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[1.12] ALCOR Pod (Adopted)


JonnyOThan

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Hey all, I'm adopting one of the best interactive IVAs ever made: the ALCOR pod.

ALCOR_Adopted-1699464201.png

Download: https://spacedock.info/mod/3499/ALCOR Adopted (should be on CKAN soon)

License: CC-BY-NC-SA-3.0

Dependencies

  • ModuleManager
  • ASET Props
  • RasterPropMonitor

Recommendations

  • FreeIva

Original thread: 

 

Edited by JonnyOThan
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Back from the dead.. It's aliiiiiive!!!

Quickly becoming my favourite modder, mister Johnny.

I was using ALCOR yesterday and noticed when you enter with the new auto-internal cam, you lose the ability to look around. I'm firing up KSP I'll grab a log for you. (maybe you're aware of this)

 

Oh, it's doing it on all pods. Changing vessels corrects it.

log file (suspiciously large)

Edited by ElonsMusk
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1 hour ago, ElonsMusk said:

Oh, it's doing it on all pods. Changing vessels corrects it.

this seems bad. 

Rethrow as TypeInitializationException: The type initializer for 'CarnationVariableSectionPart.CVSPConfigs' threw an exception.

 

MAS is also throwing a lot of exceptions.  Try removing Carnation and MAS and see if it still happens.

 

For future reference, I'd prefer the ksp.log file unless the game crashed.  It's a little easier to work with as far as hunting for errors.

Edited by JonnyOThan
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I'll reboot and try this.

51 minutes ago, JonnyOThan said:

For future reference, I'd prefer the ksp.log file unless the game crashed.  It's a little easier to work with as far as hunting for errors.

Oh, my mistake. I never remember which is the useful one.

Update:
Problem persists (log); in addition, Kerbal didn't enter the capsule, started the auto-freeiva on top of ALCOR, outside the capsule. I could move as if I was outside but I fell through the ground a bit. It was strange!

For clarity, are we to remove any old ALCOR or overwrite? I removed the old folders according to the adopted folders. Maybe I borked it somehow?

Edited by ElonsMusk
troubleshooting
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1 hour ago, ElonsMusk said:

I'll reboot and try this.

Oh, my mistake. I never remember which is the useful one.

Update:
Problem persists (log); in addition, Kerbal didn't enter the capsule, started the auto-freeiva on top of ALCOR, outside the capsule. I could move as if I was outside but I fell through the ground a bit. It was strange!

For clarity, are we to remove any old ALCOR or overwrite? I removed the old folders according to the adopted folders. Maybe I borked it somehow?

Yes, always remove old versions of things.

Oh, it looks like you didn't update ASET_Props.

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  • 2 months later...

Hi @JonnyOThan Firstly - thank you so much to taking on the ALCOR mod. It is my top mod to use anytime I play KSP1.
After a long break and downloaded the latest version of everything.

Found a minor bug for you in the ALCOR lander.
When flicking the switch to open the overhead shutter, (pilot seat front overhead panel, middle left side) the animation gets stuck in a loop and continuously plays the open animation without stopping.
When setting the shutter switch to close, it plays the close animation only once as expected.

Edited by cyberKerb
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1 hour ago, cyberKerb said:

Hi @JonnyOThan Firstly - thank you so much to taking on the ALCOR mod. It is my top mod to use anytime I play KSP1.
After a long break and downloaded the latest version of everything.

Found a minor bug for you in the ACOR lander.
When flicking the switch to open the overhead shutter, (pilot seat front overhead panel, middle left side) the animation gets stuck in a loop and continuously plays the open animation without stopping.
When setting the shutter switch to close, it plays the close animation only once as expected.

Thanks for the report. Please always include your KSP.log file when reporting bugs or asking for support.

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1 hour ago, JonnyOThan said:

Thanks for the report. Please always include your KSP.log file when reporting bugs or asking for support.

sure - Used notes2log mod to add comments on when I was going into IVA and when clicking the button. ksp.log

Bare bones install with RPM, ALCOR, Vesselview and some of LGG support mods like Toolbar and clickthrough blocker

Edited by cyberKerb
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15 hours ago, cyberKerb said:

sure - Used notes2log mod to add comments on when I was going into IVA and when clicking the button. ksp.log

Bare bones install with RPM, ALCOR, Vesselview and some of LGG support mods like Toolbar and clickthrough blocker

Thanks, tracked it down to an issue in RPM: https://github.com/JonnyOThan/RasterPropMonitor/issues/127

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  • 3 months later...

Heya, is there a chance the MFDs could be set-up like the MK3 DE-MAS is set-up? Or alternatively, there to be a IVA switch option to such.

 

Reason I ask is that I had to disable the auto-upgrade cfg in MAS because it broke some IVAs (OPT Spaceplane). 

The MK3 command pod with the "DE-MAS" IVA offers one screen that has the more advanced maneuver planning/mechjeb integration (return from moon, display what biome you will land in, etc). while the rest remain as JSI RPM with all the functionality (including NavUtils continued, as useless as an aviation HSI/ILS is in the command pod - still, it's why I had to disable the cfg for "upgrade all RPM".)

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12 hours ago, RunaDacino said:

Heya, is there a chance the MFDs could be set-up like the MK3 DE-MAS is set-up? Or alternatively, there to be a IVA switch option to such.

 

Reason I ask is that I had to disable the auto-upgrade cfg in MAS because it broke some IVAs (OPT Spaceplane). 

The MK3 command pod with the "DE-MAS" IVA offers one screen that has the more advanced maneuver planning/mechjeb integration (return from moon, display what biome you will land in, etc). while the rest remain as JSI RPM with all the functionality (including NavUtils continued, as useless as an aviation HSI/ILS is in the command pod - still, it's why I had to disable the cfg for "upgrade all RPM".)

This would be very far down my priority list - in general I discourage using RPM and MAS together because of the performance costs.  But creating a patch that turns some of the MFDs into the MAS versions should be pretty simple, and it can be set up as an optional reviva config.  If anyone wants to do it I’d be happy to merge it.

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  • 3 months later...
  • 1 month later...
  • 3 weeks later...

Hey JonnyOThan,

Subject: Fixed ALCOR Landing Legs – Can you add them to the mod?

So, I’ve been tinkering a bit, and I managed to repair and improve the old landing legs that used to be part of the ALCOR mod. I tried searching for them online, but couldn’t find them anywhere – looks like they’ve disappeared over time, except for the old versions.

For me, they work almost perfectly now, but it might be a good idea if you could take a quick look yourself, just to make sure everything’s solid. Would you be interested in adding them back to the mod for everyone to use, since they were once part of the ALCOR mod?

Anyways, here are the files.:

ASET_LandingLegs 

Cheers

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54 minutes ago, GERULA said:

Hey JonnyOThan,

Subject: Fixed ALCOR Landing Legs – Can you add them to the mod?

So, I’ve been tinkering a bit, and I managed to repair and improve the old landing legs that used to be part of the ALCOR mod. I tried searching for them online, but couldn’t find them anywhere – looks like they’ve disappeared over time, except for the old versions.

For me, they work almost perfectly now, but it might be a good idea if you could take a quick look yourself, just to make sure everything’s solid. Would you be interested in adding them back to the mod for everyone to use, since they were once part of the ALCOR mod?

Anyways, here are the files.:

ASET_LandingLegs 

Cheers

I’ll take a look!  For future reference, the best way to request or report something for my mods is to file an issue on github (I just did so for this).  The forums are flaky so who knows if this will be available whenever I take a look at it.  GitHub issues will stick around until this gets prioritized.

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