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[1.2.x] Kerbonov Kn-2 Cockpit Module


Sam Hall

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  • 2 weeks later...
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  • 2 weeks later...

+1 I wish the author would return.. his cockpit singlehandedly changed KSP for me. its brought me great joy.. ive modified most of his parts config files to suit my needs and id love to request a few little mods of the 3d models themselves.. im fully capable of making my own.. but this cockpit was just pure class.. im sure many are fond of it in the same way I am..

0D803088A96D0899AFAFF3C63DA576513789A1C1

inline passenger can is in the utility menu for that person whos looking for it, next to the original hitchhiker can..

I use .90 and it appears always in sandbox.. maybe the config file for career mode is off a little?

Edited by Overland
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  • 4 weeks later...
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Bumping a favorite in hopes of getting the creator's attention to update it. I love these parts and they will be missed if they don't work right in the new KSP version.:D

Of course under the CC license someone could adopt these parts if they want to.

Edited by ultrasquid
suggesting adoption
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Bumping a favorite in hopes of getting the creator's attention to update it. I love these parts and they will be missed if they don't work right in the new KSP version.:D

Of course under the CC license someone could adopt these parts if they want to.

SH hasn't logged on since October.

I've been playing around with the part config files to get everything working for 1.0, and I've just about got it. (The new jet engine mechanics are interesting, but not really documented well). I'll upload fixes later today after a bit more testing.

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SH hasn't logged on since October.

I've been playing around with the part config files to get everything working for 1.0, and I've just about got it. (The new jet engine mechanics are interesting, but not really documented well). I'll upload fixes later today after a bit more testing.

Cheers and thank you! Looking forward to it. :D

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Okay, here we go:

Kerbonov Pack - Updated

I've converted the textures to DDS and updated all the parts to work, including giving the mini jet engine the new jet mechanics, and I tried to set the drag and heat tolerance stuff up in line with the other parts. I think the grid fins might be a little overpowered with the new aero model so I raised the weight slightly. Other than that everything seemed fine when I tested it, but let me know if anything is horribly wrong.

License is CC-BY-SA 3.0, just like the original. Credit for models, textures, IVAs, original parts config, and everything else of any real value goes to Sam Hall; all I did was update it.

Pics:

KM52LuT.png

cNyAO1h.png

DkjFTIS.png

XV1amnY.png

Edited by Snark
Link to defunct website removed by moderator
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I know the grid fins are control surfaces, but is there a way to make them deployable? I know the new flaps system allows elevons to be deployed as flaps. Perhaps that could be used to make these grid fins deployed as well?

They would make for perfect Soyuz launch escape system fins:

wwgzyxtsdfxcjvlxpoif.jpg

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Deployable grid fins would be pretty awesome, but I have no idea how to implement them here.

i would suggest using the landing gear module (not for the suspension just the portion that allows for the part rotate out) on the lower portion of the grid fins, you may have to remake the model which shouldn't be difficult,

links to tutorials:

http://forum.kerbalspaceprogram.com/threads/94638-Mod-Development-Links-Compilation-START-HERE

http://forum.kerbalspaceprogram.com/threads/72802

http://forum.kerbalspaceprogram.com/threads/24738

http://forum.kerbalspaceprogram.com/threads/77991

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I know the grid fins are control surfaces, but is there a way to make them deployable? I know the new flaps system allows elevons to be deployed as flaps. Perhaps that could be used to make these grid fins deployed as well?

They would make for perfect Soyuz launch escape system fins:

http://i.kinja-img.com/gawker-media/image/upload/s--hlWHIdsM--/c_fit,fl_progressive,q_80,w_636/wwgzyxtsdfxcjvlxpoif.jpg

infernal robotics will likely be the short-term solution, here.

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  • 2 weeks later...

Very happy to see this updated for everyone.. it took me quite a while to get the minijets back upto a working state along with the cockpit.. its always been the one of the most important addons ive had the pleasure of downloading for KSP, I wish very much for it to be stock.. the cockpits perfect for everything from planes, helicopters and trains.. it always looks the part and the jets themselves have multitude of uses both stock and modified... without it KSP wouldnt be the same for me

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  • 1 month later...
Is there any RPM IVA made/planned?

Sam? Anybody?

Thought there was one in the pack but if not there are a couple IVA mods that have it will try and found link and repost.

EDIT- Here is one but you need B9 http://forum.kerbalspaceprogram.com/threads/99252-0-90-AIPS-Better-IVA-Prop-Placement-v4-BobCat-Ind-HOME-3-Update

EDIT- And this one is stock rpms ( whoops might need ASET_Props )http://forum.kerbalspaceprogram.com/threads/96148-AeroKerbin-Industries-Modified-IVAs

And all good :)

Edited by Mecripp2
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Thought there was one in the pack but if not there are a couple IVA mods that have it will try and found link and repost.

WOW, that was fast! I gave up on the question but you managed to get it!

Anyway, thanks!

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  • 1 month later...
WOW, that was fast! I gave up on the question but you managed to get it!

Anyway, thanks!

I'm delighted to find these, too!

I'm hoping 1.1 brings everyone back out of the woodwork to update/maintain their mods, as we'll soon be able to USE THEM ALL! :D

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