Wolfair corp. Posted December 12, 2016 Share Posted December 12, 2016 (edited) AoA Technologies Development Thread Changelog: v.1.4.1 - Fixed JSIVariableAnimator error - Added crew reports where missing - Tested in 1.4.5, should work in 1.5.1 Known bugs: Cobra MKII, Combat Dragon II and Super Tucano cockpits are missing hatches. v.1.4 "Alpha Strike" - Configuring, testing, etc. - NEW COCKPIT! Su-57 cockpit, internals still pending. - Heavy bugfixing (Including engine starting by itself). v.1.3.9.1 - Minor bugfixing before major update at christmas - 1.2 support discontinued. Version still availaible - 1.3.1 supported - Curse discontinued v. 1.3.9 "Low Pass" - Updated for 1.3 - New fin texture - New internals - Some new textures - New engine FX v. 1.3.8 "Mach 1" - Everything works v. 1.3.8 pre - Bugfixing - New interior for Tucano cockpit - New Bronco cockpit - New FlyPit - Messing with props - New agency logo, more intuitive v. 1.3.7 "Afterburning" - New Afterburning engine FX - Fixed Falken RCS bug - MiniAVC compatibility - Changed Tech Required for some stuff - Full compatibility with 1.2.2 v.1.3.6 "Sonic" - Minor bugfixes (Internal transmitter, BD Armory compatibility, and other misc stuff) - Custom ScienceDefs : Electronic report to replace crew report on drones - New AoA Technologies Agency - Hawk cockpit FLIR ball working. - Fixed not showing & textures bugs Requirements RasterPropMonitor Aset Props & Avionics (Included on cKan/Spacedock) Firespitter & ModuleManager Plugins (These are bundled in a lot of mods, check if you already have their latest versions in your GameData folder) Credits to @nli2work for props used. Licensed under CC-BY. Thanks to @linuxgurugamer and @gomker for helping me with latest release's bugfixing DOWNLOADS Also available via cKan >FOR 1.2.X (Discontinued) CLICK HERE< Get old KU34 texture here. Delete the old folder and replace. Source I and martinezfg11 are open to suggestions Album Hope you enjoy it. => @martinezfg11 Is still working on the mod. Licensed under CC-BY-NC-SA 4.0 Parts: (coming soon) Edited July 31, 2020 by Wolfair corp. update Quote Link to comment Share on other sites More sharing options...
martinezfg11 Posted December 13, 2016 Share Posted December 13, 2016 Glad you took over this! As Wolfair said, I still have parts planned for this mod. Quote Link to comment Share on other sites More sharing options...
BureauJaeger Posted December 18, 2016 Share Posted December 18, 2016 (edited) I moved the Tucano to an earlier tech tree node to have it available in my early career game, slapped together a rough lookalike of the real plane, and I just fell in love with the result. Instantly one of the nicest flying things I have. Not too overpowered either, max speed with a good amount of fuel was "only" a bit over 150 m/s, which by chance seems to be on par with the real Super Tucano. Awesome stuff! My SXT Bonanza-lookalike now has a serious contender for the barnstorming missions. This doesn't have any IVA yet, right? Any plans or even a possible ETA for that one, @martinezfg11? I'd love to see this one fleshed out. If you're doing more tweaks while maintaining, @Wolfair corp., I have a couple of tech tree suggestions: move the Tucano to Aviation or Aerodynamics and push the Hornet to Supersonic perhaps, the latter looks quite out of place amongst mostly prop plane stuff. The drones too become available quite early on compared to how advanced they are, and since they use the Mk2 cross section, maybe put them in a later node too, Specialized Control for example. Also, I got the science gathering mission asking for the new electronic reports around the KSC. I'm not sure if that's intended behaviour or not but that requirement might become problematic in some other instance. It's probably fine though. I just went ahead and built a rover with a scaled down Falken. Edited December 18, 2016 by BureauJaeger Quote Link to comment Share on other sites More sharing options...
Wolfair corp. Posted December 18, 2016 Author Share Posted December 18, 2016 I made that, I'll upload new files on different servers later. To have access, go on Github link and download "Source Code.zip" I fixed the problems with Falken RCS (Old files didn't delete). What do you mean by: 40 minutes ago, BureauJaeger said: but that requirement might become problematic in some other instance Quote Link to comment Share on other sites More sharing options...
BureauJaeger Posted December 18, 2016 Share Posted December 18, 2016 4 minutes ago, Wolfair corp. said: I made that, I'll upload new files on different servers later. To have access, go on Github link and download "Source Code.zip" I fixed the problems with Falken RCS (Old files didn't delete). What do you mean by: Cool! What I meant by that is seeing as the drone cockpits are the only ones capable of performing the electronic report right now, it can be challenging to complete some of the randomized field research missions when you need to bring one of those to fulfill the experiment. They are big parts after all, compared to regular science experiments at least. Basically not an insurmountable challenge but a somewhat limiting thing. Quote Link to comment Share on other sites More sharing options...
Wolfair corp. Posted December 18, 2016 Author Share Posted December 18, 2016 I could maybe create a new part that allows electronic report. But I originally created Electronic report to substitute crew report on drones. Quote Link to comment Share on other sites More sharing options...
BureauJaeger Posted December 18, 2016 Share Posted December 18, 2016 (edited) Yes, maybe. On the other hand I do quite like that it gives the drones a unique capability and purpose. Alternatively, what if you limit the experiment to be only valid in flight or in space and rule out 'landed', or 'splashed down' for that matter. Would that be a better solution? Or worse? Or possible at all? Edited December 18, 2016 by BureauJaeger Quote Link to comment Share on other sites More sharing options...
OrbitalBuzzsaw Posted December 18, 2016 Share Posted December 18, 2016 (edited) i must haz nao EDIT : SpaceDock shows a 404 when you click the download button Edited December 18, 2016 by OrbitalBuzzsaw Quote Link to comment Share on other sites More sharing options...
Wolfair corp. Posted December 18, 2016 Author Share Posted December 18, 2016 1 hour ago, OrbitalBuzzsaw said: i must haz nao EDIT : SpaceDock shows a 404 when you click the download button The header also disappeared, looks like a server issue. Should work now Quote Link to comment Share on other sites More sharing options...
martinezfg11 Posted December 20, 2016 Share Posted December 20, 2016 Hmmm, well the Internal for the Tucano is done. Just need to remember if the Internal Shader made by Porkjet it still working. If so, it will be done pretty soon..(ish) Quote Link to comment Share on other sites More sharing options...
Jz03 Posted January 5, 2017 Share Posted January 5, 2017 Hey I'm having a problem with the RPM in one of the cockpits and I don't what it means by check the config Quote Link to comment Share on other sites More sharing options...
Wolfair corp. Posted January 5, 2017 Author Share Posted January 5, 2017 I know, its something about internals, but I don't know what. Maybe @martinezfg11 know. Quote Link to comment Share on other sites More sharing options...
Esquire42 Posted January 6, 2017 Share Posted January 6, 2017 Hi guys, have any of you had any luck with installing this via CKAN? It'd be a great addition to my silly BDA install. It might be something @linuxgurugamer or @politas need to look at; it seems there's been issues getting new mods on CKAN recently. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 6, 2017 Share Posted January 6, 2017 (edited) This is blocked on ckan due to a dependency. CKAN had a hiccup which was fixed. I think the dependency was KAX. Which I updated yesterday, so I'll check again. Still missing another dependency: Module ASETProps required but it is not listed in the index, or not available for your version of KSP. Edited January 6, 2017 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 6, 2017 Share Posted January 6, 2017 35 minutes ago, linuxgurugamer said: This is blocked on ckan due to a dependency. CKAN had a hiccup which was fixed. I think the dependency was KAX. Which I updated yesterday, so I'll check again. Still missing another dependency: Module ASETProps required but it is not listed in the index, or not available for your version of KSP. ASETProps hasn't been available via CKAN ever since KerbalStuff went down! there is a working version here (not mine, I found this on the ASET props thread): https://www.dropbox.com/s/o9ngxq9l925lsu6/ASET_Props.zip?dl=0 @Wolfair corp. can include this in his mod and get the ASET dependency removed from CKAN. The license allows it (CC-BY-NC-SA). Otherwise you will have to install this by hand. Quote Link to comment Share on other sites More sharing options...
Wolfair corp. Posted January 6, 2017 Author Share Posted January 6, 2017 Made it. THX. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 6, 2017 Share Posted January 6, 2017 2 minutes ago, Wolfair corp. said: Made it. THX. GREAT!!!! I'll get CKAN updated ASAP Quote Link to comment Share on other sites More sharing options...
martinezfg11 Posted January 6, 2017 Share Posted January 6, 2017 On 1/4/2017 at 6:51 PM, Jz03 said: Hey I'm having a problem with the RPM in one of the cockpits and I don't what it means by check the config Which internal? Do you have a copy of your logs? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 6, 2017 Share Posted January 6, 2017 20 minutes ago, Wolfair corp. said: Made it. THX. You will have to do the same with ASETAvionics, available here: https://www.dropbox.com/s/ahsmf7fzwijuj07/ASET_Avionics-1.0.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
Wolfair corp. Posted January 6, 2017 Author Share Posted January 6, 2017 Made it. Let me know if something else is required. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 6, 2017 Share Posted January 6, 2017 That worked. So as soon as someone else double-checks it, it will be in CKAN, expect it by the end of the day, hopefully. Quote Link to comment Share on other sites More sharing options...
Wolfair corp. Posted January 7, 2017 Author Share Posted January 7, 2017 Ok. On 06/01/2017 at 8:53 AM, martinezfg11 said: Which internal? Do you have a copy of your logs? I think he means that: Quote Link to comment Share on other sites More sharing options...
Jz03 Posted January 8, 2017 Share Posted January 8, 2017 (edited) On 1/7/2017 at 8:30 AM, Wolfair corp. said: Ok. I think he means that: Yea that is what I mean Edited January 8, 2017 by Jz03 Quote Link to comment Share on other sites More sharing options...
Wolfair corp. Posted January 8, 2017 Author Share Posted January 8, 2017 (edited) 34 minutes ago, Jz03 said: Yea that is what I mean Ok. @linuxgurugamer cKan is working? @martinezfg11 Have an idea? Edited January 8, 2017 by Wolfair corp. Quote Link to comment Share on other sites More sharing options...
martinezfg11 Posted January 8, 2017 Share Posted January 8, 2017 It's probably one of the ASET props. The errors on the right indicate the Spoilers which only work when FAR is activated. Haven't fired up KSP yet to verify. Quote Link to comment Share on other sites More sharing options...
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