bunch of compatibility patches. But seeing I can't get the nest to behave with cls and haven't had much time at my pc recently, that's still not done. Having the patch included at this end means I can change it when /if I model in some lights.

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