

Mallikas
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Everything posted by Mallikas
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I just downloaded Take Command and tested it, still had no problems. The mod has not been updated for 1.1.3 so that could be the problem, some other people were having trouble in the thread too.
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I haven't had any problems like this, don't know what causes it or if it is related to my cockpits. I already have a bunch of cockpits halfway done, i really should finish them instead of adding more to the list. I'll think about it later.
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I hate to bug you, but the hideKerbal function is not working correctly. If entering IVA for the first time it hides the head properly, but after exiting and re-entering it is visible again. Switching seats back-and-forth in multi-seat command pods fixes this until you leave again. Obviously this is not possible in single seat pods.
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I'm working on a fw 190 cockpit and i think it will fit nicely on a 262 too. Phantom would be cool to have but the shape would be difficult to adapt to mk1 bulkheads, because the cockpit is very tall and narrow. I've also been wondering if i should make the new cockpits a separate download so i don't clutter up peoples parts lists too much.
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What do you mean exactly by replacing the stock cockpit? If you mess around with cfg files stuff is probably going to break. Does it say your craft has invalid or locked parts?
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You should post pics of your planes, it's always fun to see what people do with my cockpits! I might try making the old cockpit, but it is definitely very last on the list. I've also briefly looked at CKAN integration, but worryingly it seems like something where i would have to learn something new, so i've been avoiding it.
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I'm glad you like it It was a rather simple fix, i really should have made some kind of quick update sooner. Please report if there are any more problems with FAR. I was planning couple of prop plane cockpits and maybe later something like modern russian jets. What do you guys think of the navball replacements i made? They don't show yaw or prograde marker so they aren't as clear as the stock one... If you want it changed gimme a shout!
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Aaayy, i finished everything and made a release thread, go there now: Also: I know i said i would mimic real planes for cockpit layout and not throw the props all over the place, but i ended up throwing them all over the place anyway. I also was supposed to come up with a name, but i didn't actually think of anything at all.
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Please delete previous version or you might end up with junk files. Adds eight new cockpits to the game: - Eurofighter Typhoon - Interceptor Inline Cockpit - Training Jet Cockpit - F8F Bearcat cockpit - Fw 190 Cockpit Twin-seated cockpits: - Su-30 - Mirage 2000 - S39 Cockpit Pics: http://imgur.com/a/Cd6vl Pics of prop plane cockpits: http://imgur.com/a/dRhzv Rasterpropmonitor is recommended for working dials and huds: For cool propellers: Future plans: 1. ASET- and stock versions Download http://spacedock.info/mod/658/Aviation Cockpits?ga=<Game+3102+'Kerbal+Space+Program'> https://www.dropbox.com/sh/zo8k3hccxkm9e70/AAC0MrG2LS6TyA6i77OLpQaHa?dl=0 ^Download link for the F-104 cockpit that I never bothered to put to Spacedock, haha^ All feedback is appreciated. License: CC BY 4.0
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Hey, thanks for taking time to look into this for me. The bug was caused by FAR not liking how i made the colliders simply by copying the hull and adding convex mesh collider component, so it apparently was left open where the canopy is. I know, super lazy. I fixed it awhile ago and the new cockpits seem to voxelize correctly. I've been working on new internal props for now and today got them all done, so all i have to do is litter the IVA's with them and we're done. Only problem is that some ended a bit too small for the kerbal heads. I'm hoping nobody will notice... Also the Bearcat cockpit will not make this release because i'm dumb. I'll try to come up with something.
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The kerbal heads are no longer removed when the player is in IVA view. Would it be possible to add a line to internal.cfg to decapitate them again? Or just hide the kerbal entirely?
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[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
Mallikas replied to martinezfg11's topic in KSP1 Mod Releases
Neat, i like the idea of putting small details behind the seats so they can be seen from outside. Gotta try recreating the Battlefield jet mission when you release it! -
Aviation Cockpits sounds mighty fine, i guess i'll make a release thread when 1.1 comes. In the meantime here's how the tandem cockpit is looking: I tried to make the new cockpits higher quality than the original two. Also i'll add the new Iva transparency function so it'll look nice and stuff.
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I think this is caused by bad colliders, i will look at them for the next release. I've been making models and textures this whole time, the new cockpits are starting to look quite nice. Hopefully when the patch comes it wont take me too long to put them in game since they'll be all ready. I'm not sure how side by side seat cockpit would work in Mk1 form, and i already got some pods planned for the future. I might still consider it. Also, since the Bearcat cockpit is radial, this mod will stop being Mk1 Cockpits and will need a new cool name, "Fighter cockpits" is bit too generic i think. Anyone got any ideas?
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Cleaning the gamedata folder fixed it, thanks. Hopefully the last guestion: How can i get the JSIVariableLabel to display the actual variables, instead of what's typed in cfg? Currently labelText = [#00FF00]SURFSPEED just shows the SURFSPEED in-game. Nevermind, i figured it out.
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I made a animated prop with unity and get this error on pod destruction or when attempting revert: Game freezes on this empty window, only way to quit then is alt+f4 Otherwise the prop works perfectly fine. prop.cfg: Output_log: https://www.dropbox.com/sh/gbpb83bd13j4adl/AABXizDjythtNcmoxpRfYwNra?dl=0 Also, is it necessary to have the animation file in the prop folder or does the .mu contain it? Any help would be appreciated.
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Hi guys, sorry for not responding to the thread for so long, i've been a bit lazy in that regard I've mostly worked on the new hud lately, but i ran into some problems making it work and i'm away from my main computer so i cant show you any pics of it right now. Meanwhile i made progress on some new cockpits to pass the time: Obviously WIP (like the everything else i've made so far!) The bubble canopy will indeed be radial, based on f8f bearcat, it's the most finished of the lot. L-159-like 2-seater tandem cockpit. Inline pod, inspired of Panavia Tornado. No progress on ASET internals, though they should be pretty quick to do when i get around to it. Still a loads of work to do before next update.
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Yeah, will definitely look at using ASET props in the future. I might try making p-51, fw190 or some other cool looking ww 2 aircraft later, but finishing the current cockpits is more important now.
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The album does have pics of both cockpits, IVA and outside. One cockpit has intakes underneath and the other has dark area around the canopy. IVA wise, the eurofighter has RPM displays and "the other" (Can't think of a good name!) is purely analog. I was a bit worried they looked too similiar when i was making them. Also you can try them out right now by following the download link
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Thanks, i think the textures and modelling are good enough, but the hud will probably be replaced with a better one. I think i might also try making some custom props, like action group buttons, airspeed indicators and pitch and roll gauges. They both have RPM props, like the displays and switches. They both also have RPM module that allows greater field of view by letting you look behind you.
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Here's a set of fighter jet cockpits for your kerbals to fly around in. Contains four parts, Eurofighter Typhoon, Trainer Cockpit, Tandem S39 Cockpit and Inline Interceptor Cockpit. Uses RPM props and modules. Download: http://spacedock.info/mod/658/Aviation%20Cockpits?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E Future plans: 1. Make stock and ASET- versions of interiors 2. Make more jet- and prop plane cockpits Feel free to rate, criticize and make suggestions. Licence: CC BY 4.0
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
Mallikas replied to AlphaAsh's topic in KSP1 Mod Releases
Basically i was just testing how a space elevator or some other massive construct would look like in ksp, and it seems like they look pretty cool. Didn't think anything working or useful would come out of it, but i got the colliders working without too much crashing, although they cause flickering in the texture. I was wondering if making a animation of a some sort of a platter going up and down and attaching a collider to it would let you ferry stuff up, i will try to learn animating next week or so. There are quite a few issues with the tower being treated as ground and the payload moving at orbital velocity. I made a Imgur album with all kinds of research notes from my discoveries:- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
Mallikas replied to AlphaAsh's topic in KSP1 Mod Releases
Allright, nice! thanks for the update:) The new orientation and visdistance settings work great and the camera silliness is not too serious.- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
Mallikas replied to AlphaAsh's topic in KSP1 Mod Releases
Is there a way to rotate statics in more than one axis? My towers always seem to spawn on their sides. I would also like to increase the maximum render distance past 100km.- 872 replies
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Missing write function in unity?
Mallikas replied to Mallikas's topic in KSP1 Modelling and Texturing Discussion
I think NecroBones was right about incorrect install, i downloaded unpacked parttools files from the parttools thread and replaced the files in my project folder with them. Unity then updated itself and the write function appeared and exports the model as .mu file. I dont know if it still works properly as the ksp wont load the part and output_log states the model does not exists, I will just have to look at it again tomorrow.