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[0.17] Crew-able empty pods 0.3.1


Pablock

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I've been told by JDP that it is possible and he may be working on that but I haven't talked to him since then.

Regarding making these extra pods work like regular command pods, I am still planning to make a custom plugin containing the debris activation method of RemoteTech and the attitude control fix used in RemoteSAS in one small plugin. No relay network stuff or anything fancy. The project stalled a bit however, due to heavy development needing to be done in RemoteTech.

I actually just got an idea from Alchemist on how to make even empty pods controllable. I didn't think it possible.

I'll be needing to test out his idea in a small test plugin anyway, before I include the more advanced debris activation in RT v0.4. So I could simply release the results of that development as a small standalone plugin, derived from-, but not requiring RemoteTech.

I'd be happy to donate the resulting plugin to this pack:)

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I'm trying to use MechJeb in conjunction with this to make sure any rescue ships I create don't have to themselves be rescued.

However, it says the ship can't be controlled with no pilot, and won't launch.

Yeah, I can't always figure out how to get MechJeb to control parts 100% of the time, idk what it is. If you just want to avoid rescuing the rescuers though, I would use one of the unmanned MechJeb pods to control your ship, would be a quick fix =3

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Regarding making these extra pods work like regular command pods, I am still planning to make a custom plugin containing the debris activation method of RemoteTech and the attitude control fix used in RemoteSAS in one small plugin. No relay network stuff or anything fancy. The project stalled a bit however, due to heavy development needing to be done in RemoteTech.

I actually just got an idea from Alchemist on how to make even empty pods controllable. I didn't think it possible.

I'll be needing to test out his idea in a small test plugin anyway, before I include the more advanced debris activation in RT v0.4. So I could simply release the results of that development as a small standalone plugin, derived from-, but not requiring RemoteTech.

I'd be happy to donate the resulting plugin to this pack:)

I was working on just that today. http://kerbalspaceprogram.com/forum/showthread.php/17439-PLUGIN-PART-16-Zoolotac-EscapePod-v1?p=240908#post240908

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I just had time to quickly skim your source before goring to work. It looked like you may have solved the issue where stagin info is lost. If so, then this is just pure awesome!

I'm going to test your plugin out over the next few days whenever I get time.

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Okay, on the last page I posted stating that this mod didn't work with MechJeb. It doesn't by default, BUT if you want to have mechanical passenger or rescue ships or whatever, do the following:

0) Download and install MechJeb; I assume this is already done because otherwise you don't need this little 'guide'.

1) Go to KSP\Parts\

2) Open up the folder for one of the MechJeb pods, for example "Mumech_MechJebPod" - That one with the yellow eye on the top

3) Open up the part.cfg file in a text editor

4) Scroll down to the lines

// --- internal setup ---

CrewCapacity = 0

5) Replace 0 with 1

6) Save the file

7) The editted MechJeb pod will now have a pilot, but still bring up the interface. Note: It will still show as "unmanned pod" in the crew number in the ship creator

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Nice mod!! I've used it to build a rocket which can take 24 passengers + 3 crew (link to vid). Game lags too much to load all 24 thou!

I had a question, if you disconnect one of the pods from the main ship and it's equipped with fuel, engine, thrusters, SAS and a Kerbal should you be able to pilot it? I'm trying to build a rocket that splits into smaller sub-rockets but its not working out.

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Thank you SO much for this mod! Not only can I rescue Kerbals from the mun and minmus, but now I have a handful of 'shelters' scattered about the two moons' surfaces, for poor lost green dudes to recharge their packs at and wait in. Thank you! :D

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Thanks! Unfortunately to do that you will need a plugin of some sort that allows it. MechJeb, remoteTech, also EscapePod would do the trick, and probably more.

Cheers, will try one those. Not to detract from this mod thou, still very useful as parts of ship/station and as fire-and-forget escape pods!

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Thanks! Unfortunately to do that you will need a plugin of some sort that allows it. MechJeb, remoteTech, also EscapePod would do the trick, and probably more.

Any crewable parts cannot be piloted when they are unmanned, even with those mods. KSP seems to block them.

Also, when they are manned, they are never controllable like a real pod.

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May I point you all towards this mod again? Aside from a few small bugs (like SAS wanting to correct in the wrong direction, and thus spins you out of control), it pretty much is a working pod: http://kerbalspaceprogram.com/forum/showthread.php/17439-PLUGIN-PART-16-Zoolotac-EscapePod-v1

I've been using it for my Mun landings, and it's perfect.

Edited by Ekku Zakku
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Thanks! Unfortunately to do that you will need a plugin of some sort that allows it. MechJeb, remoteTech, also EscapePod would do the trick, and probably more.

I had misunderstood you!! I thought that you meant I needed a completely different mod to yours if I wanted to make a 2nd controllable rocket. I realize now you meant that I just needed to bolt something to the side of the 2nd rocket that would gave it controllable attributes.

Now using RemoteTech and MechJeb together on one or your pods as the 2nd sub-rocket (which has a pilot) and its working great! The 'mothership' also has mechjeb and that seems ok (heard some rumours that would glitch).

Cheers for the tip and nice one again for this mod, it makes for a lot more mission options!

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  • 4 weeks later...

I'm not 100% sure, but I think there may be issues in 0.17 with this. Although it might be due to remoteTech. I have a mothership which launches two sub rockets which are basically a remoteTech SAS + RC antenna on a crewable pod with some fuel/thrusters. This configuration worked fine in 0.16 and once a crew member was aboard and it was launched it could be controlled.

In 0.17 I can't control the sub rockets at all. It also does not disconnect from the decoupler which joins the crewable pod to the mothership. The decoupler comes away with the sub rocket whereas in 0.16 it did not.

I think this is most likely down to remote tech issues in 0.17. Has anyone one else has issues?

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Yes, 0.17 sort-of-requires that.

Edit: Zip with new cfgs posted

Now the bad part, I can't control decoupled pods either with mechjeb. If anyone finds a way, posting it here would be really appreciated.

Edited by Pablock
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My bad, included the wrong folder. This time I couldn't test personally.

Thanks for reporting.:D

Fixed now, I think :confused:

Now a little comment:

I couldn't include the mark1cockpit in the initial zip because it refused to compress and the old forum attachment limit was 5 mb. Also, I don't really like the idea of uploading squad's stuff on mediafire or dropbox, I'm sorry for the mk1cockpit, but I think it's best to keep this as-is.

Edited by Pablock
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so how would this be fixed, because right now I'm stuck with a game that refuses to load, and I really need these pods

besides, people upload their stuff on mediafire/dropbox all the time, it would only make this easier if that was done

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