CobaltWolf Posted July 4, 2017 Share Posted July 4, 2017 Holy smokes @NESD that looks great! I love the edge wear on that orange bit in the All-In-One! Quote Link to comment Share on other sites More sharing options...
Shnyrik Posted July 4, 2017 Share Posted July 4, 2017 4 hours ago, Enzo Aguiar said: would it be possible to change the space helmets from the kerbals to leather helmets to match the mod's visual? You should probably install KIS and look through this thread Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 4, 2017 Share Posted July 4, 2017 Is there anyway you can have this seat provide some shielding from atmospheric effects? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 4, 2017 Share Posted July 4, 2017 I've updated the CKAN .netkan file so that this will be available. When you went out of beta, you changed the version number, and also changed the directory. Quote Link to comment Share on other sites More sharing options...
NESD Posted July 5, 2017 Author Share Posted July 5, 2017 @CobaltWolf Only with the patented "Rust & Dust" technology from Duct Tape Engineering, new parts can look like junk even just from the store @linuxgurugamer Thanks again for CKAN support . I make a collision volume much bigger than windshield mesh for better protection but can't see visible effect so if you launch SSTO vessel try at climb constantly hold nose attitude few degrees up to protect from overheating but it not protect from aero forces, kerbals have absolutely insane drag, much greater than all other aircraft parts and it fully ignores aero shadow from other parts, so I can't do anything within part configs until SQUAD people add something like aeroforcemultiplier = 1.0 and aeroheatmultiplier = 1.0 into seat module settings, but I think they don't do it for single mod support Quote Link to comment Share on other sites More sharing options...
BeardPilot Posted September 4, 2017 Share Posted September 4, 2017 Hi all, new to the forum This mod could make my day! however..... I've installed the mod using Ckan, adding take control manually, but can't assign any crew members? Is "take control" visible in UI? Any help would be greatly appreciated! Quote Link to comment Share on other sites More sharing options...
Jacke Posted September 5, 2017 Share Posted September 5, 2017 (edited) 3 hours ago, BeardPilot said: This mod could make my day! however..... I've installed the mod using Ckan, adding take control manually, but can't assign any crew members? Is "take control" visible in UI? I've just started using this mod. I quickly threw together an aircraft using the Mk1 Open Cockpit and I could assign a pilot and it launched okay. The mod you need to make a MOD KerbalSeat part like the External Command Seat or the Mk1 Open Cockpit work as a full featured command pod is Take Command Continued. Make sure you have that mod installed as well as this one. If it still doesn't work, look at the red-lettered message link in my signature for troubleshooting advice and how to provide KSP logs to get help. Edited September 5, 2017 by Jacke Quote Link to comment Share on other sites More sharing options...
BeardPilot Posted September 5, 2017 Share Posted September 5, 2017 Thank you kindly! Quote Link to comment Share on other sites More sharing options...
steve_v Posted October 5, 2017 Share Posted October 5, 2017 (edited) I have a rather peculiar bug to report... If I build anything with this cockpit (root part or not), I am unable to gather any science from experiments on the craft - animations play, but the results dialogue does not appear and the following exception is logged: NullReferenceException: Object reference not set to an instance of an object at ExperimentResultDialogPage..ctor (.Part host, .ScienceData experimentData, Single xmitBase, Single xmitBonus, Boolean showTransmitWarning, System.String transmitWarningMessage, Boolean showResetOption, .ScienceLabSearch labSearch, .Callback`1 onDiscardData, .Callback`1 onKeepData, .Callback`1 onTransmitData, .Callback`1 onSendToLab) [0x00000] in <filename unknown>:0 at ModuleScienceExperiment.reviewData () [0x00000] in <filename unknown>:0 at ModuleScienceExperiment+ .MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 Any idea what's going on here? The stock command chair works as expected, and replacing the cockpit with anything else (stock or otherwise) resolves the issue, but this thing is so cute that I'm a bit gutted I can't use on my early career planes Mod list (CKAN): Spoilers are bung. Edited October 5, 2017 by steve_v Quote Link to comment Share on other sites More sharing options...
NESD Posted October 6, 2017 Author Share Posted October 6, 2017 @steve_v I think this bug appear because my seat have only basic modules without science storage and experiments, but stock seat also don't have it. Second possible problem is a lack of localization. Try to do something in 1.3.1 update Quote Link to comment Share on other sites More sharing options...
JP_Magoo Posted November 21, 2017 Share Posted November 21, 2017 |:O....... Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted December 16, 2017 Share Posted December 16, 2017 I think I also have a bug to report. I did a fresh install with a ton of fresh, 1.3.1 mods. When done, my first test plane (with an open cockpit) ran into a problem: I couldn't revert flight, because clicking the button would pause the game instead of reverting. The green and blue 'recover' and 'return to KSC' were also dead. After much 'remove this, remove that', I zeroed in the problem: it is indeed the open cockpit. Craft that contain it will bug the interface somehow. Perhaps even weirder: i started a new game. Built a simple probe, then reverted the flight to the VAB. Great, no issues! Then I built a plane in the SPH with an open cockpit. This time the revert flight would work.... but would revert me not to the beginning of the current flight, but to the revert point of my previous flight, the aforementioned probe. Psychedelic, right? It should be noted that in this new mod build of mine I experienced a lot of issues. Found out that it was the new module manager version (3.0.x), and after seeing a lot of complaints, I downgraded back to MM 2.8.1 and that fixed everything. But had no effect on the open cockpit. Also: I use open cockpit since it appeared for the very first time and never experienced anything like this. Reading the forums (and specially old threads), it became clear that these 'button not working' issues are usually traced back to some single modded part that is creating some conflict somewhere. Quote Link to comment Share on other sites More sharing options...
NESD Posted December 23, 2017 Author Share Posted December 23, 2017 ---- UPDATED ---- version 1.1 for KSP 1.3.1 It's only service release to fix some bugs Added localization support and AVC checker. Fixed some module settings Changed texture type to DDS inside MU file I plan release it with some new parts but work slightly stuck because I spent more time to Streamline mod Hope this update can fix all problems that people reported me Quote Link to comment Share on other sites More sharing options...
SSgt Baloo Posted December 26, 2017 Share Posted December 26, 2017 I've been trying to use this mod with BD armory, and I noticed some intermittent problems that do not occur when I am flying just one plane with this mod. The first plane loads normally, but the second and subsequent planes spawn (using Vessel Mover) with no crew. I tried just going back to KSC, then into the SPH, then launch a new plane. Sometimes it works, but on subsequent launches, some or all of the planes I had already launched and moved off the runway were missing. When I go to the KSC, some of the planes will not show a standard icon, but one for debris. I'm not sure how to chase down the gremlins for this problem, so I'm hoping someone smarter will have an idea that helps. Otherwise, perhaps they could suggest a mod that includes cockpits about the same length and weight as this one? I'd rather use these, as they are perfect for WW1 planes, and (aesthetically, at least), preferable to the ones that come with Firespitter. Quote Link to comment Share on other sites More sharing options...
selfish_meme Posted December 30, 2017 Share Posted December 30, 2017 Hi @NESD I was playing with Textures Unlimited and building a prop for a movie, I made this config for Open Cockpit, you can do with it what you wish Download See what it does in this gif (link in case the gif does not embed https://gfycat.com/DeterminedSociableAppaloosa) Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted January 3, 2018 Share Posted January 3, 2018 On 30/12/2017 at 2:37 AM, selfish_meme said: Hi @NESD I was playing with Textures Unlimited and building a prop for a movie, I made this config for Open Cockpit, you can do with it what you wish Download See what it does in this gif (link in case the gif does not embed https://gfycat.com/DeterminedSociableAppaloosa) The main landing gear is inverted! Other than that ... what a wonderful silver look it has to it! Quote Link to comment Share on other sites More sharing options...
selfish_meme Posted January 4, 2018 Share Posted January 4, 2018 11 hours ago, Daniel Prates said: The main landing gear is inverted! Other than that ... what a wonderful silver look it has to it! Yeah not sure what was going on with the landing gear, whatever way I rotated it, always ended up this way Quote Link to comment Share on other sites More sharing options...
tetryds Posted January 4, 2018 Share Posted January 4, 2018 (edited) 2 hours ago, selfish_meme said: Yeah not sure what was going on with the landing gear, whatever way I rotated it, always ended up this way You don't need to rotate it, just place it on the other side. If you were placing it on the left, place it on the right with the same rotation, should work fine. Edit: you may need to rotate it to place it on the other side, but it should work anyway. Edited January 4, 2018 by tetryds Quote Link to comment Share on other sites More sharing options...
selfish_meme Posted January 4, 2018 Share Posted January 4, 2018 59 minutes ago, tetryds said: You don't need to rotate it, just place it on the other side. If you were placing it on the left, place it on the right with the same rotation, should work fine. Edit: you may need to rotate it to place it on the other side, but it should work anyway. Ah, see 2500hrs in and you learn something new Quote Link to comment Share on other sites More sharing options...
GenjoKoan Posted January 4, 2018 Share Posted January 4, 2018 1 hour ago, selfish_meme said: Ah, see 2500hrs in and you learn something new When we stop learning something new, we may as well be composted. eh? Quote Link to comment Share on other sites More sharing options...
fourfa Posted January 7, 2018 Share Posted January 7, 2018 (edited) On 10/5/2017 at 1:08 AM, steve_v said: I have a rather peculiar bug to report... If I build anything with this cockpit (root part or not), I am unable to gather any science from experiments on the craft - animations play, but the results dialogue does not appear and the following exception is logged: NullReferenceException: Object reference not set to an instance of an object at ExperimentResultDialogPage..ctor (.Part host, .ScienceData experimentData, Single xmitBase, Single xmitBonus, Boolean showTransmitWarning, System.String transmitWarningMessage, Boolean showResetOption, .ScienceLabSearch labSearch, .Callback`1 onDiscardData, .Callback`1 onKeepData, .Callback`1 onTransmitData, .Callback`1 onSendToLab) [0x00000] in <filename unknown>:0 at ModuleScienceExperiment.reviewData () [0x00000] in <filename unknown>:0 at ModuleScienceExperiment+ .MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 Any idea what's going on here? The stock command chair works as expected, and replacing the cockpit with anything else (stock or otherwise) resolves the issue, but this thing is so cute that I'm a bit gutted I can't use on my early career planes Mod list (CKAN): Spoilers are bung. @NESD I'm having the exact same problem. Version 1.1, on 1.3.1 with lots of mods but it's definitively the Barnstormer cockpit causing it. Craft is rooted to the OC1, launched, right-click on any science experiment, click to run the experiment, the button to run the experiment vanishes, no results dialogue appears. https://www.dropbox.com/s/3x21hgks60i3mer/output_log.txt?dl=0 Paused immediately after the NRE, so the one in question is the very last lines. Some slight differences in syntax in the NRE from the one above. EDIT: more testing reveals some combination problem with TakeCommandContinued (1.4.11). 100% stock install plus OpenCockpit, no problems. Add TakeCommand, add a command pod, launch with crew in the pod and transfer to the OC-1, no problems. Launch with crew in the cockpit, the above science bug appears. Edited January 7, 2018 by fourfa Quote Link to comment Share on other sites More sharing options...
fourfa Posted January 8, 2018 Share Posted January 8, 2018 Well, here's a cheesy workaround that let me continue with my career. Surface attach a command chair, gizmo it down into the cockpit, and make sure you never assign crew to the OC-1. If you line up the throttle levers it doesn't even look dumb Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 20, 2018 Share Posted January 20, 2018 (edited) On 1/7/2018 at 2:24 AM, fourfa said: @NESD I'm having the exact same problem. Version 1.1, on 1.3.1 with lots of mods but it's definitively the Barnstormer cockpit causing it. Craft is rooted to the OC1, launched, right-click on any science experiment, click to run the experiment, the button to run the experiment vanishes, no results dialogue appears. https://www.dropbox.com/s/3x21hgks60i3mer/output_log.txt?dl=0 Paused immediately after the NRE, so the one in question is the very last lines. Some slight differences in syntax in the NRE from the one above. EDIT: more testing reveals some combination problem with TakeCommandContinued (1.4.11). 100% stock install plus OpenCockpit, no problems. Add TakeCommand, add a command pod, launch with crew in the pod and transfer to the OC-1, no problems. Launch with crew in the cockpit, the above science bug appears. Does this happen if TakeCommand isn't installed? Oh, so this only happens if you launch with Takecommand. Edited January 20, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
fourfa Posted January 20, 2018 Share Posted January 20, 2018 1 minute ago, linuxgurugamer said: Does this happen if TakeCommand isn't installed? No - 100% stock install plus OpenCockpit, launch the kerbal into another pod and move to the OC-1 (ie the only possible method without TC), and science experiments seem to work as normal Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 20, 2018 Share Posted January 20, 2018 11 minutes ago, fourfa said: No - 100% stock install plus OpenCockpit, launch the kerbal into another pod and move to the OC-1 (ie the only possible method without TC), and science experiments seem to work as normal Could you try it and make sure that the regular pod is not part of the same craft? ie: put a seperator on it and seperate the two Oh, never mind, I found the problem. It's a config issue in the open cockpit, it's missing a line: vesselType = Rover I'll add a simple patch to TakeCommand to add it if it is missing. @NSEP could you add that line to the config of the part, please? Quote Link to comment Share on other sites More sharing options...
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