flywlyx

[1.7.x] Comfortable Landing Continued [V1.6.1]

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ynQjKEY.png

Comfortable Landing can keep your Kerbals safe and feel comfortable even in the last minute of a mission!

It adds retro rockets, buoys, and airbags into stock command pod and command pod of other mod.

And they will automatically deploy when certain conditions are met.

Full Pictures Album + GIF

zazaBlW.png1zdNnIg.png

9dcXO4P.pngHm9O8P8.png

 

Thanks @Kottabos made this great video for Comfortable Landing!

 

 

Features:

Automatic deploy buoys or airbags, start landing burns.

Supported mod except for stock (list below) and more mod support coming soon.

 

Future features:

More Mod supports.

 

How to use:

To activate Comfortable Landing, press the Activate Pre-Landing Mode button before landing or splashing.

 

-The retro rockets will start at 5 meters from the ground/water.

-The buoys will be inflated after splashing and got bigger buoyancy.

-The airbags will be inflated at 500 meters from the ground/water, and it will deflate after landing (but not splashing). The crash tolerance of part will increases when it was inflated.

Comfortable Landing will stop work after landing or splashing.

 

Add retro rockets/buoys/airbags to your mod:

Github Wiki Page: click here

Source code:Github

Supported mod:

Stock (Mk1-2/Mk1/Mk2/Mk1-3)

Bluedog Design Bureau (Kane-11-3/Kane-11-5/Leo-M-63E/Leo-M-3VS)

Near Future Spacecraft (Mk3-9)

FASA (Apollo Float Ring/Apollo Float Round/Gemini/Gemini(White))

Notantares Space Industries (Porkalike Gemini-style "Mk1-A" Command Pod)(Config not included)

Tantares (VA/Soyuz)

Corvus CF (Corvus Command Pod )(Thanks forum user Aerospacesmith for providing this cfg!)

HOYO CSM (HOYO Command Module)

Icecovery's Chinese Spacecraft Pack (Shenzhou re-entry module)

 

Standalone parts:

Universal Airbag Module
Universal Buoy Module 
Universal Retro Rocket Module

Universal Landing Skirt Module

(Support rescale by TweakScale)

If you haven't installed TweakScale, will provide 0.625m, 1.25m, 2.5m and 3.75m size.

 

Author:

Models, Textures, Import, Configs: Icecovery

Plugins, Debug: Icecovery, 01010101lzy

 

Download:

SpaceDock

If you have already installed earlier versions with Icecovery's Chinese Spacecraft Pack, please delete it first.

 

Installation:

Depend: Module Manager
Recommend: TweakScale
Delete GameData\ComfortableLanding\Configs folder if you want to remove integrated functions.

 

Changelog:

Spoiler

1.6.1

-1.5.1 compatibility.

 

Edited by flywlyx
Update

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21 hours ago, inkoalawetrust said:

Could you please add CTT support for the mod ?

I think "survivability" is a good fit for the tech tree, which doesn't affect CTT, do you have a suggestion?

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8 hours ago, flywlyx said:

I think "survivability" is a good fit for the tech tree, which doesn't affect CTT, do you have a suggestion?

It's either the survivability node or the enhanced survivability one that would be fitting for the parts or maybe one of the landing nodes (Landing or Advanced Landing).

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GameData\ComfortableLanding\Configs\StockPod.cfg

@PART[Mk2Pod]:NEEDS[!VenStockRevamp]:NEEDS[SquadExpansion]

-->

@PART[Mk2Pod]:NEEDS[!VenStockRevamp,SquadExpansion]

 

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22 hours ago, Deltac said:

*resurrects thread*

@flywlyxHow's it going?  Had a fun holiday?  College going well?  :)

Looks everything works with 1.6.1.

On 11/12/2018 at 3:44 PM, Gordon Dry said:

GameData\ComfortableLanding\Configs\StockPod.cfg


@PART[Mk2Pod]:NEEDS[!VenStockRevamp]:NEEDS[SquadExpansion]

-->


@PART[Mk2Pod]:NEEDS[!VenStockRevamp,SquadExpansion]

 

Updated, thanks!

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47 minutes ago, flywlyx said:

Looks everything works with 1.6.1.

Yeah, I was pleasantly surprised!  But 1 thing about the tantares MM patches:  Tantares has 2 soyuz capsules now!  *dramatic music!*  So far that's the only problem I've encountered, which is easily fixed by the end user.

Other than that, everything looks good, keep up the great work!

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I've just made configs for this to work with ReStock. I'll let you know how they work out.

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Hi @flywlyx,

Thank you for posting your mod!  :)

FYI, though, there are a few hoops that need to be jumped through in order to meet the forum's add-on posting rules:

  • Please  make sure your OP above includes a clear link to source code(From poking around a bit, I see that you do have your source code publicly posted, but I had to get there by working from your github wiki link.  Please add a link directly to the source code, labeled as such.)
  • Please make sure you specify a license in your OP above.  (I see from your SpaceDock page that you're GPLv3.  That's fine, please just mention that in your OP above, too.)
  • Please make sure that you include a  license file with the downloadable mod(I just looked inside your .zip download from SpaceDock, and it doesn't appear to be there.  Please add one-- note that the license file should include the full text of the license, not just the name.)

For the time being, your download link has been removed from the OP of this thread.  Please address the above issues before re-adding.  We apologize for the inconvenience.

Thanks!

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Amazing mod fixes that problem when you cant slow down and you have a service bay full of science. :)
:science:

  

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@flywlyx I'm getting an exception on load from this mod. This is caused by not have .NET 3.5 set as the target framework for the mod when you compile. All KSP mods should target .NET 3.5

Spoiler

[EXC 11:00:32.922] TypeLoadException: Could not load type 'System.Runtime.Versioning.TargetFrameworkAttribute' from assembly 'ComfortableLanding'.
	System.MonoCustomAttrs.GetCustomAttributesBase (ICustomAttributeProvider obj, System.Type attributeType)
	System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, System.Type attributeType, Boolean inherit)
	System.Reflection.Assembly.GetCustomAttributes (System.Type attributeType, Boolean inherit)
	Kopernicus.LogAggregatorWorker.Awake ()
	UnityEngine.GameObject:AddComponent(Type)
	AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)
	AddonLoader:StartAddons(Startup)
	<LoadObjects>c__Iterator1:MoveNext()
	UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
	<CreateDatabase>c__Iterator0:MoveNext()
	UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
	GameDatabase:StartLoad()
	<LoadSystems>c__Iterator0:MoveNext()
	UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

 

 

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@flywlyx I'm testing my install before the next release and got this today:

BJDMoR9.png

The Mk2 capsule wants to float nose pointed at the sky, I was able to pitch it over to the side, but can't get it to rest on the floats. Any idea what I need to tweak to fix this? 

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1 hour ago, flywlyx said:

Quite busy recently, will update ASAP.

  In that case, may I mention that when I tried Comfortable Landing with the Restock and Restock+ mods the inflating bags did not appear and there was a never ending inflating sound.  T his was on the MK1-3 pod.  I believe that the mod changes the mesh so it may be a coordinate change thing.  CL is such an important mod to me that I dumped the Restock mods to keep CL.  T hanks for your modding work. 

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9 hours ago, jpkerman said:

  In that case, may I mention that when I tried Comfortable Landing with the Restock and Restock+ mods the inflating bags did not appear and there was a never ending inflating sound.  T his was on the MK1-3 pod.  I believe that the mod changes the mesh so it may be a coordinate change thing.  CL is such an important mod to me that I dumped the Restock mods to keep CL.  T hanks for your modding work. 

Could you send a screen capture of the error log? Or the KSP.log file is also acceptable.

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here is a link to the test ksp.log   https://www.dropbox.com/sh/ki4cfadqnwz1sxk/AABQ7-t9o0Muw2amtN1SxCUka?dl=0

     The conflict is only with the 'activate pre-landing' button on the Mk 1-3, no floats top or bottom and an never ending inflate sound.   The other add on items function fine.  (heat-shields, impact bags, retro, float and airbag add-ons...etc) The MK2 pod (Squad expansion Gemini style) still floats nose up but the 'Activat pre-landing' button works OK.  Since the revampes Restock MK-1 only has add on CL items it has no problems.   My test never seemed to generate an ksp_output.log so it must no be of notice to the game.

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On 7/8/2019 at 7:23 PM, jpkerman said:

here is a link to the test ksp.log   https://www.dropbox.com/sh/ki4cfadqnwz1sxk/AABQ7-t9o0Muw2amtN1SxCUka?dl=0

     The conflict is only with the 'activate pre-landing' button on the Mk 1-3, no floats top or bottom and an never ending inflate sound.   The other add on items function fine.  (heat-shields, impact bags, retro, float and airbag add-ons...etc) The MK2 pod (Squad expansion Gemini style) still floats nose up but the 'Activat pre-landing' button works OK.  Since the revampes Restock MK-1 only has add on CL items it has no problems.   My test never seemed to generate an ksp_output.log so it must no be of notice to the game.

You need manualy remove or add support for restock.

Find following in "restock-command-pods.cfg"

Spoiler

@PART[mk1-3pod]
{
  @author = Chris Adderley (Nertea)
  !mesh = DELETE
  !MODEL,* {}
  !MODULE[ModuleAnimateGeneric] {}
  @node_stack_bottom = 0.0, -0.318, 0.0, 0.0, -1.0, 0.0, 2
  MODEL
  {
    model = ReStock/Assets/Command/restock-mk1-3-pod
    position = 0.0, 0.0, 0.0
    scale = 1,1,1
    rotation = 0, 0, 0
  }

  !EFFECTS {}
  EFFECTS
  {
    running
    {
      AUDIO_MULTI_POOL
      {
        channel = Ship
        transformName = thrustTransform
        clip = sound_rocket_mini
        volume = 0.0 0.0
        volume = 0.1 0.0
        volume = 0.5 0.025
        volume = 1.0 0.1
        pitch = 1.0
        loop = true
      }
      MODEL_MULTI_PARTICLE
      {
        name = fx1
        modelName = ReStock/FX/restock-fx-rcs-1
        transformName = thrustTransform
        emission = 0.0 0.0
        emission = 0.1 0.0
        emission = 1.0 1.0
        speed = 0.0 0.8
        speed = 1.0 1.0
        //localRotation = -90, 0, 0
      }
      MODEL_MULTI_PARTICLE
      {
        name = fx2
        modelName = ReStock/FX/restock-fx-rcs-1
        transformName = thrustTransform
        emission = 0.0 0.0
        emission = 0.1 0.0
        emission = 1.0 1.0
        speed = 0.0 0.8
        speed = 1.0 1.0
        //localRotation = -90, 0, 0
        localPosition = 0, -0.015, 0
      }
    }
  }
}

 

And Add 

Spoiler

MODEL
	{
		model = ComfortableLanding/Models/Mk1-2/AirBagMk1-2
   		scale = 1.0, 1.0, 1.0
		rotation = 0.0, 0.0, 0.0
		position = 0.0, 0.0, 0.0
	}
	MODULE
	{
		name = ModuleAnimateGeneric
		animationName = CL_Mk1-2
		startEventGUIName = Deploy
		endEventGUIName = Close
		actionGUIName = Toggle
		restrictedNode = bottom
		eventAvailableEditor = true
		eventAvailableFlight = false
		eventAvailableEVA = true
	}
	MODULE
	{
		name = CL_ControlTool
	}
	MODULE
	{
		name = CL_Buoy
		buoyancyAfterInflated = 1.2
		COBAfterInflated = 0.0, 0.8, 0.0
		playSoundPath = ComfortableLanding/Sounds/Inflate_B
		volume = 1.0
		//animName = CL_Mk1-2
		//animLayer = 0
	}

 

into it, like

Spoiler

@PART[mk1-3pod]
{
  @author = Chris Adderley (Nertea)
  !mesh = DELETE
  !MODEL,* {}
  !MODULE[ModuleAnimateGeneric] {}
  @node_stack_bottom = 0.0, -0.318, 0.0, 0.0, -1.0, 0.0, 2
  MODEL
  {
    model = ReStock/Assets/Command/restock-mk1-3-pod
    position = 0.0, 0.0, 0.0
    scale = 1,1,1
    rotation = 0, 0, 0
  }
	MODEL
	{
		model = ComfortableLanding/Models/Mk1-2/AirBagMk1-2
   		scale = 1.0, 1.0, 1.0
		rotation = 0.0, 0.0, 0.0
		position = 0.0, 0.0, 0.0
	}
	MODULE
	{
		name = ModuleAnimateGeneric
		animationName = CL_Mk1-2
		startEventGUIName = Deploy
		endEventGUIName = Close
		actionGUIName = Toggle
		restrictedNode = bottom
		eventAvailableEditor = true
		eventAvailableFlight = false
		eventAvailableEVA = true
	}
	MODULE
	{
		name = CL_ControlTool
	}
	MODULE
	{
		name = CL_Buoy
		buoyancyAfterInflated = 1.2
		COBAfterInflated = 0.0, 0.8, 0.0
		playSoundPath = ComfortableLanding/Sounds/Inflate_B
		volume = 1.0
		//animName = CL_Mk1-2
		//animLayer = 0
	}
  !EFFECTS {}
  EFFECTS
  {
    running
    {
      AUDIO_MULTI_POOL
      {
        channel = Ship
        transformName = thrustTransform
        clip = sound_rocket_mini
        volume = 0.0 0.0
        volume = 0.1 0.0
        volume = 0.5 0.025
        volume = 1.0 0.1
        pitch = 1.0
        loop = true
      }
      MODEL_MULTI_PARTICLE
      {
        name = fx1
        modelName = ReStock/FX/restock-fx-rcs-1
        transformName = thrustTransform
        emission = 0.0 0.0
        emission = 0.1 0.0
        emission = 1.0 1.0
        speed = 0.0 0.8
        speed = 1.0 1.0
        //localRotation = -90, 0, 0
      }
      MODEL_MULTI_PARTICLE
      {
        name = fx2
        modelName = ReStock/FX/restock-fx-rcs-1
        transformName = thrustTransform
        emission = 0.0 0.0
        emission = 0.1 0.0
        emission = 1.0 1.0
        speed = 0.0 0.8
        speed = 1.0 1.0
        //localRotation = -90, 0, 0
        localPosition = 0, -0.015, 0
      }
    }
  }
}

 

I didn't test this, if it doesn't work, let me know.

____________________

On 5/25/2019 at 10:37 AM, Tonka Crash said:

@flywlyx I'm testing my install before the next release and got this today:

The Mk2 capsule wants to float nose pointed at the sky, I was able to pitch it over to the side, but can't get it to rest on the floats. Any idea what I need to tweak to fix this? 

Update should fix this, let me know if it is upside down.

Edited by flywlyx

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On 5/22/2019 at 12:08 PM, Tonka Crash said:

@flywlyx I'm getting an exception on load from this mod. This is caused by not have .NET 3.5 set as the target framework for the mod when you compile. All KSP mods should target .NET 3.5

  Reveal hidden contents


[EXC 11:00:32.922] TypeLoadException: Could not load type 'System.Runtime.Versioning.TargetFrameworkAttribute' from assembly 'ComfortableLanding'.
	System.MonoCustomAttrs.GetCustomAttributesBase (ICustomAttributeProvider obj, System.Type attributeType)
	System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, System.Type attributeType, Boolean inherit)
	System.Reflection.Assembly.GetCustomAttributes (System.Type attributeType, Boolean inherit)
	Kopernicus.LogAggregatorWorker.Awake ()
	UnityEngine.GameObject:AddComponent(Type)
	AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)
	AddonLoader:StartAddons(Startup)
	<LoadObjects>c__Iterator1:MoveNext()
	UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
	<CreateDatabase>c__Iterator0:MoveNext()
	UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
	GameDatabase:StartLoad()
	<LoadSystems>c__Iterator0:MoveNext()
	UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

 

 

forget this totally, I will update next version.

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