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T.A.K.D.I.S


ColdJ

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It is now live on Spacedock.

https://spacedock.info/mod/2991/T.A.K.D.I.S

License: CC-BY-SA-4.0 GPLv3

My models are using the CC-BY-SA-4.0 licence. The "Rocket Sounds Enhancement" plugin uses the GPLv3.

This is my version of the TARDIS and K9 from the Doctor Who television series. It has only 4 parts. The TARDIS and it's engine, K9 and it's motive wheel.
I will bundle the plugin "ROCKET SOUND ENHANCEMENT" in this mod for those who don't have it so that there is sound when K9 drives.
BOTH THE TARDIS AND K9 HAVE THE ABILITY TO CHANGE CONTROL DIRECTION, WITH THE DEFAULT SET TO UP. FOR PLANET FLYING AND DRIVING YOU WILL NEED TO SWITCH THEM TO FORWARD.
I will include a CRAFT FILE for the TARDIS in the main folder with it set up for flying over the surface. The RCS is powerful enough to fly the TARDIS without the engine but the SAS goes a bit mad when you have RCS that is very powerful so generally you will want it down at 20% or less in the thrust limiter.
The engine is very powerful so about 1 6th is enough to hover on Kerbin.
K9 and it's wheel can be packed into the TARDIS and assembled by an engineer. Make sure to flip K9 upside down with the rotation keys before placing (USING THE ROTATION TOOL SEEMS TO GLITCH AND DESTROY K9) and do the same for the wheel, it is noded and should click into place for assembly, do the same for disassembly. Once assembled and you have switched to K9, click "control from here" and "forward control" to drive comfortably.
Hope that covers it.
Enjoy.

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Edited by ColdJ
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On 3/7/2022 at 1:16 AM, ColdJ said:

 

License: CC-BY-SA-4.0 GPLv3

Hi, how is this meant to work? Can the user pick whichever license they prefer, or are some parts of the mod under one license and some under the other?

EDIT: Taking a closer look, it seems that this mod is CC-BY-SA-4.0, and the bundled Rocket Sound Enhancement is GPLv3, so we'll use CC-BY-SA-4.0 for CKAN. Please let us know if that's incorrect.

Edited by HebaruSan
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10 hours ago, HebaruSan said:

Hi, how is this meant to work? Can the user pick whichever license they prefer, or are some parts of the mod under one license and some under the other?

EDIT: Taking a closer look, it seems that this mod is CC-BY-SA-4.0, and the bundled Rocket Sound Enhancement is GPLv3, so we'll use CC-BY-SA-4.0 for CKAN. Please let us know if that's incorrect.

Hi @HebaruSan. Yes that is correct. My stuff is CC-BY-SA-4.0 and the Rocket Sound Enhancement is GPLv3. I made it clear in a previous mod and then forgot to make it clear for this one. My Apologies for that. I will go in and edit to make it clear.

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  • 2 weeks later...

Liked the sound effects.  The TAKDIS front doors point North instead of South when launched, however, and face the flag in the VAB rather than the default (it appears rotated 180 degrees?).  Reaction wheels are big enough to stand it up on Kerbin, and I prefer flying it with Yaw, Pitch, Roll turned off and just Front/Back, Left/Right, Up/Down turned on in the RCS extra controls.  I don't know if you can set it up like that or if I need to change them every time in the VAB / while flying.

Along the same lines, Driving K9 around tips him over with SAS on.  I set the associated mode to SAS-Only (I think?) and that makes driving him much easier.

This mod is a blast!  Though it makes career mode ridiculously simple.  Also, on Mun, a Kerbal just bumping into it sends it skittering away from the point of impact.  Could the bottom have more friction / the craft have more weight to reduce that a bit?  Would there be negative results from a heavier TAKDIS?

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Hi @jamesf, Very glad you like it and the sound effect. It sounded alright to me but it can be hard as often what you make doesn't sound the same when played in game.

This is a fun mod where alot of the laws of physics get ignored and replaced with magic. I personally would only use it in a career game if you have managed to do the full research tree via the conventional means and now just want some fun.

First: Mass. The mass of the craft affects how well the engine, RCS and reaction wheels will respond to the craft. When it was built it was to be as universal as possible. Originally it didn't have an engine and was flown only through RCS, which is part of why they are so powerful and generally should be set to 20% or lower when using the engine, so that the SAS system doesn't go berzerk in adjusting position. Now the good thing is that being a single player game, once you have a mod you can set it up however you like it in your game. So if you want to try it with more mass you are welcome to do so.

Here is how.

In this folder

Kerbal Space Program\GameData\TAKDIS\Pod\

You will find this config file.

Tardis.cfg

Open it with a text editor such as Notepad and scroll down to this section.

    attachRules = 1,1,1,1,0
    mass = 0.125
    dragModelType = default

The mass section is the part you want. Currently it is set as 125 kg.   Anything left of the full stop is tons, right kg so if it was 1.250 then it would be 1250kg. Just change it to a weight that you think will work for you, always have a full stop and atleast 2 numbers to the right of it just to be absolutely sure of the mass you have specified, they can both be 0 but should still be there. This is mostly for our benefit, to make sure we put in what we thought we did, but is good practice as 1 little syntax error can stop a config from working. Just change the numbers, don't hit enter, just save the file before closing.

Second: Setup. Now the Tardis is set up so when planet flying, with the engine towards the ground and the control orientation set to forward, the doors are the front of the craft. That is why it seems turned 180 degrees to you as most things are set up with the engines being at the back of the craft while the Tardis is set up for the engines being underneath. The good news is that You can set up a craft how you want and change it's orientation in the VAB or SPH and then save it that way. All you have to do then is open the craft folder and load it when you want to use it and it will be set up the way you saved it.

K9: I have heard before from players that haven't changed their default keyboard layout about tipping when they have powerful reaction wheels while driving. The default has the reaction wheels and steering on the same keys. You can either change the default layout or lower the reaction authority in K9 so that it is not powerful enough to tip him. The strength of the reaction wheels is so you can right him if you get flipped and not needed for steering. Without the SAS, K9 tends to skate as if on ice. I use an analogue game pad myself with the functions on separate inputs so don't have that happen.

I hope that covers everything, thank you for letting me know you like it. Good luck and fun with everything you do going forward.

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