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  1. Hi, I'm having a weird issue in Unity that's making it quite tricky to get an IVA right. I made some new props using Raster Prop Monitor (although I seriously doubt it's an RPM issue so much as a prop issue). I made the meshes as normal through blender, imported them fine, tagged as Kerbals layer, exported out, created props config, and I can adds them to an IVA via the part tools screen just fine. But the added prop mesh is invisible in Unity. The transform of where they are is fine. And they show up in game just fine, and function fine. But obviously placing them just right by iterative guesswork and reloading is going to make me lose hair, turn to the bottle, or both. Searching for visibility issues with props has netted me a vast collection of reminders to set the layers to get things visible in KSP. But that's working just fine. It's Unity that's not showing things. HALP!
  2. Hi everyone, I'm Allshamnoboom, new to modding KSP and want to create some airplane parts in style of WW2. I finished the moddeling part of my first cockpit model so far and wanted to set it up in unity first before I'm starting with the texture. My problem now is, that KSP didn't find my model for the IVA. One thing I tried was to use/refer to a stock IVA model --> this worked The setup config and unity hierarchy of my parts was created according to the video tutorial by nli2work. here is the log file entry after launch of KSP: [LOG 22:45:23.162] PartLoader: Compiling Internal Space 'WW2/Parts/Spaces/_internal/CockpitIVA' [EXC 22:45:23.167] NullReferenceException: Object reference not set to an instance of an object PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) PartLoader.LoadInternalSpace (.UrlConfig urlConf) PartLoader+.MoveNext () UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) :MoveNext() This is the log file entry on the runway: [LOG 22:46:06.206] Cannot find InternalPart 'CockpitIVA' [ERR 22:46:06.207] Cannot add an InternalPart: Cannot find internal of name 'CockpitIVA' I don't know what to do anymore. I hope someone of you guys can help me.
  3. This mod adds several new parts heavily inspired by the International Space Station to be used for space stations or interplanetary crafts. All crewable modules have IVAs, with future plans to continue adding additional props and texture revamps to increase immersion. Docking ports based on the Common Berthing Mechanism (CBM) and Androgynous Peripheral Attach System (APAS) also included, with features such as docking port gendering (active can only dock with passive) and restricted docking angles (90 degree for CBMs and 120 degree for APAS). Primary goal for current phase of this mod pack is to now provide Truss components, Solar Panels, and Radiators. Download SpaceDock PLEASE REMOVE THE FOLDER OF OLDER VERSIONS OF THIS MOD PRIOR TO INSTALLING (If you like this pack enough and would like to fuel my iced coffee addiction, please consider donating via Patreon or PayPal) List of Parts Gallery of Parts Imgur Album Future Goals/ Road Map Roadmap kept on Google Docs (updates might be intermittent) Supported Mods You will need Module Manager to use the supported mods KeepFit Snacks! Connected Living Spaces (Thanks to @panarchist for help) Tweakscale (by @VenomousRequiem) RemoteTech (just the KU Band Antenna) USI - Life Support (by @panarchist) (more to come) Mod Conflicts ActiveTextureManagement has been known to cause lag with these parts Tweakable Everything may cause the Front node on the APAS Active ports to disappear. HyperEditing a craft with APAS or CBMs will require you to go back to space center before un-docking. Otherwise you will experience a phantom force on both crafts once un-docked. MechJeb docking might not work with the gendered ports with fixed offset snapping A Special Thanks @CobaltWolf for helping me improve my texturing ( Check out his great modpack here) @sumghai for pioneering the use of colliders for guide fins on docking ports. FAQ Q: Why do the Kerbal Habitation Modules have a designated floors and a ladder? I thought in space there is no "down"? A: These modules were designed around the idea of being able to be used with stations or interplanetary crafts which use spinning to provide artificial gravity (via persistent rotation or just role-playing). The IVAs will also make sense if you do decide to also use these in some planetary bases. Q: Why do the Kerbal Habitation Modules have a lower crew capacity than the amount of bunks in the space? A: The thought behind the crew capacities with these parts is that the sleep modules arent used for hot-bunking, so every personnel on the vessel has their own personal bunk and storage lockers. It kind of forces the effect of crew rotations by making it appear that the empty bunks are kerbals on duty or just off-duty and putzing around. The empty bunks in the sleeping modules would be whoever is currently on duty and in the command pod or science module. [If you do plan on increasing the capacity, without me adding new transforms in the Unity project file, the extra crew wouldn't show in the IVAs or have portraits.] Q: Why aren't the docking ports working? A: Common Berthing Mechanisms and APAS are gendered, and have (2) types: Active and Passive. You can only dock with the opposite gender type (active can only dock with passive). Docking a Passive/Passive, or Active/Active will not work. Q: The docking ports pull to each other, but the crafts just bounces back and forth and doesn't dock A: Docking ports will dock at specific orientations in 90 or 120 degree increments. The docking ports should magnetize and be attracted at any orientation, but the 2 vessels will just yo-yo and not dock until they are aligned, so you need to use SAS or RCS to rotate the craft a bit. The docking ports need to be oriented in any way that the ACBM guide fins are inside the PCBM guide fins like in the album below. Similar alignment is needed for the APAS docking ports. http://imgur.com/a/SaG6A Q: The alignment is hard to get, can you allow it to have more tolerance? A: If its cause more trouble than its worth, go into your KSP directory on your computer and modify the CBM and APAS .CFG files as shown below for both active and passive: Q: I hate the gendering/alignment feature A: Go into your KSP directory on your computer and modify the CBM and APAS .CFG files as shown below for both active and passive: Change Log License
  4. The Challenge: Using only IVA mode and map view, fly somewhere ('somewhere' depending on your mode). MODES: Easy: Fly a craft of your own design to orbit, using only IVA and map view. Slightly-less easy: Fly to the Mun using only IVA and map view. Medium: Fly to Minmus using only IVA and map view. Hard: Fly to Eve, Moho, Duna, Jool, or their moons using only IVA and map view. Scott Manley: Fly to Eeloo using only IVA and map view. RULES -Mechjeb and Hyperedit are not permitted. -Your craft must be stock, no modded parts. -Craft must be manned. -Must show pictures. -Must be in IVA the whole time (but you are allowed to use map view.) If you are going to a different planet, multiple launches are okay to dock the ship in orbit and you don't have to use IVA. SCORING -Easy: 5 points -S.L. Easy: 10 points -Medium: 20 points -Hard: 50 points -Scott Manley: 100 points EXTRA CREDIT -Landing on a planet or moon: +5 points -Landing on the body (Of The Kraken): +15 points -Returning to Kerbin: +10 points -Flying under a Mun Arch: +25 points -Creating a badge: +25 points -Not using map mode: +50 points
  5. I do not know if this is possible for plugin so i'm posting it here. Also i don't know if this was already requested. When Kerbal goes on EVA, the action is performed instantly, there is no transition from IVA to EVA with for example animating hatches (this may even include "failed EVA" animation for blocked hatches due to obstruction or mechanical failure). Also, this transition event could be used by plugins for various other events. Another stock game example would be animating enter/exit actions for standard aviation cockpits with raising/lowering canopy and animated Kerbal that enters/exits the cockpit. Note: Even if animating a Kerbal would be too much work (or too complex / prone to bugs) delayed transitions would still provide enhanced gameplay for airlock type hatches where Kerbal enters an intermediate chamber which then closes, hiding him/her so it can just disappear inside without animation. Player won't notice this and gameplay won't be broken. Extension of the above : Animations for kerbals in first person view (via plugins, stock is not a must) and transition enter/exit animations in portraits.
  6. Hello, With the IVA cutaway feature coming in 1.1, what I thought would be a great idea would be to make only the windows transparent, so we can see inside without the entire cutaway, just the windows, like this; Credit to @rbray89 for doing some fantastic work with EVE to make these windows work. Just my two cents, I feel this is a feature that is being missed out.
  7. So I imported the MK1 inline cockpit and noticed that the IVA has two UVmaps. One UV map is overlayed over details such as the border colors, and rivets and all that but the second UV map when overlayed over the sharedasset IVA texture doesn't make sense as the color information is not consistent with the texture it's overlayed with. When I bring the model into MODO I noticed the second UV map get's it color when loading the shared IVA texture, but I can't tell where it's getting the color information is coming from. Basically my questions is: how does one set up this multiple UV with shared asset IVA setup in unity? Is this supported in the new PartTools? I'm not near my computer right now, but I'll try to upload the pictures to make this post a little less confusing.
  8. V0.8.0 (Southern Cross Plays Softly in the Distance) Welcome to the Prakasa Aeroworks Release Thread Freshly imported from an interstellar race with no Prime Directive, Prakasa is a pack aimed at aircraft and spaceplanes, namely with the objective of filling the 2.5 meter void between the diminutive Mk2 and massive Mk3. The parts are themed towards a somewhat more distant future than stock, offering greater interior space and a cleaner, spaceship-er aesthetic. The focus is on pods and associated IVAs, but propulsion, utility, and aerodynamic parts are included/being developed as well. Propulsive balance favors large, heavy parts with a lot of power behind them for the sake of aesthetically pleasing lines/aerodynamic viability/framerate over engine clusters. Since dual-threading seems to be the way of things around here and I've grown confident in my drive to continue this project, I thought it time for a proper release thread. Stick around for releases and comments. For development progress, suggestions, et cetera, please see the breathtakingly similar development thread over here. With a proper place for released material it should be a bit more development-y from here on out. Key Features: Lots of pods across all form factors (save 0.625), ALL featuring complete IVAs for maximum comfy. I've lost count exactly how many, and don't feel like counting them up. SCRAMjets and nuclear turbines a variety of form factors Ion engines for 1.25 and 2.5 form factors, with generators to support them Comfy Crew Cabins and Science Modules so you can literally stare into space while burning many hours working on stellar spectrographs Engine design suited to minimizing part count (powerful, versatile, heavy, physically large engines) Custom Engine Effects Futurist A E S T H E T I C My very own fuselage profile with associated adapters Big crew cabins with fuel included Tenuous story canon that probably nobody cares about except me A great cross section of my progress from sucking to being decent Image Album: Reviews: (A pretty old one, but it'll do) Current Features: -Seven 2.5m pods with IVAs -Three 1.25m pods with IVA -Two Mk3 pods with IVA -One Mk2 pod with IVA -1.25m SCRAMjet -1.25m Ion Engine -2.5m Ion Engine -1.25m Fuel Tanks -2.5m Fuel Tanks -1.25m Hybrid Nuclear Turbojet -2.5m Hybrid Nuclear Turbojet -1.25m Intake -2.5m Intake -1.25m Generator -2.5m Generator -2.5m Hybrid SCRAMjet -MK2 Three Function Engine -2.5m Structural engine housing for 1.25m engines -2.5m Passenger Cabin with windows mounted high to allow for center mounted wings. -2.5m Science module THAT DOES SCIENCE! Future Plans: -A set of 2.5m tanks so as not to require the use of standard rocket tanks, which often don't look quite right on aircraft (Done) --------------------------------------------------------------------------------------------------------------------------------------------- -More aerodynamic and structural components -Random pods that strike my fancy or are requested -A bit more in the propulsion department, mostly large, heavy, multipurpose/multimode engines to save myself/everyone else lots of clustering. -Possibly Wings? -Some kind of price balancing? Input on that would be greatly appreciated; I rarely play Career. I know Sadhak, Kalpan, and to some extent Dekhana are lagging behind the quality of the others. The Asima series represents a great deal of improvement on my part, as well as settling on a particular style. I've been working on bringing those first two up to date, but due to that new experience, a bunch of problems I didn't realize were problems the first time around are keeping me from making it happen as of yet. For those of you who like the first two I will make it happen, though if there's real demand for it I might figure it out sooner. Sadhak is due to be completely overhauled to the Nireksha/Naga standard. Kalpan will probably also have to be remade from scratch. Changelog: 0.1 - Initial Release (Sadhak, Kalpan) 0.2 - Added Dekhana and Asima S1 0.3 - Added Asima S2 and SCRAMjet, patched Asima. Both versions of Asima now have togglable lighting. Uploaded to Curse following the heat death of *. 0.4 - Added Bhatak Naga, Nireksha, 2.5m Passenger Cabin, 2.5m SCRAMjet, 2.5m engine housing. Patched Asima S2 to match texture styling on other added parts. Fixed a few flavor text spelling errors. 0.4.5 - Added Ankhen, Fuel Tanks, Ion Engines, Generator 0.5.0 - Added Akashe, Sabhee Viaktar, Sashakt and Dohan Kshay hybrid nuclear turbojets, Vatavar + Vaayu Intakes, Science module THAT DOES NOTHING 0.6.0 - Added Dhyana, Raksha, Made the science module do stuff 0.7.0 - Added Jalakag and the MK2 Engine Notes: RPM required for full IVA functionality This mod is primarily wish-fulfillment on my end (having sprung from a Laythe flying boat project for which I couldn't find a suitable pod) but if you've recommendations, I'm happy to hear them. Download (Things are cooperating in 1.1): Curse (0.4) (it works if you really want the .4 version from curse for some reason) Github (Coming Soon) SpaceDock (0.8.0) Special Thanks: Squad for texture references K.Yeon for pointing me in the right directions Lots of people in my horrifying normals thread, and various others for helping me build some semblance of non-cluelessness. Your aid is much appreciated. EDIT: I've heard that downloading via CKAN can result in receiving the 0.2 version, which was the last one released on *. Since * is dead I'm not sure how to get to it to fix it. Barring that, the direct downloads from curse and spacedock are fine. License: This work is Licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  9. I set up a Portrait Camera transform in Unity and assigned a unity camera parameter to it. But in game I have an issue where only my Kerbal is shown in the portrait, the camera angle I set is right but the background is black, no internals show up. I put all the objects onto the "Kerbals" layer but that didn't help.
  10. Hi all. This is the first time I've actually released a mod so I'm sorry if I have messed something up. This would be the place where I put all the really awesome screen shots of the cockpit in action... Pictures are of earlier versions of cockpit. Some features were removed from the download because they were not finished. First off, huge thanks to MOARdv and Alexustas for helping me with this, I couldn't have got it this far without them. Alexustas made most of the models so you should probably checkout his ALCOR mod for people who prefer rockets! Over the past year I've been working on an IVA cockpit for space planes. The interior is modelled after the Boeing 737 and includes some of the function that the real plane has. (adjusted for the limitation and physics of KSP). What I've come up with is a MK3 cockpit crammed full of gizmos and gadgets to "make flying safer and easier". ! PLEASE READ THIS BEFORE YOU DOWNLOAD ! This mod isn't finished, it is nowhere near finished. But it was playable for me and I wanted to share it. It is in very early stages so there WILL BE BUGS and missing features. This is the first time I've done this so please let me know if I've done something wrong and what I need to do to correct it. This is also the first time the mod will be used on other computers, so I don't even know if it will work. Please let me know if it doesn't. Download --> https://www.dropbox.com/s/n16rs1wn4ed05j3/KSP_AdvancedCockpit.zip?dl=0 <-- v0.4 Instruction Manual --> https://www.dropbox.com/s/c11apju3ntexdd1/Koeing%20737%20Instruction%20Manual.pdf?dl=0 < -- v0.1 IF YOU WANT TO USE THE PREMADE AIRCRAFT INCLUDED IN THE ZIP YOU NEED DOWNLOAD THE MODS IN THE README DOC (looks at the readme document for how to install) Please post in the forums of any problems or bugs you may encounter. Raster Prop Monitor is REQUIRED Pilot Assistant is RECOMMENDED so the autopilot and auto throttle works. FAR is RECOMMENDED so that the flaps and speed brakes work as well as the stall and over speed alarms. NAVUtilities + Hotfix is RECOMMENDED so that the inboard displays are useful and to enable the ILS. I am using the MK3 Mini Expansion Pack for exterior cockpit model, it is not needed as the model for it is included. Change log: Windows 10 allows you to record game play! So I have put some testing clips on youtube; Early Versions: Test of GPWS - https://youtu.be/kdxZZipxh0o "Successful" landing attempt - https://youtu.be/gQvCmVi98GY Super High Tech Radio - https://youtu.be/Fnq0DD7Cz54 Using the autopilot - https://youtu.be/_YHyhlosrw0 Landing with autopilot - https://youtu.be/5dzBMHgx9go Just to be clear, I was focused on trying to show off as many features as possible, not really flying the plane. The result of that is the crash that happened in the end. CURRENT AND PLANNED FEATURES: Realistic PFD with altitude, airspeed (knots), heading and attitude. Also displays/Will display; - pitch limit - stall speeds/overspeed speeds - Flight Director (Roll works, pitch doesn't) - Radar altitude - Localizer + G/S (early stages) - Autopilot mode (when the autopilot is finished) - Vertical speed is coming soon. A "functioning" autopilot! Very early stages. (needs Pilot Assistant) Which can; - Maintain a set heading. - Maintain a set altitude/vertical speed. - Maintain a set speed. - Turn off on its own when the plane is in an uncomfortable position. E.g. When you lose power, stall or experience too many G forces! Which will (hopefully); - Perform ILS landings - Follow a flight plan - Follow waypoints Can be turned off, or partially turned on so that you can control pitch while the autopilot control heading and speed. Also comes with CWS! which is the B737s equivalent of SAS! Flaps and Spoilers! (needs FAR) GPWS that uses real world alarms for real world reason. (basically I spent way too long working on this) - Will warn you if you are descending too quickly (SINK RATE) - Will warn if the ground seems to be rising faster than you are (TERRAIN TERRAIN) - Will warn if you are too close to the ground but not in landing configuration (TOO LOW TERRAIN/GEAR/FLAPS) - Will warn if you bank to much (BANK ANGLE) - Will warn if you lose altitude after take-off (DONT SINK) - Will give you altitude callouts and warn when you are reaching your minimums. - Warns you when you descend below glide slope (GLIDE SLOPE) - And switches to turn the alarms off if you fancy some aerobatics! Some automatic systems that make landing easier; - Auto-brakes (brakes are turned on when the plane hits the ground with gear down and thrust at idle or reverse) - Auto-spoilers (same as above but with the spoilers) A radio. Currently only 3 channels, serves no purpose except for listening to it (will add more channels in future) (pushed back until further notice) Lots of buttons, switches and levers that do useful stuff! It's not finished yet and still has lots of issues and I want other peoples opinions on it. Are you interested? Have suggestions? Let me know what you think!
  11. V0.8.0 (Southern Cross Plays Softly in the Distance) Welcome to the Prakasa Aeroworks development thread, which is now actually for development. Release thread over here. Stick around to post suggestions/see work in progress images. Image Album: http://imgur.com/a/lrUdq (Can't get it to embed for some reason) License: This work is Licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  12. Hi! Greetins from Argentina. I was wondering if there is a mod that let you see the IVA and the Free Camera at the same time (perhaps in another screen). Some people give me the mod "Standalone map view" but that's not wat i was lookin for. Someone know anything? The idea came up when i see that the Wii U version of KSP will let you see the IVA in the pad.
  13. You don´t think in hierarchies? Everybody is equal? You are a worker or farmer? Join the wonderworld of the CCKP (Союз Социалистических KepônH Республик aka. SSKR - Sojus Sozialistitscheskich Kerbalitsch Respublik) with it´s glorious leader of the Great Kerbalian October Revolution, Wladimir Iljitsch Kerman. His likeness sheets the official blazon of Kerbin as an example for all brave comrades to reach out and bring glory and honor to our united world of Kerbin. What are we searching for? - Young, dynamic workers or farmers with about 40 years of work experience, to lead our (perhaps not even existing yet) space program. - Users of the stunning Texturereplacer only. What do we offer? - A beautiful IVA Suit for space crew members in bronze color (or ugly orange) and one for our future space tourists or trainees in green color. Of course there is no mean little piece of paper pinned at the back of the green IVA suit saying something like: "kick me!". These are just slanders by our imperialistic opponents...wherever they may live. - Four different kind of EVA Suits. Three of them are for space crew members only an awesome bright white dream of a suit with colored stripes on helmets and legs according to the function of each crew member (Red=Capitanski and Pilotskiev ; Black = Screwkov ; Blue = Scientistikov). And a green one for our greenhornskovs. - Chevrons on the IVA and EVA suits (Capitanski= 4 bar chevron ; Other Crew = 2 bar chevron ; Greenhornskov = 0 bar chevron...that one was hard to paint!)...don´t get it wrong, everybody is of course equal in our wonderful world. The bars just sign how equal someone is, the more bars, the more equal he is. - Outstanding CCKP and blazon of Kerbin sprayings on all helmets including the mantra of our greatest scientist Wladimir Iljitsch Kerman which says "in omnibus veritas" ...he´s so well-read... Written, of course, in our own non-imperialistc letters. - The proud of us all, our splashy flag (of the Great Kerbalitsch Oktober Revolution) and our blazon with Kerbins Mr. Universe Wladimir Iljitsch Kerman on it, for your Flags folder. flag of the Great Kerbalitsch October Revolution Blazon of Kerbin - Optional you can get our new hi-tech navball textures please note that you need xEvilReeperx ksp_navballtexturechanger for instructions read xEvilReeperx post on this page in topic : - And a job as a space center leader. Download: If you´re interested, please download the stuff as descripted above. Get suits and flags here (Mediafire Download) and unpack it into your ksp main folder. Don´t forget to ensure you have Texturereplacer installed. No KSP Gamefiles files will be overwritten. Get navball textures here (Mediafire download). Don´t forget to ensure you have xEvilReeperx ksp_navballtexturechanger installed. No KSP Gamefiles will be overwritten. Yours sincerely Korelev Kerman aka HUG
  14. Ok, so I grabbed ASET props to put together a custom IVA for the new MK1 pod, but I cant find any unity files or tutorials on the subject. Could someone nudge me towards the answer?
  15. I don't know about everyone else, but I really want to get out of my Command chair and stretch my legs during a long flight. Currently the only way to do this is to leave your ship (at least so far as I have found) even though some pods are quite roomy. This project is aimed at remedying this problem and hopefully adding some interesting new parts. What I've done so far: The Command Chair Basically, this is a very minimal command pod. Still working out the black background in portrait cam. Mk3 Bridge conversion The Bridge is a hollow probe core so you can leave your seat without losing functionality of your ship. The Command Chair uses RasterPropMonitor's transparent pod so you can see the kerbals. If anyone wants the blender or unity files to take a look or offer help on this project let me know. Update: Just uploaded the Mk3 Bridge and Science Cabin as well as the 4 command chairs, a hatch that fits in between stacked parts and an airlock that can be added to any hollow structure. I can't seem to get Open broadcaster to work, so if any one wants to post a video of them trying it out I'd really appreciate it. Kerbal Stuff: Captain to the Bridge Curse: Captain to the Bridge This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. Future Plans: Rotating Command Chair: I want to make the chair one part instead of four with unique exits. I haven't decided on whether to have the exit point rotate or the whole chair (part will require Infernal Robotics) New Hatches: After looking at Free IVA I'm working on Hatches that will work kind of like my airlock and let pass in to the next cabin even though there is a collider in the way. I also want to make a plugin, or use an existing one if I can find it, that will make the game think that ship has an atmosphere and it's safe for kerbals to remove there helmets while inside, unless an outer hatch is open. Kerbalevator: Haven't looked to see if this has been done yet, mostly just a thought in my head right now. But basically, I want to try to combine Struts and a Command pod so you can place Exit/Entrance (A) at one point on your ship and place Exit/Entrace (B) elsewhere and travel between the two.
  16. Free IVA! Free as in freedom: Get out of your seat while in IVA, move around inside your craft, open and close hatches. Free IVA has now been released! See the main thread here for details: Features Get out of your seat and explore your vessel from the inside. Open hatches and see from one part into the next. Walk around in gravity, or float through your vessel while on orbit. Download from the main thread [Source Code | Wiki] If you've enjoyed this, consider donating a cup of coffee to help with late night coding: Keys: Y - Enter free view Alt + Y - Lock view F - Open/Close hatch Alt + F - Open/Close connected hatch W - Forward S - Backward A - Strafe left D - Strafe right Q - Roll counterclockwise E - Roll clockwise Shift - Upward Ctrl - Downward Questions, comments, suggestions and ideas are welcome. Free IVA is licenced under GPL v2. See LICENSE for details. All sound model and texture assets (.wav, .mu, .dae, .tga etc.) are licensed All Rights Reserved. Change log v0.2.1 (2022-10-24) Planetside Exploration Technologies Support. See release thread for details: v0.2.0 (2022-10-11) First official release. See release thread for details. v0.1.0 (2021-03-01) Updated for the latest version of KSP. Added jumping v0.0.4 (2019-02-06) Added colliders to Mobile Processing Lab. It should now be possible to move around inside this part without floating through the vessel. Added ability to open and close hatches in Mk. 1 spaceplane parts. Can get into different seats in the same part or different parts. Return to seat on leaving IVA view. Fixed Mk. 1 inline cockpit being too narrow to pass through. Changelog.
  17. This pack is for the modders who create IVA's for the aircrafts Some time ago I received a request from the user MasseFlieger to make a couple of aircraft instruments for his projects. I love aviation, I fly in MFSX and DCS so I decided to do them. But I didn't just made only ones that what requested - instead I made a whole pack of classic analog props for the planes. Altitude indicator (ASL) Radio Altimeter Air Speed Indicator (EAS) Mach Number gauge Vertical Speed Indicator Heading gauge Turn Coordinator Dynamic Pressure gauge Temperature gauges (Engine, Skin, Internal, Enviroment and Surface) Ground Speed Indicator Artificial Horizon Indicator RMI HSI Navigation Radio Units Comm RAdio Unit DME Unit AoA gauge Trim Indicator Throttle/Thrust gauge G-meter Compass Battery charge gauge Fuel/Air Flow gauge Fuel Quantity gauge Flaps setting indicator Gear Lever Brake Force gauge Engine mode toggle switch Engine Reverce toggle switch GPS Display Power Supply Display Flaps control lever (FAR) Spoilers lever (FAR) Yoke Heads-Up Display "Boeing"-style Toggle and Rotary switches You can download and install this mod to see all these devices in action If you want me to make any other instrument write me in this thread. Jebbesen® Kerbin Aerocharts (clickable) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Attention all IVA-makers, who created there own props based on the ASET props. In the next major version of ASET PROPS old tumblers and buttons will be removed. All IVA makers are advised to switch to new, modular buttons. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- mods dependency required: Module Manager 2.8+ RasterPropMonitor v0.30.2 ASET_Props v 1.5+ recommended: FAR v 0.16.7.2+ ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Downloads: ASET Avionics Pack v 2.1 (Spacedock) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Installation: - Install into “/Gamedata/ASET/" ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Known issues: - DME unit uses the flat map model to calculate the distances, due to which the calculations might be incorrect especially closer to the poles. The issue will be resolved with the release of "MAS". ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Many thanks to the group of testers for their help with this release @nukeboyt @imerg @StevieC @Plecy75 @ISE @holodmer @chimpbone @Dragon01 @lazar2222 @simtom @Zapo147 @lennie @PhantomC3PO @Chaumas @Mecripp @panarchist @Ghosty141 @Lo Var Lachland @sebseb7 @harrisjosh2711 @Falco01 @>The Amazing Spy< Special thanks to @MOARdV, @Mihara, @DennyTX , @nukeboyt , @Dragon01 and @linuxgurugamer for their help and support with the mods development. And all the forum users who support and motivate me to keep working on my mods. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Like what I do? Want to directly support development? Consider donating via Patreon or Paypal! ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 'ASET Avionics' by Alexustas is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Changelog: 26/11/2017 ASET avionics - V 2.1 *Optimization and various improvements *Fixed an error in Aero Charts thanks to lazr2222 and MOARdv. 09/02-2017 ASET avionics - V 2.0 What is changed: Almost all props were rebuilt due to the migration to Unity5, and also for the possibility to use new RPM features most props now support the "COLOR_OVERRIDE" feature, which give all IVA-makers ample opportunity to customize their own IVA the switches "ASET_B-Knob" are now modular, you can combine the switch model, the collider model and label using the MODEL{} module to create your variations of this prop. 2 to 6 positions of the switch are supported. What’s new: *full set of the analog indicators (gauges) for temperature is added *analog indicators (gauge) for the brakes force is added *full set of the analog indicators (gauges) for the engine is added: -air flow -fuel flow -engine mode (primary / secondary) -throttle-limit -the new design of throttle/thrust indicator *the new design of the vertical speed indicator *the new design of the heading indicator *LCD-display for the estimated time of the flight and distance *LCD-display for the GPS coordinates *toggle-switches for the engine's reverse control, engine's mode control, fuel cells and emergency power generator control *a fully functional system of radio navigation, which includes: -realistic RMI and HSI indicators, which support NDB, VOR and ILS -two NAV-radio units -DME unit -network of Nav facilities covering the surface of Kerbin -ILS complex for the KSC airfield -Kerbin Aerocharts
  18. 'MK1-2 Pod' IVA Replacement by ASET Whole brand new interior for the Mk1-2 Pod l be glad to hear your ideas about ergonomical enhancement. ARCHIVE VIDEOS HERE You can mark up action button switches with text by entering it into the vessel description in the VAB: On a separate line type "AG<number>=<text>" where "number" is the number of action group from 0 (i.e. 10) to 9. The text is limited to 14 characters. (More won't fit on the label.) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- IMPORTANT: You NEED to delete the old version before installing this one, or you get a mess you aren likely to sort out. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- mods dependency required: Module Manager 2.8.0+ RasterPropMonitor v0.30.2 ASET_Props v 1.5+ recommended: MechJeb v 2.6.1+ ScanSat v 18.2+ VesselViewer Continued Docking Port Alignment Indicator v 6.7+ Astrogator v 0.7.8+ supported: TAC - Life Support USI Life Support Kerbalism ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Downloads: 'MK1-2' IVA Replacement by ASET v 0.3 (Spacedock) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Installation: - Install into “/Gamedata/ASET/" ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Many thanks to the group of testers for their help with this release @nukeboyt @imerg @StevieC @Plecy75 @ISE @holodmer @chimpbone @Dragon01 @lazar2222 @simtom @Zapo147 @lennie @PhantomC3PO @Chaumas @Mecripp @panarchist @Ghosty141 @Lo Var Lachland @sebseb7 @harrisjosh2711 @Falco01 @>The Amazing Spy< Special thanks to @MOARdV, @Mihara, @DennyTX , @nukeboyt , @Dragon01 and @linuxgurugamer for their help and support with the mods development. And all the forum users who support and motivate me to keep working on my mods. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Like what I do? Want to directly support development? Consider donating via Patreon or Paypal! ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- "MK1-2 IVA Replacement by ASET" and "ALCOR Advanced IVA" by Alexustas is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Changelog: 26/11/2017 'MK1-2' IVA Replacement by ASET - v 0.3.0 *All switches changed to new modular ones. *Revised instrument layout. *Greatly extended MechJeb support. *Added CommNet, Astrogator, Kerbalism, USI-LS and Chatterer support. *Added the ability to switch to window view by double-clicking on the window. *Small UV and texture changes. 08/02/2017 'MK1-2' IVA Replacement by ASET - v 0.2.0 *overlay mesh is added *interior model is improved, some textures are added *the new power supply panel *solar panels and fuel cells control *throttle-limit *G-force monitor *emergency radio beacon *the new color theme is added for МК1-2 (different from ALCOR) with the new "COLOR_OVERRIDE" feature
  19. See new thread: NOTE: I have stopped developing RasterPropMonitor. v0.30.6 is the last planned release for RasterPropMonitor. I am working on a new IVA immersion mod, MOARdV's Avionics Systems. RPM uses the GPLv3 license, so if you wish to take over development of RPM, please feel free to fork RPM on GitHub. Are you tired of your Kerbals complaining about having nothing to do during long flights? Do you want to give them more buttons to push, and maybe some displays so they can keep track of what's going on? Then look no farther. RasterPropMonitor is a plugin and toolkit originally by Mihara that provides functional props within your IVA. It was originally designed for the displays of the ALCOR capsule, but it evolved to add more features and widgets, dragging the Kerbal Space Program into the 21st Century. RPM includes some overrides for stock capsules (and a few mod capsules) to show off what can be done, but there's far more in the plugin than these examples can show. DOWNLOAD: From GitHub. IVAs require Module Manager, which is not bundled with this mod. CKAN USERS: I do not support installing by CKAN. If you have questions regarding this mod being on CKAN, or missing from CKAN, you can talk to the people on the CKAN thread. If you installed this mod using CKAN, and you are having problems with it, you must uninstall this mod through CKAN and install it manually to make sure it is not a CKAN installer issue. If you have not taken that minimal step, I will not provide additional support. I am not involved with CKAN - installation issues need to be taken up with them. HOW TO GET HELP: Did you use CKAN? Look at the previous entry. Otherwise, read the first few entries in the FAQ on GitHub. DOCUMENTATION: Want to tweak an IVA to your liking? Documentation is on GitHub. RELEASE NOTES: On GitHub. FREQUENTLY ASKED QUESTIONS: Also on GitHub. SOURCE CODE: Also on GitHub (notice a theme? ). LICENSE: GNU GPLv3. Props courtesy of alexustas and other contributors, and available under the terms of CC 3.0 BY-NC-SA. Portions of this package are derived from stock textures by Squad and are distributed according to Squad policy of permitting to distribute stock assets with mods if required. TinyPirate's 2-minute-mod review: Add-ons for RasterPropMonitor: Plugins that integrate with RasterPropMonitor, enhancing the IVA experience. Astrogator, for planning transfers between worlds. Docking Port Alignment Indicator, to make IVA docking much, much easier. NavUtilities, providing ILS and HSI in the cockpit. SCANsat, for map views on the MFDs. VesselView, for graphical representations of your craft. Plugins RasterPropMonitor can interact with, enhancing the IVA experience even more. Ferram Aerospace Research: for FAR-computed variables, as well as controlling flaps and spoilers from IVA. MechJeb: for all sorts of auto-pilot features and flight information. RealChute: RPM can arm, disarm, deploy, and cut RealChute parachutes (as well as deploying and cutting stock 'chutes). RasterPropMonitor contains example props based on stock internal props. If you want to create a really good looking IVA, you should consider grabbing Alexustas' ASET Props. It implements more of RPM's features than any other mod I've seen. Even better, ASET Avionics provides props for space planes (or any other IVA wanting some aviation-styled props). Projects using RasterPropMonitor (may be outdated): Aerokerbin Industries Modified IVAs by MasseFlieger. The ALCOR capsule and ERS rover by alexustas. CST-100 7-seat crew vehicle by xxhansonmaxx Falcon Drone cockpit Home Grown Rockets KSA IVA Upgrade Mk3 Pod IVA Replacement by Apex Don't see a current IVA project on this list? Let me know. I may have missed it, or I may not have imported it from the original RPM thread. Speaking of which... Mihara had more to say about RPM on the original thread (and I'll edit this post some time down the road to include more of the links and info he had).
  20. New thread started in the Add-On Releases Subforum. Go here: Download SpaceDock
  21. This tiny part pack adds a few things that I find missing in B9 Aerospace S2 inline Docking Port While B9 does offer a shielded clamp-o-tron designed for S2 system, it is surface-attachable and does not play well with Connected Living Space when attached to other S2 parts. Probably not an all too critical problem, but my inline port offers a solution. Features: Animated shield doors Integrated switchable fuel storage (powered by B9PartSwitch, albeit without texture switch) Real Fuels compatibility Connected Living Space compatibility S2 Alt cockpit with crew capacity of 3 S2 has long been my favourite fuselage system, but it forces me to separate my established crews (such as the original Jeb, Bill and Bob trio); crew cabins help, but increase part count, so I'm making a cockpit with three seats in S2 shape. It somewhat resembles the planned overhauled S3 cockpit, but shorter and without tilting nose. Planned features Custom internal space RCS thrusters Flag plate Emissive texture for lights Better window frame and RCS ports textures "Family photo": Internal space S2 engine mount Remember the stock HL/Mk3 Shuttle-style engine mount? Well, here is an S2 counterpart: It is arranged differently though. Four attachment nodes with mirror symmetry plus a central node for launch stack/booster/fairings/another engine/whatever: S2 engine mount tail Another engine mount, extending farther backward and allowing to attach a tail fin (or a pair in V-shaped configuration): It comes with some tank space, two nodes with mirror symmetry for engines (and can accommodate two Vectors), plus, again, a central node: S2 to MK1 (1.25m) adapter While it is possible to chain together S2 to 2.5m and 2.5m to 1.25m adapters, this results in a noticeable hump, and increased part count. This simple S2 to 1.25m thing attempts to remedy that. It is symmetrical, with no heat tiles on the lower side, and comes with a modest amount of volume for fuel storage. S2 to MK2 adapter Similar to MK1 adapter, but MK2! S2 Decoupler Something for that Abort button to trigger. Also, designed to be passable if Connected Living Space is used. MK1 crew cabin with four seats This was not planned initially, but I always wanted a crew cabin for my small jets, and after seeing KSP v1.1 preview images I decided to roll out my own. (redone in v0.7 because bac9 overhauled Mk1 parts in B9) Complete with IVA; four seat capacity is not a stretch, there is even an isle between seats: Requirements This pack attempts to reuse B9 textures, so at least part of B9 is required for this to work. Textures used: B9PartSwitch is needed for fuel switching ModuleManager is needed to apply DRE/RF patches Legal stuff: Changelog: Imgur albums: one, two. Download from https://github.com/KonnorKerman/Zombie/releases
  22. Mod has been picked up by SpannerMonkey. Attention: At the moment (17/01/16)i'm putting this mod on standby due to exterior reasons. Enjoy the content i put so much effort into! And please try not to blow yourselves up. (18 July 2016) Update: At the moment i'm working on my own videogame, of which I will give further details in the offtopics of the forums (if allowed), until then I'm afraid I won't be working on this mod anymore although I do not part without one last gift for those still following this mod. Many months ago I had computer problems and Had to format and in the process I lost all my files of the mod except a backup I left on dropbox, although old the backup still possessed some interesting files and among them the 3D models for the Hyperion and both Terminator and Vanquisher (mig-21) cockpits. So have at them if anyone who wants to is more than free to modify them and distribute them as their own mod! But be sure to mention my name in the process I'm sure out there there are people with fantastic Ideas on what to do with these: Cockpit 3D Files (Mega.nz) Hey people! I'm an IVA nut. So I make IVA's. HAVE IVA'S! The mod is still a constant ongoing project.My modpack is intended to feature all sorts of aircraft related parts (when i can make them) , features mostly cockpits with full integrated IVA, i just love IVA's (Who doesen't) Current parts: Cockpits: BF-109 ; Mig ; Hyperion (P-80 lookalike) ; Razor ; Jetfire (SR-71/F-106 lookalike) Intakes: Early and Late variants of Mig-21 intake ; Engines: Reaper AB Jet Engine (based on Su-9 engine); Kiril AB Jet Engine (based on Mig-21) And one more thing, I plan that ALL my cockpits will have IVA's! Note: Cockpits with ASET & RPM stuff requires ASET Props https://kerbalstuff.com/mod/1021/ASET%20Props ASET Avionics https://kerbalstuff.com/mod/1023/ASET%20Avionics RasterPropMonitor https://kerbalstuff.com/mod/734/RasterPropMonitor Planned: As many cockpits as we feel like having! Keep in mind that I can take requests! If you have ideas feel free to post them, even post a drawing if you wish! For me English classes are the best to draw IVA's (but don't tell anyone, that stays between you and me.) And other parts like engines and intakes! Cheers! Don't forget to comment! Changelog: License: CC-BY-SA Hey, if you are feeling generous you can donate any sum you wish!
  23. I've been looking for something like this for quite some time: a command pod resembling a small business jet. There are several 2.5m options, but (at the moment of starting this - now we have the new stock Mark1 cockpit) I could not find any 1.25m-sized ones (all I have seen are bubble/canopy cockpits). Well, here it is now. The mesh has been completely reworked In version 0.4 (windows recolored in v0.7), and I consider it an improvement over the original model (see older screenshots in the album below). During this rework I've also came up with this B9-inspired version: It is now included into the download along with original one (having RCS ports since v0.6 and altered elongated form since v0.7.4), and I've also tried to balance them a bit, nerfing heat tolerances for the older cockpit and moving this new one to the next tech tree node. Both parts use the same custom internal space, which, as in-game experiments proved, has enough room for two pilot seats arranged side by side: Note: this is an alternative version from IVA patch. IVA patch requires ASET Props pack, ASET Avionics pack and B9 Aerospace props; I don't want to treat all that as a requirement, and currently I am not aware of any way to detect them all reliably. More images: If only we could have a way to embed an album... The default stock version is much more modest (different angle is due to KSP 1.2 changes: cameras for male Kerbals are set higher than for females): Starting version 0.8 I am dropping support for RPM-only IVA configuration for two-seat cockpits as multiple configs are taking increasingly more time to set up and manage. Since version 0.5, there is now a third cockpit, looking somewhat similar to that of X20 DynaSoar: It has built-in RCS ports and uses another custom internal space, with crew capacity of one (with RPM support and stock-only fallback): Images for previous versions: http://imgur.com/a/p4Wrw Legal stuff: Credits: Changelog: Download from github
  24. This mod is outdated, and it will not be updated. A modernized version of the Yarbrough IVA is available with MOARdV's Avionics Systems (see my sig), and there are a few Gemini mods out there, such as the LonesomeRobots Gusmobile Have you ever wanted an excuse to spend more time in IVA, but found the lack of useful info in the stock IVA props a problem? Look no further. Flight Systems Redux contains additional IVA props from alexustas, and it includes IVAs for the FASA Gemini and Yarbrough Mk. 1-1 A2 command pods. The Mk1. 1-1 A2 IVA is a modernized cockpit including MFDs. It is currently about 80% complete. Most MFDs are "stock" RPM basic MFDs - they will be replaced with my own pages as I get to them. The FASA Gemini pod is 95% complete. It is a retro style IVA with analog gauges and only a handful of digital numeric readouts. In addition, this pack adds a docking camera and radar to the FASA Gemini nosecone, and it retrofits an external camera to the FASA Probe Camera, converting it into a periscope. The package includes many props from alexustas that have not been released in his ASET Props and ASET Avionics pack, including a number of retro-NASA style instruments and aircraft gauges. DOWNLOAD: (link removed) DOCUMENTATION: (link removed) REQUIREMENTS: The following are all requirements for using FlightSystemsRedux (and not included in this package): * ASET Avionics Pack v1.0 or later * ASET Props Pack v1.3 or later * FASA v5.44 or later * Module Manager v2.6.18 or later * RasterPropMonitor v0.24.2 or later * Yarbrough alpha 0.4 or later LICENSE: "Flight Systems for FASA Gemini" by MOARdV is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. This mod includes props created by Alexustas, included under the terms of CC 3.0 BY-NC-SA.
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