bcink Posted January 16, 2022 Author Share Posted January 16, 2022 16 hours ago, Dhruv said: Any update on IVA of rover?? What sort of update? Quote Link to comment Share on other sites More sharing options...
SilverlightPony Posted January 30, 2022 Share Posted January 30, 2022 (edited) As best I can tell, the Ares Cap docking port is not crew-passable. Is there any way I can fix this on my end with a .CFG tweak or something? If not, consider this an update request. [EDIT] Couple of side-notes: CLS and Waterfall support would be awesome. Overall, still digging the mod. Edited January 30, 2022 by SilverlightPony Quote Link to comment Share on other sites More sharing options...
Silvia Dragoness Posted January 30, 2022 Share Posted January 30, 2022 Hey, same user as SilverlightPony above, just moved to a new account since this forum software doesn't support changing usernames. Turns out that even with "Allow Unrestricted Crew Transfers" and "Enable Optional Passable Parts" checked, CLS was still blocking crew transfers involving TM4KSP parts, so I worked up a patch to add CLS support to them. I suggest naming the file Ares-CLS.cfg and placing it in the existing Patches folder. All I ask is that the credit comments be left in. Spoiler //Patch for TM4KSP to add ConnectedLivingSpace support. //The first version of this patch was created by KSP forum user Silvia Dragoness, and covers the following parts: // - Ares Command Pod // - Ares Cap // - Ares Lander Frame // - Ares Stage 1 Body // - Ares Stage 2 Body // - Ares Rover Cockpit //MAV pod @PART[Ares-MAV-Pod]:HAS[!MODULE[ModuleConnectedLivingSpace]]:NEEDS[ConnectedLivingSpace] { MODULE { name = ModuleConnectedLivingSpace passable = true } } //MAV cap (Docking Port) @PART[Ares-MAV-Cap]:HAS[!MODULE[ModuleConnectedLivingSpace]]:NEEDS[ConnectedLivingSpace] { MODULE { name = ModuleConnectedLivingSpace passable = true } } //MAV stage 2 @PART[Ares-MAV-Stage2]:HAS[!MODULE[ModuleConnectedLivingSpace]]:NEEDS[ConnectedLivingSpace] { MODULE { name = ModuleConnectedLivingSpace passable = true impassablenodes = Engine1&Engine2&Engine3&Engine4 } } //MAV stage 1 @PART[Ares-MAV-Stage1]:HAS[!MODULE[ModuleConnectedLivingSpace]]:NEEDS[ConnectedLivingSpace] { MODULE { name = ModuleConnectedLivingSpace passable = true impassablenodes = Engine1&Engine2&Engine3&Engine-i-1&Engine-i-2&Engine-i-3 } } //MAV lander @PART[Ares-MAV-Lander]:HAS[!MODULE[ModuleConnectedLivingSpace]]:NEEDS[ConnectedLivingSpace] { MODULE { name = ModuleConnectedLivingSpace passable = true impassablenodes = Engine1&Engine2&Engine3 } } //Ares rover cockpit @PART[Ares-Cockpit]:HAS[!MODULE[ModuleConnectedLivingSpace]]:NEEDS[ConnectedLivingSpace] { MODULE { name = ModuleConnectedLivingSpace passable = false } } Quote Link to comment Share on other sites More sharing options...
Dhruv Posted March 13, 2022 Share Posted March 13, 2022 On 1/16/2022 at 6:41 AM, bcink said: What sort of update? IVA for the rover?! Quote Link to comment Share on other sites More sharing options...
bcink Posted April 17, 2022 Author Share Posted April 17, 2022 On 3/13/2022 at 4:27 AM, Dhruv said: IVA for the rover?! Hey, Ah I see.. Probably won't be getting to this. Combination of factors on my end. If you want to try and do-up the interior, I can share the source files with you. Quote Link to comment Share on other sites More sharing options...
N3N Posted April 17, 2022 Share Posted April 17, 2022 Hey, does someone know if this beautiful great mod works with Kerbalism (+RR+JNSQ) ? Quote Link to comment Share on other sites More sharing options...
zztops Posted January 22 Share Posted January 22 Anyone been having a problem with the lander wanting to always tip head first? Been trying to use it on Duna in JNSQ and found it always wanted to turn nose down even with a center of mass near the bottom of the craft The aerodynamic overlay shows it being right up with the command pod near the top of the craft, could this be the reason for the wanting to flip over? Changing the center of mass and adding weights on the bottom wont counteract it, i always have to put an excessive amount of drogue chutes at the top to keep the engines pointing down (using JNSQ so no normal chutes on duna) Quote Link to comment Share on other sites More sharing options...
Blufor878 Posted March 18 Share Posted March 18 I just wanted to pop by to let you guys know you have a really good parts mod here. I've went ahead and made it available on KerbalX for people to try. https://kerbalx.com/ManateeAerospace/Ares-MAV Gonna share a couple shots, but there are more in the links above. Quote Link to comment Share on other sites More sharing options...
Rakete Posted March 18 Share Posted March 18 Hi there. Do the engines have Waterfall support? Quote Link to comment Share on other sites More sharing options...
bcink Posted March 21 Author Share Posted March 21 On 3/18/2023 at 12:36 PM, Blufor878 said: I just wanted to pop by to let you guys know you have a really good parts mod here. I've went ahead and made it available on KerbalX for people to try. https://kerbalx.com/ManateeAerospace/Ares-MAV Thank you!! On 3/18/2023 at 3:54 PM, Rakete said: Hi there. Do the engines have Waterfall support? No, sorry. I think it was just released right around the last update to this. On 1/22/2023 at 1:41 PM, zztops said: Anyone been having a problem with the lander wanting to always tip head first? Been trying to use it on Duna in JNSQ and found it always wanted to turn nose down even with a center of mass near the bottom of the craft The aerodynamic overlay shows it being right up with the command pod near the top of the craft, could this be the reason for the wanting to flip over? Changing the center of mass and adding weights on the bottom wont counteract it, i always have to put an excessive amount of drogue chutes at the top to keep the engines pointing down (using JNSQ so no normal chutes on duna) Have not heard of this one before.. Did it ever stop? Quote Link to comment Share on other sites More sharing options...
Silvia Dragoness Posted March 22 Share Posted March 22 Definitely not expecting it any time soon, but once the KSP2 mod-dev scene is a bit more developed, I'd love to see a KSP2 version of this mod. Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted April 11 Share Posted April 11 On 3/21/2023 at 7:37 PM, Silvia Dragoness said: Definitely not expecting it any time soon, but once the KSP2 mod-dev scene is a bit more developed, I'd love to see a KSP2 version of this mod. Aye, I second that notion! Quote Link to comment Share on other sites More sharing options...
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