MacLuky Posted September 6, 2017 Share Posted September 6, 2017 (edited) Why and how After observing subway commuters during rush hour our lead engineer figured out how to add 2 more seats to the interior. Imgur Album https://imgur.com/a/Cyxuh Grab it here https://spacedock.info/mod/1520/LanderCanMk12 Source and stuff Will eventually be merged with main MacLuky Space Solution branch. Edited May 31, 2020 by MacLuky Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 6, 2017 Share Posted September 6, 2017 The one thing that bugged me about th lander cans was a lack of adequate seating for their sise. Thanks for fixing that on the mk1 can. Quote Link to comment Share on other sites More sharing options...
MacLuky Posted September 7, 2017 Author Share Posted September 7, 2017 (edited) Originally I wanted to add one additional seat, but there was so much space inside. There is a slightly brighter and scratched new texture for the outside as well, but for some reason I can't get ksp to load it when cloning the model. Edited September 7, 2017 by MacLuky Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted September 7, 2017 Share Posted September 7, 2017 6 minutes ago, MacLuky said: Originally I wanted to add one additional seat, but there was so much space inside. There is a slightly brighter and scratched new texture for the outside as well, but for some reason I can't get ksp to load it when cloning the model. Copy the model into a new folder, and then have the new texture be in the folder with it. It should see that texture and load it instead. Quote Link to comment Share on other sites More sharing options...
MacLuky Posted September 7, 2017 Author Share Posted September 7, 2017 Just now, CobaltWolf said: Copy the model into a new folder, and then have the new texture be in the folder with it. It should see that texture and load it instead. Thanks for the tip, indeed that may work, I just hoped to figure out module manager and reuse existing models and replace the textures rather than copy paste of squad models. (better make a new model then) Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted September 7, 2017 Share Posted September 7, 2017 Just now, MacLuky said: Thanks for the tip, indeed that may work, I just hoped to figure out module manager and reuse existing models and replace the textures rather than copy paste of squad models. (better make a new model then) Eh, nothing wrong with reusing the model. if you're trying to MM it you'd need to switch from using mesh= to the MODEL { } node, since then you can replace textures using that. I think the wiki has something about it? Quote Link to comment Share on other sites More sharing options...
MacLuky Posted September 7, 2017 Author Share Posted September 7, 2017 Yes you are correct. If I just copy the model to my folder KSP will load it twice, which is a waste of memory (though not that much) the mm wiki is under investigation ;-) Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted September 7, 2017 Share Posted September 7, 2017 @MacLuky, I hope you will also increace a LanderCan mass (for honesty), i believe, for 3-seat cabin is up to 1-1,2 tons. Quote Link to comment Share on other sites More sharing options...
MacLuky Posted September 8, 2017 Author Share Posted September 8, 2017 I didn't spent much time thinking about it, believe I added something like 10% due to the extra chairs, but I guess there is life support to consider. Structurally it the same can. Quote Link to comment Share on other sites More sharing options...
MacLuky Posted February 16, 2020 Author Share Posted February 16, 2020 Now, this kept me very puzzled, ever since running restock the mod stopped working and then it dawned on me: restock deletes the original model. Fixed, reduced file sizes and support for restock. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted February 16, 2020 Share Posted February 16, 2020 This is awesome! Thanks for update. Many Muns ago I wondered if it was possible to get a two seat version. Whilst I realise that I can edit the cfg file to 'remove' the possibility, I've never had success at editing the IVA. Would it be possible to have two models in the download please? Peace. Quote Link to comment Share on other sites More sharing options...
vardicd Posted February 16, 2020 Share Posted February 16, 2020 @MacLuky A question for clarity, if I may, does this replace the stock lander can, or create a duplicate? Just want to be clear on if it will affect craft I have in flight with the landercan on it, or not. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted February 16, 2020 Share Posted February 16, 2020 Just now, vardicd said: @MacLuky A question for clarity, if I may, does this replace the stock lander can, or create a duplicate? Just want to be clear on if it will affect craft I have in flight with the landercan on it, or not. I believe it creates a duplicate. Peace. Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted February 16, 2020 Share Posted February 16, 2020 (edited) iva's are separate models that go inside the existing outer shell. look in the squad spaces folder for lots of examples. Edited February 16, 2020 by COL.R.Neville Quote Link to comment Share on other sites More sharing options...
theJesuit Posted February 17, 2020 Share Posted February 17, 2020 1 hour ago, COL.R.Neville said: iva's are separate models that go inside the existing outer shell. look in the squad spaces folder for lots of examples. I realise. This mod duplicate's the mk1 lander can part model and provides a new IVA. It would be a case for the IVA to be edited to remove one of extra seat's but although I've tried installed unity and blender and messing about I have literally no idea what or how I am doing, hence my request. Quote Link to comment Share on other sites More sharing options...
vardicd Posted February 17, 2020 Share Posted February 17, 2020 (edited) I ended up with 2 slightly different copies of the part, that can't be normal, right? EDIT: it only seem to be duplicated in research, only shows up once in the editors. Spoiler Edited February 17, 2020 by vardicd Quote Link to comment Share on other sites More sharing options...
theJesuit Posted February 17, 2020 Share Posted February 17, 2020 1 hour ago, vardicd said: I ended up with 2 slightly different copies of the part, that can't be normal, right? EDIT: it only seem to be duplicated in research, only shows up once in the editors. Hide contents Are you running CTT as well? Quote Link to comment Share on other sites More sharing options...
vardicd Posted February 17, 2020 Share Posted February 17, 2020 Just now, theJesuit said: Are you running CTT as well? CTT and unkerballed start Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted February 17, 2020 Share Posted February 17, 2020 3 hours ago, vardicd said: CTT and unkerballed start check the unkerballed MM scripts they do a bunch of stuff hiding parts etc.. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted February 17, 2020 Share Posted February 17, 2020 Just downloaded @MacLuky, and the issue @vardicd is having I think is because you have a two cfg files that contain respectively a PART and a +PART that are named the same, in the same tech tree node. I'm assuming the old.cfg is for existing craft in saves? If so, i think it could be deleted for new saves. Peace. Quote Link to comment Share on other sites More sharing options...
vardicd Posted February 17, 2020 Share Posted February 17, 2020 3 hours ago, theJesuit said: I'm assuming the old.cfg is for existing craft in saves? If so, i think it could be deleted for new saves. I assumed the same thing, but I discovered that for some reason, deleting one of the configs causes the part to not show up in game, or if deleting the other, causes the part to show up with missing modules. Quote Link to comment Share on other sites More sharing options...
MacLuky Posted February 17, 2020 Author Share Posted February 17, 2020 On 2/16/2020 at 9:42 PM, theJesuit said: This is awesome! Thanks for update. Many Muns ago I wondered if it was possible to get a two seat version. Whilst I realise that I can edit the cfg file to 'remove' the possibility, I've never had success at editing the IVA. Would it be possible to have two models in the download please? Peace. Technically yes, I wanted to replace the second seat with some Eva suits but can’t find the energy to figure out the entire tool chain again 22 hours ago, vardicd said: @MacLuky A question for clarity, if I may, does this replace the stock lander can, or create a duplicate? Just want to be clear on if it will affect craft I have in flight with the landercan on it, or not. It should create a copy 14 hours ago, vardicd said: I ended up with 2 slightly different copies of the part, that can't be normal, right? EDIT: it only seem to be duplicated in research, only shows up once in the editors. Hide contents There should be two, one with 1 seat and later one with 3 5 hours ago, theJesuit said: Just downloaded @MacLuky, and the issue @vardicd is having I think is because you have a two cfg files that contain respectively a PART and a +PART that are named the same, in the same tech tree node. I'm assuming the old.cfg is for existing craft in saves? If so, i think it could be deleted for new saves. Peace. Yes that should be deleted. Curse OS X for hiding extensions it looks like .old to me Thanks for debugging! Will fix Quote Link to comment Share on other sites More sharing options...
vardicd Posted February 17, 2020 Share Posted February 17, 2020 9 minutes ago, MacLuky said: There should be two, one with 1 seat and later one with 3 yeah it's only in the R+D screen that there's 2 of the 3 seat variety. I don't know why it shows up twice in the R+D screen, but in the VAB/SPH there's only 1 3 seat and 1 single seat. Quote Link to comment Share on other sites More sharing options...
Autolyzed Yeast Extract Posted March 22, 2020 Share Posted March 22, 2020 In CKAN some Mk1 cockpit IVA replacement is listed as a dependency. This isn't even the Mk1 cockpit and it's not included in the download anyway. Can someone resolve this? CKAN is strict with dependencies. Quote Link to comment Share on other sites More sharing options...
Krzeszny Posted May 22, 2020 Share Posted May 22, 2020 @MacLuky do you still maintain this mod? It has 8 dependencies in CKAN. Maybe you could check it. Also, it's marked 1.8.1 here but 1.9.0 on SpaceDock and in CKAN, however, some of its dependencies are down to 1.7. That aside, it's a nice mod, so thanks for making it. Maybe the Mk12 could be stretched from 1.875 meters to 2.5 to make it more balanced, but I understand your reasoning in giving it 3 seats. Quote Link to comment Share on other sites More sharing options...
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