Jump to content

[1.4.3]ALCOR,"Advanced Landing Capsule for Orbital Rendezvous" by ASET (08/02/2017)


alexustas

Recommended Posts

19 minutes ago, AlonzoTG said:

I can't seem to get the IVA props to work at all just now. =\ not sure what the issue is. Log, at least mid-game, is rather quiet. I'm going to have to study the startup script and will report more if I find anything. 

Sharing the log may help.  If the props don't work at all, mid-game log probably isn't going to help you - that sounds more like the RPM plugin is missing, which would be the beginning of the log.

Link to comment
Share on other sites

 
Greetings,

1) is there a fitting decent stage for the ALCOR can?

2) If not, is there an idiots resource that anyone wants to recommend for making KSP assets? (the wiki leaves me scratching my head)

  • Ascent stage engine
  • Ascent stage separator
  • Descent stage
  • Descent engine
View post on imgur.com
 
 
... and how the heck do I get imgur to put pics here?
Edited by LawnDartLeo
Link to comment
Share on other sites

My log has millions of: 

I'm on linux,  the alcor internal package is in my ASET directory, it looks correct, with ALCOR_Advanced_iva next to ALCOR_LanderCapsule... 

LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear'
[LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear'
[LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear'
[LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear'
[LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear'
[LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear'
[LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear'
[LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear'
[LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear'
[LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear'
[LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear'
[LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear'
[LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear'
[LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear'
[LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear'
[LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear'
[LOG 17:10:10.439] Cannot find InternalProp 'switchTumbleClear'
[LOG 17:10:10.439] Cannot find InternalProp 'switchTumbleClear'
[LOG 17:10:10.439] Cannot find InternalProp 'switchTumbleClear'
[LOG 17:10:10.439] Cannot find InternalProp 'switchTumbleClear'
[LOG 17:10:10.439] Cannot find InternalProp 'switchTumbleClear'
[LOG 17:10:10.439] Cannot find InternalProp 'switchTumbleClear'


 

As for the other post, I'm just using my standard package, it's just a clumsy hodge-podge, not super optimized. I had not used Alcor back in 2014-15 because it was marked as a lander and never had a big enough mission to carry one.. Now that heatshields are a thing, it does wonderfully on its own, really kicking ass grinding science from mun/minmus... Have a look at the NovaPunch Thor lander, it might be a good alternate capsule. Much of NovaPunch is obsolete, I've reworked their stock designs to use more stock parts and removed things that are now redundant... 

As always, the mission will dictate what parts you use for the ship. 

BTW, I packratted a set of old glass pods back in 2014 with JSI transparent pods mod... I managed to get them working again, they're still quite impressive! =P 

Link to comment
Share on other sites

  • 2 weeks later...

I had a question about 1/2 of the annunciators in the ALCOR capsule what triggers it:

What is the Tumble warning for an when does it trigger?
I've tried rolling the craft on the ground and spun it wildly in space, but neither triggered when the warning was sent to "on".
Note: I did manage to trigger 'Altitude', 'Descent', 'High G' and made 'Contact' flicker a bit, but no "Tumble'.

For the Slope warning, does that trigger for anything not zero, if not what is the range allowed before the warning starts? Looking in other threads for an answer I see that the Dial in the Mk1 lander can >=15 is Red, and >=6 is yellow. Not sure if Alcor would have the same slope trigger limits? 

Link to comment
Share on other sites

А вот такой вопрос, как настраивать именно кнопки под определенные действия, например энергия, да работает солнечные панели но все остальное не реагирует , я про топливные элементы, как их настраивать?( другие виды энергии), и допустим я не использую топливо и окислитель а к примеру аргон из интерстеллара, как можно сделать? чтобы была индикация запасов аргона например? хочу заточить капсулу чисто под себя. с английским я не совсем в ладах, будь так добр объясни, с меня пиво) живу почти рядом с мертвым)))

Moderator edit:  Approximate English translation of the question is below.  If anyone answers publicly here, please do so in English, due to forum rules.  Thanks!

Quote

The question is, how to set up buttons for certain actions?  For example, energy.  Solar panels work, but everything else does not react.  I'm talking about fuel cells, how to set them up (or other types of energy)?  Let's say I do not use fuel and oxidizer; for example, argon from Interstellar, how can I do it?  Is there an indication of argon reserves, for example?  I want to set up the capsule for myself  I'm not good in English, so kindly explain-- beer's on me!

 

Edited by Snark
Translation added by moderator. Please, use English only, unless you're in the international subforums.
Link to comment
Share on other sites

Привет @Flon, and welcome to the forums!  :)

As a side note:  Please, write only in English (только по-английски) when posting in the general KSP forums-- that's one of the forum rules.  We apologize for the inconvenience, but it's necessary for everyone to be able to read it.

We do have a Russian forum, and you're welcome to post there in Russian.

Thank you for your understanding.

Link to comment
Share on other sites

On 13.02.2018 at 5:04 PM, wile1411 said:

I had a question about 1/2 of the annunciators in the ALCOR capsule what triggers it:

What is the Tumble warning for an when does it trigger?
I've tried rolling the craft on the ground and spun it wildly in space, but neither triggered when the warning was sent to "on".
Note: I did manage to trigger 'Altitude', 'Descent', 'High G' and made 'Contact' flicker a bit, but no "Tumble'.

For the Slope warning, does that trigger for anything not zero, if not what is the range allowed before the warning starts? Looking in other threads for an answer I see that the Dial in the Mk1 lander can >=15 is Red, and >=6 is yellow. Not sure if Alcor would have the same slope trigger limits? 

TUMBLE ALARM -- vertical speed is negative, radar altitude is less than 100m and horizontal velocity is higher than 5m/s -- so you're in danger of tumbling when you actually do land.

SLOPE ALARM --  vertical speed is negative, radar altitude is less than 100m, and ground slope is higher than 15 degrees.

more info

 

Link to comment
Share on other sites

@wile1411  Note: TUMBLE and  SLOPE warnings are turned  off by default. On the overhead panel you find "CAUTION AND WARNING SYSTEM" control panel, use a buttons to switch on and off that warnings if you need

@Flon PM me and I try to help you with a custom configs

On 02.02.2018 at 3:49 AM, LawnDartLeo said:
 
Greetings,

1) is there a fitting decent stage for the ALCOR can?

2) If not, is there an idiots resource that anyone wants to recommend for making KSP assets? (the wiki leaves me scratching my head)

  • Ascent stage engine
  • Ascent stage separator
  • Descent stage
  • Descent engine
View post on imgur.com
 
 
... and how the heck do I get imgur to put pics here?

A very loooong time ago , I began to develop a landing and ascend stages for ALCOR, but abandoned the development due to lack of free time and a lack of inspiration

p8qyzAz.png

Link to comment
Share on other sites

@alexustas...
I can bang out simple models in STEP or STL format from any number of CAD programs I have access to... but after that, my understanding of the entire process gets really gooberd up.  I made and implemented some simple assets way back in the day to suit my tastes but that was when it was easy.  Now, I am just not sure how to start and the WIKI is not much help to me.
 
V41Nirt.png
Edited by LawnDartLeo
Link to comment
Share on other sites

@LawnDartLeo

Quote

Even if exported as a lower count STL into something like Blender

I've never done this and can not say exactly what you need to do. I can only say that you need to get a clean neat polygon mesh with a minimum acceptable number of polygons. Of course, this applies first of all to round-shaped parts. After this you need to prepare UV maps and create a texture.

Link to comment
Share on other sites

2 hours ago, alexustas said:

TUMBLE ALARM -- vertical speed is negative, radar altitude is less than 100m and horizontal velocity is higher than 5m/s -- so you're in danger of tumbling when you actually do land.

SLOPE ALARM --  vertical speed is negative, radar altitude is less than 100m, and ground slope is higher than 15 degrees.

more info

Ah - thanks so much for that resource link. That's exactly what I was after to understand all the bits and pieces. :) I have plans. :) 

1 hour ago, alexustas said:

@wile1411  Note: TUMBLE and  SLOPE warnings are turned  off by default. On the overhead panel you find "CAUTION AND WARNING SYSTEM" control panel, use a buttons to switch on and off that warnings if you need

All good here for warnings. I deliberately had them all turned on to 'learn' the cockpit operations.

 

Also - I'm curious as to you had a rough list of what extra development you had planned? It's quite beautiful now, even thought it's still in "Pre-Release"

Edited by wile1411
Link to comment
Share on other sites

I managed, with RCS thrusters from @Nertea's "Near Future Spacecraft" mod, and a few monoprop tanks from RLA StockAlike, to build an ALCOR with no thrust torque at all for any translational thrusting.

Observe:

All tanks dry

O5pE3qy.png

All tanks half-full

DIN9Fnx.png

All tanks completely full

O1QTmLQ.png

Edited by StevieC
Adding pics
Link to comment
Share on other sites

  • 1 month later...

i love this mod since the day I was born

:D

EDIT: omg I made LandingLegs to work again based on this "ASET_LandingLegs-TEST-13-02-2017"

trytaHe.png

wont sink anymore, can start retracted and they expand when need it, works perfect now..I think, but the moder should take a look on this and if anyone need it copy-past this inside ASETLandingLeg.cfg

 

	PART
{
	
// --- general parameters ---
    name = ASET_LL
    module = Part
    author = AlexUstas
	// --- node definitions ---
	node_attach = 0.0, 0.0, 0.0, 1.0, 0, 0, 2
	// --- editor parameters ---
    TechRequired = advLanding
    entryCost = 4100
    cost = 450
    category = Ground
    subcategory = 0
    title = ASET Landing Leg
    manufacturer = A.S.E.T.
    description = 
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 0,1,0,0,0
	// --- standard part parameters ---
    mass = 0.10
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 15
    maxTemp = 1200 // = 2900
    breakingForce = 800
    breakingTorque = 800
    bulkheadProfiles = srf    
    tags = ground land leg support    
    
EFFECTS
    {
        deploy
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_start
                volume = 0 0
                volume = 1 0.5
                pitch = 0.95
            }
            AUDIO_LOOP
            {
                channel = Ship
                clip = Squad/Sounds/elev_loop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.95
            }
        }
        deployed
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_stop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.95
            }
        }
        retract
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_start
                volume = 0 0
                volume = 1 0.5
                pitch = 0.95
            }
            AUDIO_LOOP
            {
                channel = Ship
                clip = Squad/Sounds/elev_loop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.95
            }
        }
        retracted
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_stop
                volume = 0 0
                volume = 1 0.5
                pitch = 1.35
            }
        }
    }
	    MODULE
    {
        name = ModuleWheelBase
        
        wheelColliderTransformName = wheelCollider        
        
        wheelType = LEG
	        // setting this to true will override the radius and center parameters
        FitWheelColliderToMesh = False        
        radius = 0.1
        center = 0,0,0
        mass = 0.040
        autoFrictionAvailable = False
        clipObject = pistonCollider                
        TooltipTitle = Landing Leg
        TooltipPrimaryField = 
        
        groundHeightOffset = 1
    }
    
    MODULE
    {
        name = ModuleWheelSuspension
        baseModuleIndex = 0
        suspensionTransformName = Piston
        suspensionColliderName = pistonCollider
        
        suspensionDistance = 0.8
        suspensionOffset = -0.8
        
        targetPosition = 1.0            
        springRatio = 8
        damperRatio = 1.0
        boostRatio = 0.75
        
        extendDurationFactor = 1.0
        retractDuractionFactor = 1.0
    }
    
    MODULE
    {
        name = ModuleWheelDeployment
        baseModuleIndex = 0
        
        animationTrfName = KonquestLandingLeg
        animationStateName = KLLDeployAnim
        deployedPosition = 1
        deployTargetTransformName = TgtPos
        retractTransformName = Piston
        
        TsubSys = 0.8
        
        extendDurationFactor = 0.5
        retractDuractionFactor = 0.3
	        fxDeploy = deploy
        fxRetract = retract
        fxDeployed = deployed
        fxRetracted = retracted
    }
    
    MODULE
    {
        name = ModuleWheelLock
        maxTorque = 500
    }
	    MODULE
    {
        name = ModuleWheelDamage
        baseModuleIndex = 0
        
        stressTolerance = 99999999
        impactTolerance = 600
        deflectionMagnitude = 1
        deflectionSharpness = 2.0
        slipMagnitude = 0
        slipSharpness = 2.0
        explodeMultiplier = 1.0
    }
	    MODULE
    {
        name = FXModuleLookAtConstraint
        CONSTRAINLOOKFX
        {
            targetName = locator23
            rotatorsName = locator22
        }
	        CONSTRAINLOOKFX
        {
            targetName = locator22
            rotatorsName = locator23
        }
	        CONSTRAINLOOKFX
        {
            targetName = locator17
            rotatorsName = locator19
        }
	        CONSTRAINLOOKFX
        {
            targetName = locator19
            rotatorsName = locator17
        }
    }
}
	

 

 

Edited by GERULA
Link to comment
Share on other sites

I could use some help please. The ALCOR does not appear in my tech tree. I am in career mode. I am using the community tech tree. I looked in the ALCOR files and couldn't find a reference to it's tech tree location. Anyone know why I can't research it?

Link to comment
Share on other sites

3 minutes ago, tanelorn said:

I could use some help please. The ALCOR does not appear in my tech tree. I am in career mode. I am using the community tech tree. I looked in the ALCOR files and couldn't find a reference to it's tech tree location. Anyone know why I can't research it?

    // --- editor parameters ---
    TechRequired = advLanding
    entryCost = 8000
    cost = 4000
    category = Pods
    subcategory = 0
    title = ALCOR Pod (B)
    manufacturer = A.S.E.T.
    description = Advanced Landing Capsule for Orbital Rendezvous, a lander pod that actually is as lightweight as the manufacturer claims. Warranty void when subjected to atmospheric entry, sneeze, hard knocks and misplaced screwdrivers and/or wrenches. Packed full of high technology, leaving precious little space for the crew.

 

   

Link to comment
Share on other sites

  • 2 weeks later...
On 2/14/2018 at 3:10 PM, LawnDartLeo said:
@alexustas...
I can bang out simple models in STEP or STL format from any number of CAD programs I have access to... but after that, my understanding of the entire process gets really gooberd up.  I made and implemented some simple assets way back in the day to suit my tastes but that was when it was easy.  Now, I am just not sure how to start and the WIKI is not much help to me.
 
V41Nirt.png

I'm fantasizing about this, very gorgeous set parts. 

Edited by ISE
Link to comment
Share on other sites

On 3/25/2018 at 11:09 PM, GERULA said:

i love this mod since the day I was born

:D

EDIT: omg I made LandingLegs to work again based on this "ASET_LandingLegs-TEST-13-02-2017"

 

  Reveal hidden contents

trytaHe.png

 

wont sink anymore, can start retracted and they expand when need it, works perfect now..I think, but the moder should take a look on this and if anyone need it copy-past this inside ASETLandingLeg.cfg

  Reveal hidden contents


	PART
{
	
// --- general parameters ---
    name = ASET_LL
    module = Part
    author = AlexUstas
	// --- node definitions ---
	node_attach = 0.0, 0.0, 0.0, 1.0, 0, 0, 2
	// --- editor parameters ---
    TechRequired = advLanding
    entryCost = 4100
    cost = 450
    category = Ground
    subcategory = 0
    title = ASET Landing Leg
    manufacturer = A.S.E.T.
    description = 
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 0,1,0,0,0
	// --- standard part parameters ---
    mass = 0.10
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 15
    maxTemp = 1200 // = 2900
    breakingForce = 800
    breakingTorque = 800
    bulkheadProfiles = srf    
    tags = ground land leg support    
    
EFFECTS
    {
        deploy
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_start
                volume = 0 0
                volume = 1 0.5
                pitch = 0.95
            }
            AUDIO_LOOP
            {
                channel = Ship
                clip = Squad/Sounds/elev_loop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.95
            }
        }
        deployed
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_stop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.95
            }
        }
        retract
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_start
                volume = 0 0
                volume = 1 0.5
                pitch = 0.95
            }
            AUDIO_LOOP
            {
                channel = Ship
                clip = Squad/Sounds/elev_loop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.95
            }
        }
        retracted
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_stop
                volume = 0 0
                volume = 1 0.5
                pitch = 1.35
            }
        }
    }
	    MODULE
    {
        name = ModuleWheelBase
        
        wheelColliderTransformName = wheelCollider        
        
        wheelType = LEG
	        // setting this to true will override the radius and center parameters
        FitWheelColliderToMesh = False        
        radius = 0.1
        center = 0,0,0
        mass = 0.040
        autoFrictionAvailable = False
        clipObject = pistonCollider                
        TooltipTitle = Landing Leg
        TooltipPrimaryField = 
        
        groundHeightOffset = 1
    }
    
    MODULE
    {
        name = ModuleWheelSuspension
        baseModuleIndex = 0
        suspensionTransformName = Piston
        suspensionColliderName = pistonCollider
        
        suspensionDistance = 0.8
        suspensionOffset = -0.8
        
        targetPosition = 1.0            
        springRatio = 8
        damperRatio = 1.0
        boostRatio = 0.75
        
        extendDurationFactor = 1.0
        retractDuractionFactor = 1.0
    }
    
    MODULE
    {
        name = ModuleWheelDeployment
        baseModuleIndex = 0
        
        animationTrfName = KonquestLandingLeg
        animationStateName = KLLDeployAnim
        deployedPosition = 1
        deployTargetTransformName = TgtPos
        retractTransformName = Piston
        
        TsubSys = 0.8
        
        extendDurationFactor = 0.5
        retractDuractionFactor = 0.3
	        fxDeploy = deploy
        fxRetract = retract
        fxDeployed = deployed
        fxRetracted = retracted
    }
    
    MODULE
    {
        name = ModuleWheelLock
        maxTorque = 500
    }
	    MODULE
    {
        name = ModuleWheelDamage
        baseModuleIndex = 0
        
        stressTolerance = 99999999
        impactTolerance = 600
        deflectionMagnitude = 1
        deflectionSharpness = 2.0
        slipMagnitude = 0
        slipSharpness = 2.0
        explodeMultiplier = 1.0
    }
	    MODULE
    {
        name = FXModuleLookAtConstraint
        CONSTRAINLOOKFX
        {
            targetName = locator23
            rotatorsName = locator22
        }
	        CONSTRAINLOOKFX
        {
            targetName = locator22
            rotatorsName = locator23
        }
	        CONSTRAINLOOKFX
        {
            targetName = locator17
            rotatorsName = locator19
        }
	        CONSTRAINLOOKFX
        {
            targetName = locator19
            rotatorsName = locator17
        }
    }
}
	

 

 

Interesting, the ASET_LandingLegs-TEST-13-02-2017 worked for me on 1.4.2 (Windows 7) without modifications. Legs start retracted, open properly and don't sink into the ground. The spring and damper strength also seem to work properly. I stress tested it on a Tylo lander at decent vertical speeds. The legs broke if the strengths weren't upped accordingly.

Link to comment
Share on other sites

yeah i used gerula's cfg and it wont work in 1.4.2. made some changes to it and got it working but they explode when they touch the ground. turns out thats a ksp wide bug that they are supposedly fixing in 1.4.3 this week. it really needs to change to what gerula has since thats the correct format going forward. 

Link to comment
Share on other sites

@alexustasI see u worked on the Camera MAS update and just in case u want also support for it,and missed it

Angel125 maked a fantastic Robotarm with a camera build in,IVA support would be great

Spoiler

 

 

Awsome your quality skills and fastness,THX

 

Edited by Burning Kan
wrong name
Link to comment
Share on other sites

17 hours ago, Burning Kan said:

@IgorZ I see u worked on the Camera MAS update and just in case u want also support for it,and missed it

Angel125 maked a fantastic Robotarm with a camera build in,IVA support would be great

  Reveal hidden contents

 

 

Awsome your quality skills and fastness,THX

 

I think perhaps you meant @MOARdV rather than @IgorZ?

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...