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[1.2.x] Kerbonov Kn-2 Cockpit Module


Sam Hall

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On 10/1/2018 at 9:37 PM, Mecripp said:

These are my cfg's for them 

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PART
{

// --- general parameters ---
name = KN2Cabin
module = Part
author = Sam Hall

// --- asset parameters ---

MODEL
    {
        model = Kerbonov/Parts/KN2Cabin/KN2model
    }
rescaleFactor = 1.0

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_top = 0.0, 0.85, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -1.6, 0.0, 0.0, -1.0, 0.0

// --- editor parameters ---
TechRequired = aerodynamicSystems
entryCost = 8000
cost = 3500
category = Pods
subcategory = 0
title = Kn-2 Cockpit
manufacturer = Kerbonov Design Bureau
description = Made with up to 70% recycled crop duster parts, the Kn-2 cockpit module seats up to 3 Kerbals in conditions described in Kerbonov advertising copy as "cozy".
//attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

// --- standard part parameters ---
mass = 2.25
dragModelType = default
maximum_drag = 0.08
minimum_drag = 0.08
angularDrag = 1
crashTolerance = 40
maxTemp = 1000
skinMaxTemp = 2000

vesselType = Plane

// --- internal setup ---
CrewCapacity = 3
bulkheadProfiles = size1


INTERNAL
{
    name = KN2CabinInternal
}

MODULE
{
    name = ModuleCommand
    minimumCrew = 1
}

RESOURCE
{
    name = ElectricCharge
    amount = 120
    maxAmount = 120
}


MODULE
{
    name = ModuleReactionWheel
    
    PitchTorque = 5
    YawTorque = 5
    RollTorque = 5
    
    RESOURCE
    {
        name = ElectricCharge
        rate = 0.25
    }
}
MODULE
{
    name = ModuleScienceExperiment    
    
    experimentID = crewReport
    
    experimentActionName = Crew Report
    resetActionName = Discard Crew Report
    reviewActionName = Review Report
    
    useStaging = False    
    useActionGroups = True
    hideUIwhenUnavailable = True    
    rerunnable = True
    
    xmitDataScalar = 1.0
    usageReqMaskInternal = 5
    usageReqMaskExternal = -1
}

MODULE
{
    name = ModuleScienceContainer
    reviewActionName = Review Stored Data
    storeActionName = Store Experiments
    evaOnlyStorage = True
    storageRange = 1.3
}

MODULE
{
    name = FlagDecal
    textureQuadName = KN2_FlagPlate
}

//MODULE
//{
//        name = ModuleAnimateGeneric
//        animationName = KN2Lights
//        actionGUIName = Toggle Lights
//        startEventGUIName = Lights On
//        endEventGUIName = Lights Off
//}

  MODULE
  {
    name = ModuleColorChanger
    shaderProperty = _EmissiveColor
    animRate = 0.8
    animState = false
    useRate = true
    toggleInEditor = true
    toggleInFlight = true
    toggleInFlight = true
    unfocusedRange = 5
    toggleName = #autoLOC_502011 //#autoLOC_502011 = Toggle Lights
    eventOnName = #autoLOC_502012 //#autoLOC_502012 = Lights On
    eventOffName = #autoLOC_502013 //#autoLOC_502013 = Lights Off
    toggleAction = True
    defaultActionGroup = Light
    redCurve
    {
        key = 0 0 0 3
        key = 1 1 0 0
    }
    greenCurve
    {
        key = 0 0 0 1
        key = 1 1 1 0
    }
    blueCurve
    {
        key = 0 0 0 0
        key = 1 0.7 1.5 0
    }
    alphaCurve
    {
        key = 0 1
    }

    MODULE
    {
        name = ModuleDataTransmitter
        antennaType = INTERNAL
        packetInterval = 1.0
        packetSize = 2
        packetResourceCost = 12.0
        requiredResource = ElectricCharge
        antennaPower = 5000
        optimumRange = 2500
        packetFloor = .1
        packetCeiling = 5
    }        

RESOURCE
{
    name = MonoPropellant
    amount = 20
    maxAmount = 20
}
}
 

  Reveal hidden contents

PART
{

// --- general parameters ---
name = KN7Cabin
module = Part
author = Sam Hall

// --- asset parameters ---

MODEL
    {
        model = Kerbonov/Parts/KN7Cabin/KN7model
    }
rescaleFactor = 1.0

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_top = 0.0, 1.7, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -1.7, 0.0, 0.0, -1.0, 0.0

// --- editor parameters ---
TechRequired = supersonicFlight
entryCost = 25000
cost = 5000
category = Pods
subcategory = 0
title = Kn-7 Cockpit

description = With redundant life support systems and an advanced suite of electronics, this tough and reliable cockpit module is designed to keep a crew of up to three Kerbals as alive as possible for as long as possible.

manufacturer = Kerbonov Design Bureau
//attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

// --- standard part parameters ---
mass = 3.0
dragModelType = default
maximum_drag = 0.15
minimum_drag = 0.1
angularDrag = 2
crashTolerance = 40
maxTemp = 1400
skinMaxTemp = 2400

vesselType = Plane

CrewCapacity = 3
bulkheadProfiles = size1, mk2
breakingForce = 50
breakingTorque = 50
tags = aero aircraft cmg command control ?eva fly gyro ?iva moment pilot plane react space stab steer torque


// --- internal setup ---

INTERNAL
{
    name = KN7CabinInternal
}

MODULE
{
    name = ModuleCommand
    minimumCrew = 1
}

RESOURCE
{
    name = ElectricCharge
    amount = 200
    maxAmount = 200
}


MODULE
{
    name = ModuleReactionWheel
    
    PitchTorque = 5
    YawTorque = 5
    RollTorque = 5
    
    RESOURCE
    {
        name = ElectricCharge
        rate = 0.25
    }
}
MODULE
{
    name = ModuleScienceExperiment    
    
    experimentID = crewReport
    
    experimentActionName = Crew Report
    resetActionName = Discard Crew Report
    reviewActionName = Review Report
    
    useStaging = False    
    useActionGroups = True
    hideUIwhenUnavailable = True    
    rerunnable = True
    
    xmitDataScalar = 1.0
    usageReqMaskInternal = 5
    usageReqMaskExternal = -1
}

MODULE
{
    name = ModuleScienceContainer
    reviewActionName = Review Stored Data
    storeActionName = Store Experiments
    evaOnlyStorage = True
    storageRange = 1.3
}

MODULE
{
    name = FlagDecal
    textureQuadName = FlagObject
}


    //MODULE
    //{
    //        name = ModuleAnimateGeneric
    //        animationName = KN7Lights
    //        actionGUIName = Toggle Lights
    //        startEventGUIName = Lights On
    //        endEventGUIName = Lights Off
    //}
  MODULE
  {
    name = ModuleColorChanger
    shaderProperty = _EmissiveColor
    animRate = 0.8
    animState = false
    useRate = true
    toggleInEditor = true
    toggleInFlight = true
    toggleInFlight = true
    unfocusedRange = 5
    toggleName = #autoLOC_502011 //#autoLOC_502011 = Toggle Lights
    eventOnName = #autoLOC_502012 //#autoLOC_502012 = Lights On
    eventOffName = #autoLOC_502013 //#autoLOC_502013 = Lights Off
    toggleAction = True
    defaultActionGroup = Light
    redCurve
    {
        key = 0 0 0 3
        key = 1 1 0 0
    }
    greenCurve
    {
        key = 0 0 0 1
        key = 1 1 1 0
    }
    blueCurve
    {
        key = 0 0 0 0
        key = 1 0.7 1.5 0
    }
    alphaCurve
    {
        key = 0 1
    }
}


    RESOURCE
    {
        name = MonoPropellant
        amount = 10
        maxAmount = 10
    }

    MODULE
    {
        name = ModuleDataTransmitter
        antennaType = INTERNAL
        packetInterval = 1.0
        packetSize = 2
        packetResourceCost = 12.0
        requiredResource = ElectricCharge
        antennaPower = 5000
        optimumRange = 2500
        packetFloor = .1
        packetCeiling = 5
    }        

    MODULE
    {
        name = ModuleProbeControlPoint
        minimumCrew = 1
        multiHop = False
    }

}
 

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PART
{

// --- general parameters ---
name = InlinePassengerCan
module = Part
author = Sam Hall

// --- asset parameters ---
//mesh = can_exterior_model.mu
//scale = 1.0

MODEL
    {
        model = Kerbonov/Parts/Passenger_Can/can_exterior_model
    }
rescaleFactor = 1.0


// --- editor parameters ---
TechRequired = generalConstruction
entryCost = 1800
cost = 400
category = Utility
subcategory = 0
title = KPM-1 Small Inline Passenger Compartment
manufacturer = Kerbonov Design Bureau
description = A light, pressurized container for transporting a single Kerbal plus baggage.
//attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_top = 0.0, 0.5, 0.0, 0.0, 1.0, 0.0, 1
node_stack_bottom = 0.0, -0.5, 0.0, 0.0, -1.0, 0.0, 1
//node_attach = 0.0, 0.0, .512, 0.0, 0.0, -1.0, 1

 

// --- standard part parameters ---
mass = .65
dragModelType = default
maximum_drag = 0.08
minimum_drag = 0.08
angularDrag = 1
crashTolerance = 40
maxTemp = 1000
skinMaxTemp = 2000

vesselType = Ship

// --- internal setup ---
CrewCapacity = 1
bulkheadProfiles = size1

INTERNAL
{
    name = InlinePassengerCanInternal    
   }


MODULE
{
    name = ModuleScienceExperiment    
    
    experimentID = crewReport
    
    experimentActionName = Crew Report
    resetActionName = Discard Crew Report
    reviewActionName = Review Report
    
    useStaging = False    
    useActionGroups = True
    hideUIwhenUnavailable = True    
    rerunnable = True
    
    xmitDataScalar = 1.0
}
MODULE
{
    name = ModuleScienceContainer
    
    reviewActionName = Review Stored Data
    storeActionName = Store Experiments
    evaOnlyStorage = True
    storageRange = 1.3
    }
    
    
MODULE
    {
        name = ModuleDataTransmitter
        antennaType = INTERNAL
        packetInterval = 1.0
        packetSize = 2
        packetResourceCost = 12.0
        requiredResource = ElectricCharge
        antennaPower = 5000
        optimumRange = 2500
        packetFloor = .1
        packetCeiling = 5
    }    
    
//MODULE
//{
//        name = ModuleAnimateGeneric
//        animationName = CanLights
//        actionGUIName = Toggle Lights
//        startEventGUIName = Lights On
//        endEventGUIName = Lights Off
//}    

  MODULE
  {
    name = ModuleColorChanger
    shaderProperty = _EmissiveColor
    animRate = 0.8
    animState = false
    useRate = true
    toggleInEditor = true
    toggleInFlight = true
    toggleInFlight = true
    unfocusedRange = 5
    toggleName = #autoLOC_502011 //#autoLOC_502011 = Toggle Lights
    eventOnName = #autoLOC_502012 //#autoLOC_502012 = Lights On
    eventOffName = #autoLOC_502013 //#autoLOC_502013 = Lights Off
    toggleAction = True
    defaultActionGroup = Light
    redCurve
    {
        key = 0 0 0 3
        key = 1 1 0 0
    }
    greenCurve
    {
        key = 0 0 0 1
        key = 1 1 1 0
    }
    blueCurve
    {
        key = 0 0 0 0
        key = 1 0.7 1.5 0
    }
    alphaCurve
    {
        key = 0 1
    }

    
MODULE
{
    name = FlagDecal
    textureQuadName = FlagPanel
}

}
 

 

Updating the individual part cfgs with the above tweaks worked -- trying the MM patch didn't. Maybe the syntax was a bit off?

Cheers for sharing this!

 

5 hours ago, linuxgurugamer said:

So I assume that all the above messages are referring to 1.4.5?

As you can see from my previous message, I think this is too good to lose, I'm hoping that @Sam Hall replies.  In the meantime,  if you do update it, I'd appreciate seeing the changes

Yeah -- the parts are working fine, changing how the cockpit light glow is configured is now working, as is adding crew-on-launch for the heavy external seat in this pack. I'm gonna test the grid fins, mini jet, drop tanks, etc. tonight or tomorrow night. :)

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15 hours ago, JH4C said:

I love the vertical mk2 cockpit from this, and I really should add the new codes to use the open cockpit in 1.5.x...

That vertical Mk2 cockpit (KN-7) is probably the mod cockpit I'm most looking forward to designing an RPM/MAS/ASET interior for. I'm thinking something that just screams civil aviation in the early 1950s.

 

9 hours ago, Beetlecat said:

Updating the individual part cfgs with the above tweaks worked -- trying the MM patch didn't. Maybe the syntax was a bit off?

They aren't MM cfgs, they're drop-in replacements. If it's alright with @Mecripp, I'll include them in the next version of Warbird Cockpits and UBM Extended as MM configs.

Edited by theonegalen
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3 hours ago, theonegalen said:

That vertical Mk2 cockpit (KN-7) is probably the mod cockpit I'm most looking forward to designing an RPM/MAS/ASET interior for. I'm thinking something that just screams civil aviation in the early 1950s.

 

They aren't MM cfgs, they're drop-in replacements. If it's alright with @Mecripp, I'll include them in the next version of Warbird Cockpits and UBM Extended as MM configs.

There was also an MM patch offered above that -- a one-shot that covered all three crew pods.

It's a shame to cover all that beautiful work Sam Hall did, though. ;)

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17 hours ago, linuxgurugamer said:

So I assume that all the above messages are referring to 1.4.5?

As you can see from my previous message, I think this is too good to lose, I'm hoping that @Sam Hall replies.  In the meantime,  if you do update it, I'd appreciate seeing the changes

Sorry, didn't mean to confuse the issue; I didn't mean to suggest that I'd adopt it, just to get that part working as now intended in my own game - it was a vote of support for your suggestion to keep it alive, poorly worded. And as you can see from the other replies, we're not alone in this!

That said, I first started using it after reading @Daniel Prates's post, which meant I only ever installed it in 1.4.5 and the parts I used worked as I expected/wanted. I believe the configs for the lights are referring to getting them functional under 1.4.5 (which I don't think I was concerned about) but I believe @Mecripp would know that better than I.

I'm in two minds about a rebuilt IVA; the unconventional crew layout is part of its charm, I just cope that can be retained.

Edited by JH4C
Because *waves hands* things, and stuff.
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8 minutes ago, Beetlecat said:

There was also an MM patch offered above that -- a one-shot that covered all three crew pods.

 It's a shame to cover all that beautiful work Sam Hall did, though. ;)

It would be a shame! I will be keeping to his design as much as possible while still making it a useful IVA for RPM/MAS users.

Edited by theonegalen
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8 hours ago, theonegalen said:

That vertical Mk2 cockpit (KN-7) is probably the mod cockpit I'm most looking forward to designing an RPM/MAS/ASET interior for. I'm thinking something that just screams civil aviation in the early 1950s.

 

They aren't MM cfgs, they're drop-in replacements. If it's alright with @Mecripp, I'll include them in the next version of Warbird Cockpits and UBM Extended as MM configs.

You can do what ever with any MM I post

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Just now, theonegalen said:

I have configs to modify their tech tree placements in that mod. I would do the same with these. What's your suggestion?

Read back.  I'm willing to adopt these, I love their looks.  And assuming your tech tree placements are reasonable, I could just incorporate them into the mod.

I've both PM'd @Sam Hall and posted a message here, haven't gotten a response yet.  He is still on the forums, so I'm unwilling to do this right now, but if he just doesn't bother to respond, then I would be comfortable adopting it with the caveat that if he came back I'd be willing to turn it back over to him.

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1 hour ago, linuxgurugamer said:

Read back.  I'm willing to adopt these, I love their looks.  And assuming your tech tree placements are reasonable, I could just incorporate them into the mod.

I've both PM'd @Sam Hall and posted a message here, haven't gotten a response yet.  He is still on the forums, so I'm unwilling to do this right now, but if he just doesn't bother to respond, then I would be comfortable adopting it with the caveat that if he came back I'd be willing to turn it back over to him.

These are some of my favorite parts, so I would love it if you maintain the mod. My Tech Tree placements, however, are dependent on people using unmanned before manned, so I don't think it would be good idea to integrate those into the base mod.

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49 minutes ago, theonegalen said:

These are some of my favorite parts, so I would love it if you maintain the mod. My Tech Tree placements, however, are dependent on people using unmanned before manned, so I don't think it would be good idea to integrate those into the base mod.

Oh, I didn't realize it was UBM (I was reading on my phone)

Ok, so, now it's a waiting game.  I have the parts working here, will not do anything until I finish all my mod updates

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OMG!! that command seat tho!! Whos up for a bit of racing!? :wub: This is by far my personal MOTM choice. I will be in the SPH for the next week guys...bye!! :P

 

@linuxgurugamer question. The HD command seat doesnt have an avaliable seat in the editor. Even in 1.5. I see the takecommand mod has its own module. Would I need it installed? Or would a simple mm patch adding a crew capacity do it? Thanks! Rest of its cfg looks fine i think. Just no crew cap. No .dll in the gamedata folder for takecommand. But I noticed the code for the module so...im confused :confused:

Edited by Jesusthebird
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4 hours ago, Jesusthebird said:

@linuxgurugamer question. The HD command seat doesnt have an avaliable seat in the editor. Even in 1.5. I see the takecommand mod has its own module. Would I need it installed? Or would a simple mm patch adding a crew capacity do it? Thanks! Rest of its cfg looks fine i think. Just no crew cap. No .dll in the gamedata folder for takecommand. But I noticed the code for the module so...im confused :confused:

The following needs to be added:

CrewCapacity = 1

 

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I'm working on adopting this mod (as mentioned earlier).  One note to be aware of:

One of the parts (a tank) uses some Squad textures.  Unfortunately, in 1.5, some of the textures it uses have been moved into the zDeprecated directory, and are not directly accessible during loading.  This causes some textures to be missing.

The 1.5 release will have a Windows batch file and a Unix shell script to copy the missing textures into a local directory.  The script will need to be run one time after installation.

I hope to have a release on Sunday

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I'm almost ready to release this, just have one small problem:

The mod contains two RCs parts:

  • the Self-Contained Probe RCS
  • the Modified Self-Contained Probe RCS

The only difference between these two is that the thrust vectors seem to be reversed on one of them.  Can anyone explain this, I don't see any comment about it.

Thanks

I figure dit out, the modified one has the jets offset by 45 degrees

Edited by linuxgurugamer
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Anyone have the older zips for Kerbonov?

On Curse, it can be found only the 12-25-16 and the 5-9-15 (M/D/Y) versions.

(Yeah, I lke to preserve the mod's whole history, including old versions, when possible!)

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