ISE Posted January 11, 2017 Share Posted January 11, 2017 14 hours ago, Angel-125 said: Just starting to work on the IVA, there's a lot to do, but the basics are coming together. I don't have the IVA overlay mesh in place yet so you aren't looking at the final product. Here you can see how the decks are laid out: A picture from the captain's chair: Flight Engineer's station. Above the control panel will be monitors. A view from 10 Forward: The @Kuzzter Instruments 3000. I need to ask Kuzzter if I can borrow some images... Finally, with the IVA overlay mesh in place: I think internal coloration might follow this: Some ASET Props, and RPM in this IVA? Like you're the amazing IVAs ? Plz plz plz plz! You make the best layouts in you're IVAs Looking forward to it! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 11, 2017 Author Share Posted January 11, 2017 3 minutes ago, ISE said: Some ASET Props, and RPM in this IVA? Like you're the amazing IVAs ? Plz plz plz plz! You make the best layouts in you're IVAs Looking forward to it! I would need a link to a working ASET Props and RPM in KSP 1.2.2. Quote Link to comment Share on other sites More sharing options...
ISE Posted January 15, 2017 Share Posted January 15, 2017 On January 11, 2017 at 11:12 AM, Angel-125 said: I would need a link to a working ASET Props and RPM in KSP 1.2.2. I will work on getting you one Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 16, 2017 Author Share Posted January 16, 2017 (edited) I decided to scrap the USS Enterprise bridge look this weekend, and am going with more of a 2001: A Space Odyssey vibe for the Clyde's IVA, with a hint of the stock mk3 shuttle cockpit. The flight deck is meant to be spacious; I don't want the kerbals to feel cramped on their long journeys. For reference: Spoiler Edited January 16, 2017 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 17, 2017 Author Share Posted January 17, 2017 The Clydesdale is ready to have its props installed: Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted January 17, 2017 Share Posted January 17, 2017 On 01/11/2017 at 0:12 PM, Angel-125 said: I would need a link to a working ASET Props and RPM in KSP 1.2.2. I am fairly certain RPM works in 1.2.2? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 17, 2017 Author Share Posted January 17, 2017 6 minutes ago, smotheredrun said: I am fairly certain RPM works in 1.2.2? Cool. RPM is a requirement for ASET, but last I checked, doesn't contain the ASET controls. I need a URL to the ASET controls that are working on 1.2.2. Without that I can't make an ASET version of the props. Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted January 17, 2017 Share Posted January 17, 2017 (edited) 2 hours ago, Angel-125 said: Cool. RPM is a requirement for ASET, but last I checked, doesn't contain the ASET controls. I need a URL to the ASET controls that are working on 1.2.2. Without that I can't make an ASET version of the props. Here is a link to the working ASET props: PS: If you could use the ALCOR MFDs (ALCORMFD40x20 & ALCORMFD60x30), they have a more detailed Orbital info screen; far more useful. EDIT: as a test, I edited the BrumbySpaceASET.cfg file & replaced "RasterPropMonitorBasicMFD" with "ALCORMFD40x20" for one of the screens - worked like a charm with no resizing or re-positioning needed.Here is a comparison on the orbit data screens: Edited January 17, 2017 by Bombaatu Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 17, 2017 Author Share Posted January 17, 2017 1 hour ago, Bombaatu said: Here is a link to the working ASET props: PS: If you could use the ALCOR MFDs (ALCORMFD40x20 & ALCORMFD60x30), they have a more detailed Orbital info screen; far more useful. EDIT: as a test, I edited the BrumbySpaceASET.cfg file & replaced "RasterPropMonitorBasicMFD" with "ALCORMFD40x20" for one of the screens - worked like a charm with no resizing or re-positioning needed.Here is a comparison on the orbit data screens: Is that an official release? I need to make sure I can post a link to the official mod, or people will complain that they can't find it. Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted January 17, 2017 Share Posted January 17, 2017 10 minutes ago, Angel-125 said: Is that an official release? I need to make sure I can post a link to the official mod, or people will complain that they can't find it. Ah - no, not official. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 17, 2017 Author Share Posted January 17, 2017 1 hour ago, Bombaatu said: Ah - no, not official. That's a problem then. I know that @MOARdV is working on a new Avionics Systems mod, so I can make a variant with MAS once it's ready. Creating an ASET IVA is problematic because the mod hasn't officially been updated, and it's a lot of work to do an ASET IVA, and I'd rather not see that work tossed out the door if ASET isn't going to be updated. Meanwhile... The stock IVA is almost done, I just need to create the holo emitter suggested by @Geschosskopf. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted January 17, 2017 Share Posted January 17, 2017 where'd those pong screens come from? I edited my own (dual-screen) pong game in post for an image in my previous KSA run but missed when this in-game option came about in the time since then: Quote Link to comment Share on other sites More sharing options...
MOARdV Posted January 17, 2017 Share Posted January 17, 2017 2 hours ago, Angel-125 said: That's a problem then. I know that @MOARdV is working on a new Avionics Systems mod, so I can make a variant with MAS once it's ready. Creating an ASET IVA is problematic because the mod hasn't officially been updated, and it's a lot of work to do an ASET IVA, and I'd rather not see that work tossed out the door if ASET isn't going to be updated. Meanwhile... alexustas is working on ASET. He's been busy IRL, but he's been working on getting a new ASET props / avionics pack with more props. However, I definitely would wait for the release, although you can get a head start by grabbing the betas he's released informally on GitHub. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 18, 2017 Author Share Posted January 18, 2017 1 hour ago, Drew Kerman said: where'd those pong screens come from? I edited my own (dual-screen) pong game in post for an image in my previous KSA run but missed when this in-game option came about in the time since then: That's a custom screen I did for the plasma screens. You can click on the screen to display an image found in the Screenshots directory. 1 hour ago, MOARdV said: alexustas is working on ASET. He's been busy IRL, but he's been working on getting a new ASET props / avionics pack with more props. However, I definitely would wait for the release, although you can get a head start by grabbing the betas he's released informally on GitHub. Good to know, thanks. I think I'll wait until the next release then. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 18, 2017 Author Share Posted January 18, 2017 (edited) @Kuzzter @Geschosskopf Holo-screen is coming along nicely: It works just like the internal "pong" screens, but you'll be able to change its opacity to get it out of the way. Edited January 18, 2017 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Sudragon Posted January 18, 2017 Share Posted January 18, 2017 EMH: Please state the nature of the in-flight emerGAHHHHHHHH!!! WE'RE CRASHING!!! Wild Blue. It wouldn't be Kerbal any other way. Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted January 18, 2017 Share Posted January 18, 2017 @Angel-125, I built a ship as an experiment using part of this mod, namely the "Centrifuge Hub" Assembly shown in the imgur album link in the OP. I accidentally left the hub rotating and hit time warp. Gradually reducing timewarp to 1x speed led to a Kerbal-tastic explosion just aft of the hub. Poor Jeb, Bill, Bob, and a bunch of (going with the theme of your upcoming command module) let's say Red Shirts are now stuck on Kerbin escape with only 1 year of food....(TAC-LS). The ship rapidly and unplanne....dedly(?) disassembled itself right between some 2.5m LS inline tanks. So, is this an Infernal Robotics - Time Warp related Kraken, or a DSEV - Time Warp Kraken? I have my suspicions that it may be IR related, but any input you have would be appreciated. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 18, 2017 Author Share Posted January 18, 2017 3 minutes ago, smotheredrun said: @Angel-125, I built a ship as an experiment using part of this mod, namely the "Centrifuge Hub" Assembly shown in the imgur album link in the OP. I accidentally left the hub rotating and hit time warp. Gradually reducing timewarp to 1x speed led to a Kerbal-tastic explosion just aft of the hub. Poor Jeb, Bill, Bob, and a bunch of (going with the theme of your upcoming command module) let's say Red Shirts are now stuck on Kerbin escape with only 1 year of food....(TAC-LS). The ship rapidly and unplanne....dedly(?) disassembled itself right between some 2.5m LS inline tanks. So, is this an Infernal Robotics - Time Warp related Kraken, or a DSEV - Time Warp Kraken? I have my suspicions that it may be IR related, but any input you have would be appreciated. 100% an IR problem, and the main reason that next release will have a custom centrifuge. Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted January 18, 2017 Share Posted January 18, 2017 3 minutes ago, Angel-125 said: 100% an IR problem, and the main reason that next release will have a custom centrifuge. Ok. I'll try to seek answers over in IR thread. I've had some "fun" happenings with manipulator arms and vessel switching (all of the parts "reverse 180 degrees and extenders become inverters....), so I was thinking this may be related. Thanks! p.s. Please make sure to have plenty of disposable Red Shirts for Away Teams available in the living quarters. There is a mandatory casualty quota that must be met on all deep space exploration missions. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 18, 2017 Author Share Posted January 18, 2017 6 minutes ago, smotheredrun said: Ok. I'll try to seek answers over in IR thread. I've had some "fun" happenings with manipulator arms and vessel switching (all of the parts "reverse 180 degrees and extenders become inverters....), so I was thinking this may be related. Thanks! p.s. Please make sure to have plenty of disposable Red Shirts for Away Teams available in the living quarters. There is a mandatory casualty quota that must be met on all deep space exploration missions. Hm, might be fun to have a cabinet labeled "Red Shirts" in the hab section. :) Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 18, 2017 Author Share Posted January 18, 2017 (edited) Last image of the night: I'm using the @Kuzzter Instruments kPad Air as a stand-in for the mobile holo emitter, but the code is functional. I need to add a toggle helmet override button too. It's a revamp of my old SuperKerbal mini plugin. Edited January 18, 2017 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted January 18, 2017 Share Posted January 18, 2017 Ok, that EMH is *seriously* cool and I advocate for that to be a stand-alone mod! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 18, 2017 Author Share Posted January 18, 2017 (edited) 1 hour ago, Bombaatu said: Ok, that EMH is *seriously* cool and I advocate for that to be a stand-alone mod! Actually, it already is. It's called Super Kerbal, a little-known modlet I created last year to help with my Duna Space Program story. About the only other person that might've used it was @Geschosskopf. In creating the Clyde's holoscreen, I knew I wanted an EMH as part of it (it's a nod to Voyager, the Clyde's HAL 9000 reference is of course a nod to 2001: A Space Odyssey), and decided to rebuild and rebrand the Super Kerbal modlet into the Mobile Emitter modlet. It will require KIS, so be forewarned. Anyway, I finished up the basic functionality for it this morning; now I just need to make the mobile emitter KIS part that hangs on the kerbal's upper arm. The other thing I want to do is tie the emitter into my Snacks Continued mod so that the EMH doesn't eat up your snacks while the rest of the crew sleeps. Just go EVA, equip the emitter, and set the appropriate option. I made Snacks moddable so I can do stuff like that. Since it's a pretty powerful device, it's available after researching Experimental Electronics. It probably needs additional limitations, like consuming some rare resource that isn't easily produced; once it runs out, your kerbal becomes a Tourist until you recharge the device. Edited January 18, 2017 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 19, 2017 Author Share Posted January 19, 2017 (edited) With the Clydesdale now complete, I looked at my roadmap for the next release of DSEV. The next tough project will be the centrifuge, but I already have ideas on how to spin the IVA along with the external model. The tough part will be seeing if I can have the IVA follow the external model as its folds up. If not, that's ok. Anyway, last month @Kuzzter suggested an inline variant of the Clydesdale, and I'm pleased to say that the exterior model came together rapidly. I need to flip the front name tag around, but it's otherwise good to go. I just need to make a variant of the Clyde's IVA to account for the new form factor, but it will otherwise work fine for the Danube Delta. Edited January 19, 2017 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Mister Dilsby Posted January 19, 2017 Share Posted January 19, 2017 (edited) 13 hours ago, Angel-125 said: Anyway, last month @Kuzzter suggested an inline variant of the Clydesdale, and I'm pleased to say that the exterior model came together rapidly. I need to flip the front name tag around, but it's otherwise good to go. And it looks great! Presuming Kerbfleet survives their present difficulties, I'm thinking I can make good use of these parts for what comes next. Already designing a dark green Fleet uniform and balding Kerbal head to go with the EMH Edited January 19, 2017 by Kuzzter Quote Link to comment Share on other sites More sharing options...
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