Jump to content

robertlong13

Members
  • Posts

    28
  • Joined

  • Last visited

Everything posted by robertlong13

  1. Yeah, I basically abandoned the game (and this mod) during the final stretch of my PhD. Fortunately, I just defended last month, so I'll be picking the game up again soon. Has nobody made a better IVA for this pod yet? It's been a while. If not, I'll see what I can do about updating and improving this.
  2. The latest version is compatible with NavUtilities. It's actually not possible for me to add a cfg to somebody else's mod folder (well, it's possible, but I can't distribute it). I simply made my own version of MFD40x20 and added a page that loads up if NavUtils is installed.
  3. Ah, I see what you're saying. I'll take a stab at those for the next major release. For now, the screens up above the windows should work well for hosting flight logs and vessel viewer (though they are a tad small). I also like doing all-IVA missions, which is why I'm glad I added the Nav Utilities page for landing my shuttles. I literally didn't know anything about Unity/Blender before making this mod. I just couldn't wait for a Mk3 IVA and decided I'd learn. If you're interested in learning and contributing, send me a PM. I'd be happy to guide you. It would make these changes happen much faster.
  4. As I've mentioned, this mod is a work-in-progress, and the feedback is quite welcome. I'm probably going to fill in some dead space soon as well as remove some things that aren't quite relevant to spaceplanes (the GPWS is designed for vertical landings, so it's unnecessary, and the realchute buttons aren't needed). I'm not sure what you mean by "elevating the middle", but making changes to the shape of model is huge pain. Docking window IVA is the top of my to-do list. That will be the major feature of my next release (soon™). Agreed. That blank space is boring, but I don't want to put anything useful there because it's so far out of sight. I'm probably gonna fill it with non-functional "decoration" switches or something. I quickly get bored placing non-functional props, but they do really bring a pod together, and I'll need to do it eventually (unless anyone wants to place some for me ). In addition to the IVA, a HUD is probably the next major feature I'm adding. This will actually require me to make my own prop as none of the built-in HUDs quite look right in there.
  5. Crap!! Brain fart. Fixing Fixed now. Thanks for the heads-up. I wish I caught that before more than 70 people downloaded it. Took me 3 tries to get that thing updated correctly.
  6. This is an RPM bug. Wait for the next RPM release, or apply hotfix 28297 posted in the comments here: https://github.com/Mihara/RasterPropMonitor/issues/506 I'm not sure what's causing the ground proximity issue. I'll look into it.
  7. It's working fine on my end. Make sure you have the 1.1 versions of RPM and Module Manager. Copy over the ASET directory and Apex directory from your old install. It looks to me like the ASET props are missing from your install.
  8. I caused the explosion on purpose. I rolled hard and slammed into full throttle, which quite reliably rips something off. Normally, the carrier is quite forgiving when exiting at 25% throttle. The explosion actually took a few tries to time the picture correctly. Yeah, I originally planned to do the EVA rescue, but I wanted to utilize the extra fuel in the broken shuttle to make an inclination change, as they eat up so much fuel. Plus, it plays into the story of re-purposing the shuttle as a space station. I'm really looking forward to building the space station---which is the reason I actually got interested in building a shuttle anyway. But first, I'm going to make some much needed updates to my Mk3 IVA mod.
  9. And here's my rescue mission. That Kraken has attacked me every time now. This time, I was almost to a stop when it hit, so no big deal at all. Maybe I should just get rid of my strakes.
  10. Here are my STS-3 pictures. Ran into that darned KSC Kraken again. This time, he ate both my strakes. Normally my ship flies just fine without them, but this time everything got really bumpy. I should have turned SAS back on; I may have been able to salvage that landing. Fortunately, I quicksaved moments before this. I read somewhere that restarting KSP and loading the quicksave makes the problem go away (one of the reasons it's so hard to fix; it's not highly repeatable). I landed just fine on the revert. I had no other reverts. I used 2 information-only mods in this round. FIrst, was the docking port alignment icon on my navball. Second was ScanSat. Lining up these re-entries for these highly inclined orbits is really tough. I have to time synchronize my orbit perfectly, and the only way I know how to do that is with the ScanSat orbit overlay on the map.
  11. I took on the STS-2 challenge. This was a fun mission, those sats look so cool spinning out. I decided to put the operations module in the cargo bay for fun/practice/challenge. Landing this thing with 10 extra tons is so different (shuttle is normally 31 tons with empty cargo bay). I had to put canards on the front just to give more pitch authority for the flare. I also find myself actually using my drogues on the landing now, which looks so much cooler. My right strake was eaten by a bug just prior to landing. I know that, in the past, the rule on "safe landing" has been pretty strict, but the rational is that this challenge is the ultimate test in design and piloting skill. I think that my landing, despite losing an important piece right before a critical maneuver (through no fault of my own) is a testament to both of those things. What is the policy on quicksave/quickload? I have a quicksave from when I was over the mountains, so I could revert and demonstrate that landing properly.
  12. Introducing the Space Shuttle Breakthough. I wanted to make a design that didn't have the thrust alignment issue of the "realistic" shuttles. Having all my engines pointing down saves a lot of headache whenever I need to adjust my payload weight. With this design, I can easily reconfigure for anything between 0-50 ton payloads. If I need to do more, I can just slap on more tanks and boosters. Originally, I was gonna do it with two drop tanks, but in order to fit the rules, I needed to connect them with girders to constitute a single "carrier vehicle." I believe this craft fits the rules description. As you'll notice, I have a lot of mods installed (this is my dirty installation I use for designing stuff in sandbox). I didn't use them. This is a 100% stock vehicle.
  13. I just migrated. Sorry for being so slow on the uptake there.
  14. Yeah, I need to do some customization of the MFD pages. I didn't actually know about the NavUtilities mod; that thing is cool! I just sorta slapped the props in there. It'll probably be weeks before I can dig into this (between my dissertation and wanting to actually play KSP sometimes). I'll see what I can do about the "Pod Cams", but 2 and 3 should certainly be doable.
  15. I'm aware of it, but thank you. Originally, my mod had a compatability issue with that one. The 2 extra kerbals ended up not sitting correctly in those seats. It's now fixed so that it works if you have that mod (or if you change the 4 to a 6 in the part's .cfg file). I should probably add a link to that in my OP though.
  16. I'm not quite sure what went wrong. If you feel you did the contract correctly, you can bring up the debug menu and manually mark the contract as successful. You will get all the rewards. Hit Alt+F12 (or option+F12 on Mac or whatever) Go to the contracts tab. Click "Com"
  17. I just submitted the pull request to NetKAN, so it should be up soon. I tested and fixed this, so those 2 seats work now if you've modded your capacity to 6. I can, but IVA creation is a lot of work, especially if I need to modify the mesh for the model (when I don't have their assets). I put the time into making this because I wanted to use it. The creators of that mod will probably incorporate something like this someday though. Or, if you are impatient like I am, make it yourself - - - Updated - - - If you like this, check out alexustas' MK1-2 IVA.
  18. Come to think of it, I don't know if I have the seat transform working properly for those two, so I don't think they will work correctly if you try to put Kerbals in them. I'll fix it in the next update.
  19. I just realized I put this in "Add-on Development" instead of "Add-on Releases." Should I have the mods move it? Or should I repost there and edit my first post to redirect? - - - Updated - - - I kept the 2 seats in the bottom from the stock IVA. I may eventually put some stuff there for them to look at. I know you can mod the capacity of the pod to 6 so Kerbals will actually sit there.
  20. Introducing Apex Industries! (This is my first mod ever, and I'm looking forward to putting out more stuff. My apologies for the similarity in name with ASET; this was the name of my senior design team in undergrad and I really like that name for a company) I give much credit to alexustas here, as this is heavily derived from his work. This is a new IVA layout for the MK3 pod inspired by alexustas' MK1-2 IVA. This is very much a work in progress. Only functional props have been added so far---no decorations. I'm open to any suggestions. http://imgur.com/a/eUMH7 Dependencies ASET Props 1.3 (here is a link to somebody's unofficial mirror until it's officially hosted again) RasterPropMonitor 0.25.1.28297 Recommended Compatible Mods SCANsat Nav Utilities HSI MechJeb Docking Port Alignment Indicator Vessel View Features New interior for the MK3 pod using ASET and RPM props. Existing pod model was heavily modified to increase space for props and improve viewing angles. Utilizes the existing texture for that stock feel. 2 new panels were added to the center column for more stuff. Download from Space Dock: http://spacedock.info/mod/315 Alternate download (Dropbox): https://www.dropbox.com/s/j51wg1dzf79yq02/MK3_Pod_IVA_Replacement_by_Apex-0.2.zip?dl=0 The source files can be downloaded here. This is the Unity project containing the blender model and two Unity scenes: one to generate the .mu from the blender file and one to create the internal layout .cfg file. Hopefully, after resetting the Part Tools GameData directory to point to your KSP install, this will just work without needing to fiddle with anything. This mod requires RasterPropMonitor and ASET Props in order to function. "MK3 Pod'IVA Replacement by Apex" by robertlong13 is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
  21. I did a test with find/replace and it worked for me. Be sure to change the information under "RESOURCE" for that part. 1) Delete the "O" in "mk3FuselageLFO.50_XXXXXXXXXX". (Do not change the trailing number) 2) Change RESOURCE { name = LiquidFuel amount = 2250 maxAmount = 2250 flowState = True isTweakable = True hideFlow = False flowMode = Both } RESOURCE { name = Oxidizer amount = 2750 maxAmount = 2750 flowState = True isTweakable = True hideFlow = False flowMode = Both } to RESOURCE { name = LiquidFuel amount = 5000 maxAmount = 5000 flowState = True isTweakable = True hideFlow = False flowMode = Both } - - - Updated - - - Sorry, I just noticed how old this post was. I did not mean to necro.
  22. Could you post a link to the craft file? That way we can play around with it and see what's wrong.
  23. Hello everybody. Long time KSP player, new forum user. I just got into making my own mods so hopefully you will all be seeing more of me in the coming months.
×
×
  • Create New...