MasseFlieger
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Everything posted by MasseFlieger
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Hi White Owl, Thank you! I was drawing inspiration from the Super Sabre Cockpit, hence some of the placement - It is still a work in progress, and I will try different arrangements. I'm looking to give completely different "learning curves" with each pit so trying to fix on an aircraft type, and evolve it from there. I'll post some alternative arrangements, let me know how it looks. P.S. good point on the duplicate instruments, struggle between filling the space and functionality. It will be "tasteful" This F16C for mid-life (B versions) And F22 for the "glass" look: There are very good space capsule IVAs out there, I think Alexustas does a much better than I in that department, but I will eventually give it a go.
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Im using a new method to create prop placements, namely with panel arrangement much like in real life. This allows me to put together an IVA a little quicker, and be creative with the limited real estate within the pits. Here is the MK1 Inline version A (full analog) using those panels: How does this look? Quick test video (better quality next time )
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Hi axcon, RPM support is there, using the ASET props, my mod however will not include the displays until youve unlocked more advanced cockpits, that means you start with basic flight instruments, just like in real life, think 1950's tech, then 1970's, 90's, finally full glass cockpits. Thank you for the feedback mate.
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[V5.0 RC1 released] AeroKerbin Industries Modified IVAs
MasseFlieger replied to MasseFlieger's topic in KSP1 Mod Releases
I've opened a dev thread for this mod (about time). Working on the mk1 pit for 1.1. Check it out, and let me know what you think! -
Hello, Release Thread here: Release I've restarted my work on the modified IVA, for KSP 1.1 Will feature career oriented IVAs (with enhanced functionality as you unlock tech nodes) Separate cockpit parts with unique properties (such as resources, etc.) Fully functional pits with almost every button, knob or switch working Requirements: - ASET PROPS - ASET AVIONICS - NAVUTILITIES Eye Kandy: Panels and Misc standard analog interfaces for IVA builds Feedback is always welcomed! Happy flying Kerbals Change log: (RESERVED)
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IVA box collider not visible in Unity 5?
MasseFlieger replied to MasseFlieger's topic in KSP1 Mod Development
it does, at least in the squad's mk1 pit. thats too bad I'll see what options I have with blender, and/or prop placement. -
IVA box collider not visible in Unity 5?
MasseFlieger replied to MasseFlieger's topic in KSP1 Mod Development
Thanks mate! From what I gather editing an MU file is not condoned by SQUAD, is that the case? If not, what tool/process can you point me at to edit it? Many thanks again!!! -
hello, something really simple I'm sure, but when opening the MK1 pit IVA in Unity, I dont see the box collider on top of the docking mode monitor (double clicking it would switch to the camera facing the little window on top). Am I missing something? How can I can see that box collider? I am trying to modify the IVA, and need to remove that collider in order to add some functional props. Any help would be much appreciated.
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
MasseFlieger replied to nightingale's topic in KSP1 Mod Releases
I mean the stock waypoint markers that are rendered on the surface or point when we accept a contract. I can hide the waypoint manager's markers, but not the stock. Not sure if that ability is present or not. Wiki link: http://wiki.kerbalspaceprogram.com/wiki/Navigation_marks Ill see about a screenshot in a few. -
[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
MasseFlieger replied to nightingale's topic in KSP1 Mod Releases
Hey, Quick question, do you know if there is any way to disable/hide the stock nav markers? When using Kerbin side, the stock nav marker covers the actual runway on approach (eek), made me misjudge my approach speed and ran out of runway. Use your mod daily! -
[1.1.3] Mk1 Cockpit RPM Internals - Now with ASET!
MasseFlieger replied to fast_de_la_speed's topic in KSP1 Mod Releases
This is an awesome internal! I love IVAs. Good work! -
[V5.0 RC1 released] AeroKerbin Industries Modified IVAs
MasseFlieger replied to MasseFlieger's topic in KSP1 Mod Releases
Thank you! I've also received some file from Stone Blue as well, I think I have enough to get (re)started with these! -
[V5.0 RC1 released] AeroKerbin Industries Modified IVAs
MasseFlieger replied to MasseFlieger's topic in KSP1 Mod Releases
Hi Guys, First, let me apologize for the absence, I have been away due to real life (boo). Back now and with new computer! Bad news is the old one ate my files. If anyone has previous versions of the ModifiedIVA, it would be very much appreciated. PM me with link Otherwise, I will be restarting the IVAs from scratch. -
[V5.0 RC1 released] AeroKerbin Industries Modified IVAs
MasseFlieger replied to MasseFlieger's topic in KSP1 Mod Releases
Alright, version 5.0RC1 is released! Check it out in kerbal stuff! This version includes the mk1 pit from full analog to full glass, and integrated in career! I hope you enjoy, and let me know how it goes. -
[V5.0 RC1 released] AeroKerbin Industries Modified IVAs
MasseFlieger replied to MasseFlieger's topic in KSP1 Mod Releases
Update on the mk1: The last mk1 career version, model C is ready, featuring a full glass pit this is the Cadillac of IVAs Ill release it as a RC for version 5.0 with this line of pits for now. -
[V5.0 RC1 released] AeroKerbin Industries Modified IVAs
MasseFlieger replied to MasseFlieger's topic in KSP1 Mod Releases
yes, I took a little liberty on the steam six, but hopefully not enough to make it unflyable. Im always open for suggestions. -
[V5.0 RC1 released] AeroKerbin Industries Modified IVAs
MasseFlieger replied to MasseFlieger's topic in KSP1 Mod Releases
Hi Konnor, in the mk1 its right underneath the heading indicator, maybe too small? -
[V5.0 RC1 released] AeroKerbin Industries Modified IVAs
MasseFlieger replied to MasseFlieger's topic in KSP1 Mod Releases
hey guys quick update on the mk1-B, this is the mid tier update for the mk1, features a little more electronic instruments, chute control, an MFD, and a couple of SAS modes. -
ASET Avionics Pack v 2.1 (for the modders who create IVA)
MasseFlieger replied to alexustas's topic in KSP1 Mod Development
Hi Vahal, That is exactly what my next version of ModifiedIVA will take into account, check it out in my mod thread. currently working on the mk1-A and B (mid life update). -
[V5.0 RC1 released] AeroKerbin Industries Modified IVAs
MasseFlieger replied to MasseFlieger's topic in KSP1 Mod Releases
Hi Maverick, I'm thinking of the full HUD, simply because that is whats available with the avionics pack from ASET. I dont make the prop itself if I can help it, so working within those confines the mk1-A wont have a HUD or a gunsight. maybe something for me to think about for later. -
[V5.0 RC1 released] AeroKerbin Industries Modified IVAs
MasseFlieger replied to MasseFlieger's topic in KSP1 Mod Releases
the Analog level pits won't come with the HUD, it's meant to be an analog instrument only experience, however in the MLU level (mid tier in the progression) an HUD is possible along with at least 1 MFD in most cases, just depends on the pit, etc... -
[V5.0 RC1 released] AeroKerbin Industries Modified IVAs
MasseFlieger replied to MasseFlieger's topic in KSP1 Mod Releases
Yes, I am planning on releasing one pit at a time, but each release will include all 3 or 4 tech levels of the pit, in mk1's example that should be 3: - mk1-A (analog) - mk1-B MLU (mid life update - mk1-C (full glass) or as close as possible for that pit there are a couple of details to work out such as properties of the pits at each tech level (how much monop to include for EPG only, etc), battery charge, weight, heat resistance, cost, and so on. And to end the Analog mk1 pit, here is the finished analog version, in untity: -
[V5.0 RC1 released] AeroKerbin Industries Modified IVAs
MasseFlieger replied to MasseFlieger's topic in KSP1 Mod Releases
Ill reply in the thread. Im a little swamped with RL but if I get a chance I dont mind helping out. I do have a couple of request ahead of this one also. - - - Updated - - - Hi Arfact, The way that I am planning at the moment, is that the mod will have its own parts, so as you unlock the tech tree you should see the various iterations of the pits as separate parts (I do want to make it more like a tweakable that is unlocked rather than create separate parts, but will tackle that at a later date). So no need to worry, in fact I think it gives more balance to the mod since the ship/plane you created and is sitting somewhere (or in the warehouse in Kerbal Construction time) wont magically get new instruments so you are stuck with what you have until you redeploy it). Making IVA more challenging is part of the goal although I am trying to keep the workload reasonable within IVA. - - - Updated - - - See above, separate parts so you can build with whichever suits the budget/mission/goal/fancy - - - Updated - - - Quick video of the latest pit, I think the mk1 is pretty much done, I'm going to move to the inline next. -
[V5.0 RC1 released] AeroKerbin Industries Modified IVAs
MasseFlieger replied to MasseFlieger's topic in KSP1 Mod Releases
wip mk1, close to finished: