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[1.10.1.2] The Martian for KSP (MAV Release)


bcink

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Welcome to the release thread for The Martian for KSP!

This mod brings the rover and the Mars Ascent Vehicle from the movie The Martian to Kerbal Space Program.

The MAV is a revamp of the MAV by @xxhansonmaxx from Hermes Interplanetary Spacecraft (from The Martian) with new textures, IVA and fully functional parts.

This rover is a revamp of the Phoenix Industries Ares Rover by @-ctn- with new textures, IVA and hatches.

IS1xKFb.jpg

xz40xsI.jpg

QSWpTpr.jpg

 

Ares MAV:
The MAV is now a fully functioning Kerbal craft.
All parts have had their models slightly edited from the original, all have been been re-UV unwrapped and new textures applied.
Pod has undergone signifigant changes from original model.
All Unity work and KSP configurations are new.

Features:
For most functionality, install B9 Part Switch at a minimum.
Custom plume and FX provided by @JadeOfMaar
RCS and engines can change fuel mix. Includes Methalox features (these require CryoTanks or Rational Resources).
Pod's top node is a decoupler for if ever you need to dump the cap/chute (Mark Whatney). Decouplers can be turned off from staging while in VAB.
Balanced for 2.7.x. It's where Stock should be.
Crossfeed can be toggled on all parts that can decouple, in flight and in VAB. Especially the lander stage.
Mark Whatney Mode: With B9 Part Switch, switch to Mark Whatney Mode to ditch the windows and hatches. Decouple the nosecone and re-create Whatney's Mars takeoff!
Stage one contains the ladder. Right-click and deploy it to reveal the lower hatch opening and the extended ladder to safely climb up the center to the pod.

Attention:
Open the nosecone before attempting to stage the parachutes or they will not work. This is a side effect of docking port / parachutes / opening animation in one part. 
There are three legs. Aim for flat ground.

MAV Parts:
Lander stage
Deployable legs with suspension
Lander stage engines
Stage one with deployable ladder and tunnel spotlight
Stage one cruise engines
Stage one main engines
Stag two
Stage two engines
Pod with interior and lights. Primary hatch is beneath the pod. Side hatch remains usable as secondary.
Pod windows can be disabled (kicked out) in-flight or in VAB (but not enabled in-flight or re-enabled after removed).
Nosecone with docking port and parachutes

Parts are compatible with the following mods:
B9 Part Switch
RealFuels
Modular Fuel Tanks
CryoTanks
Community Tech Tree
Configurable Containers
Tweakscale
Breaking Ground
Kerbal Inventory System

Very special thanks to @JadeOfMaar for testing, balancing, plumes, FX and applying the various fuels configurations and switches / patch compatibilities to the MAV.

Ares Rover:
All parts have been re-textured from original creation
There is now a cockpit interior for 4 kerbals
There are three hatches - one on each side and one in the rear
Handful of spotlights in the front of the vehicle

Rover Parts:
Cockpit
Flatbed
Trailer
Battery

Parts are compatible with the following mods:
9x inventory slots with Breaking Ground Expansion
Kerbal Inventory system inventory
Tweakscale compatibility

 

Download:

Download from SpaceDock

 

Changelog:

Update 1.10.1.2

MAV is released

Update 1.10.1

Re-compile for KSP 1.10.1
Fixed attach nodes on cockpit (thanks @BigFatStupidHead)
Added crew report to cockpit (thanks @hemeac)

 

Random Images:

19XgEUG.png

0EKXdVE.png

MYqge7d.png

erAbxCj.png

NjCDBPo.png

 

 

License is Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International

CC-BY-NC-SA 4.0

Edited by bcink
Update 1.10.1.2 (MAV Release)
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9 hours ago, glibbo said:

Is this the self isolation version   :lol:  .....

Hehehe we may as well call it that. If it wasn't for quarantine this wouldn't have happened. I dare say, I'm looking at all the MAV parts and I just need to start texturing them. They're all in Unity and ready to get worked on...

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  • 3 weeks later...
  • 2 weeks later...

This is a very fine revamp, but I think the nodes are configured backwards.

With help from the fantastic NodeHelper, I generated a fix for the backward nodes on the cockpit. Just replace the relevant sections in Ares-Cockpit.cfg with the following.

node_stack_trailer = 0.0, -0.65, 0.51, 0.0, -1.0, 0.0, 1, 1
node_stack_top = 0.0, -0.55, -0.63, 0.0, 0.0, -1.0, 1, 1
node_stack_bottom = 0.0, -0.36, 0.855, 0.0, 0.0, 1.0, 1, 1
node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0, 1

 

Edited by BigFatStupidHead
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  • 2 months later...
On 7/3/2020 at 9:06 PM, DefenderX1 said:

Lovely little rover. I'm curious what happened to the cool looking wheels (that matched the ones in the movie)?

This is from @-ctn-'s WIP thread. They were in the game at some point because Kotobo's video of the pre-release has them.
1UL5sgp.jpg

I never had them in game. There was another modder that their own rover models that Kottabos reviewed that had some sort of wheel model included. 
 

Mine where never in game. I couldn’t get the suspension to work so I just quickly put the model and texture together for Blender screenshots. On every release thread, I’ve always stated that it does not include wheels and that I never got them working. 

Edited by -ctn-
Clarification
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On 7/4/2020 at 3:06 AM, DefenderX1 said:

Lovely little rover. I'm curious what happened to the cool looking wheels (that matched the ones in the movie)?

This is from @-ctn-'s WIP thread. They were in the game at some point because Kotobo's video of the pre-release has them.
 

I think you mistake it with this rover:

And here is the video you meant (I think):

 

Edited by Cheesecake
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  • 3 weeks later...
13 hours ago, Apelsin said:

Great little mod. I have a question though: the cockpit doesn't have a crew report function. Is this intentional or just an oversight?

It looks like it isn't part of the configuration, but you can add it to GameData\TM4KSP\AresRover\Cockpit\Ares-Cockpit.cfg using the following from the Mk1-3Pod (alongside a science container for storing other experiments):

Spoiler

	MODULE
	{
		name = ModuleScienceExperiment
		experimentID = crewReport 
		experimentActionName = #autoLOC_502009 //#autoLOC_502009 = Crew Report
		resetActionName = #autoLOC_502010 //#autoLOC_502010 = Discard Crew Report
		reviewActionName = #autoLOC_502200 //#autoLOC_502200 = Review Report
		useStaging = False
		useActionGroups = True
		hideUIwhenUnavailable = True
		rerunnable = True
		xmitDataScalar = 1.0
		usageReqMaskInternal = 5
		usageReqMaskExternal = -1
	}
	MODULE
	{
		name = ModuleScienceContainer
		reviewActionName = #autoLOC_502201 //#autoLOC_502201 = Review Stored Data
		storeActionName = #autoLOC_502202 //#autoLOC_502202 = Store Experiments
		evaOnlyStorage = True
		storageRange = 2.0
	}

 

 

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  • 3 weeks later...
On 7/10/2020 at 1:03 PM, -ctn- said:

I’ve always stated that it does not include wheels and that I never got them working.

Those wheels look sooo nice though. Perhaps someone, some other modder, who has more experience with wheels, and suspension could get them working for you... if you still have the models.

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8 hours ago, RealKerbal3x said:

Thanks, this mod is great! :D

Have you made any progress on the MAV? I'm really excited to try that out.

Thank you! I've been on hiatus for some time so at the moment, nothing additional. It is not forgotten. I will try and put some time in on this :)

On 7/10/2020 at 10:03 AM, -ctn- said:

and that I never got them working. 

Dude this is entirely understandable. Getting suspension working is full on crap for some reason. 

 

9 hours ago, TheKurgan said:

if you still have the models.

I could give it a try if you still have em @-ctn-

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