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Space 1999 50th Anniversary


ColdJ

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A completely new build to celebrate the 50th anniversary of the TV Series Space 1999. Built to the scale specified by the builder of the new official anniversary model. As such these models are bigger than the ones put out in Beyond 1999, and externally human scaled. Insides and the 2 vehicles are scaled for Kerbals. Everyhing has nodes for simple snap together. Wheels are the right way up when the lighter section of the hub is pointed at the ceiling in the Space Plane Hangar. Everything has been fully tested on a vanilla stock install. If you have anything not working on a stock install with official DLC I will try to work out why. I can not fix problems on modded installs and I will not write patches to support other mods. I have no problem with other people writing patches to support other mods if they wish to. I recommend NOT using this with the FAR mod as it may brick it. Due to the size of this mod and the chance I may patch it with a few extra parts. I am choosing not use CKAN at this point. If you do find that I have forgotten to do something, please let me know on the Forum thread. If the Forum shuts down I will try to use GitHub and Reddit for contact. I am on those as ColdJ-ksp I will put a folder maked SPH in the main folder with 2 premade craft to get you started, just copy them into your save. This mod has it's own category if you have Community Category Kit installed.

Typing in eagle in the parts list will also bring everything up.

License: All Rights Reserved

Space_1999_50th_Anniversary-1742644738.j

 

Due to limitations of the game engine, Kerbals won't exit though doors that the game determines to be inside the model, as such there is a cheat exit on the spine of the middle section of the Eagle. You can enter through the doors if they aren't blocked. When a pod is attached you would transfer to the pod and exit via it's doors.

The square docking tube is right way up when the orange bit is at the top.

 

Spacedock: https://spacedock.info/mod/3844/Space 1999 50th Anniversary

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Edited by ColdJ
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@softweir@LTQ90@jthero7@Caerfinon@Paxey@Mr. Kerbin@adsii1970@Lisias

Hopefully this is all good. It is by far the largest mod, mega bytes wise, that I have made, due to the detail. If you find an issue please let me know.

Hope you find it fun.

The cable for the winch, (Requires Breaking Ground DLC) attaches upside down so that it is easy to attach the magnet. Just rotate once given a custom throttle to the right way up.

Also when you stage the premade Eagle, remember to shutdown the Moonbuggy engine. It is parked in the Garage of the Rescue pod.

Edited by ColdJ
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Thanks for this great addon. Space1999 is for me the first serious TV show i saw decades ago. No FTL, no teleportation. The landscape was a "know" area even i never put a foot on the moon :))

The music, the costumes in the 70 s were so kitchy. And you seem to create so quickly. I don't play KSP for month now but keep aware of addon. For sure i will try this one.

And for all others users, An addon exist also for the great Orbiter space simulator from Martin Schweiger.

@ColdJ you re very hot !

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  On 3/22/2025 at 12:05 PM, ColdJ said:

these models are bigger than the ones put out in Beyond 1999

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Congrats on release.

Can you confirm the status of Beyond in relation to this new Anniversary release? Am I correct assuming that Beyond is discontinued and you don't plan to migrate your new parts to Beyond's smaller scale?

 

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  On 3/22/2025 at 7:20 PM, LTQ90 said:

Thanks for this great addon

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You are welcome. I hope you get great fun out of using it.

  On 3/22/2025 at 7:57 PM, DeadJohn said:

Can you confirm the status of Beyond in relation to this new Anniversary release? Am I correct assuming that Beyond is discontinued and you don't plan to migrate your new parts to Beyond's smaller scale?

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That is correct. Beyond 1999 was created when I was extremely new to modding and was just an adjustment to 2 mods that already existed. I got permission from the original authors and tried to make them fun and a bit better with the fuel and engines.

After I saw a Youtube video on the 50th Anniversary rebuild I made the decision to build to their scale. Though I used Major Tom's work as a starting point, I have completely built these new models myself, except for retaining the texture pics for the Moon Buggy. The alternate textures for the buggy from Beyond could probably be implemented if needed.

So these will be only at this new scale, except of course that the Vehicles were made Kerbal sized. You can get away with big spaceships, but vehicles just look strange when they are too big for them.

If you want them smaller you might be able to Tweakscale them or change their scale in the configs, but just remember to rescale the internals too. @Lisias could tell us if this would work in a satisfying manner.

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Hi ColdJ :

I start with a fresh 1.12.5 vanilla version.

Very powerfull engines, RCS and reaction wheel. So easy to go to orbit. 

for me visually the rcs are too big (but i used to have some mod about it)

i go to space with the passenger pod with only jeb and bill in the cockpit.

i cannot eva one of the two while the pod was docked so i jettison it.

After that the EVA occured on the back of the main body not on one of the two hatch. i can go back inside the ship at the same point or at one of the two doors with ladders

suggestion : in a episode i (maybe) remember the cockpit could be ejected. 

i will continue the tests.

another suggestion : as i m in vanilla i cannot filter by manufacturer. Fortunately the search field is ok with "eagle".

i don't play ksp for near a year now. i have some not easy time to attach the rcs (i had a mod for that two)

Hope it helps you.

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Hi @LTQ90

Thank you for the feedback. Makes me realise that in my desperation to finally get it out, there is information I should have in the overview that I have forgotten.

  23 hours ago, LTQ90 said:

for me visually the rcs are too big

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That may be because mine are 5 direction, rather than the 4 in the series. The show was great but their knowledge of maneuvering in Space was limited. as the RCS aren't 4 going around a cylinder, they had no way of sliding sideways to dock. Otherwise mine match the production shots I used as a reference.

  23 hours ago, LTQ90 said:

i cannot eva one of the two while the pod was docked so i jettison it.

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When most pods are docked you are meant to transfer to the pod and then exit via the pods door, that is why I have included internals at the end of the ore and liquid fuel pods. Unless something has gone wrong you should be able to EVA via the passenger pod.

  23 hours ago, LTQ90 said:

suggestion : in a episode i (maybe) remember the cockpit could be ejected.

Expand  

I contemplated that, but it would ruin the lines, if you want I can give you a module to put in the config to decouple, but once you do, the cockpit would just be adrift in space.

  23 hours ago, LTQ90 said:

another suggestion : as i m in vanilla i cannot filter by manufacturer. Fortunately the search field is ok with "eagle".

Expand  

Never occured to me to have manufacturer as a filter. As you said, eagle brings everything up. For those people that have the Community Category Kit mod installed, it has it's own category.

  23 hours ago, LTQ90 said:

i have some not easy time to attach the rcs

Expand  

it has the ability to surface attach along with node, so just remember to hold the ALT button down when you go to attach, and it will snap on to the node.

 

  23 hours ago, LTQ90 said:

After that the EVA occured on the back of the main body not on one of the two hatch. i can go back inside the ship at the same point or at one of the two doors with ladders

Expand  

Due to a limitation of the game engine, it won't let Kerbals exit via Airlocks it determines to be inside the model. As I do not want to break the middle section up into more pieces I had to compromise and put a cheat exit on the spine. You can still enter by the doors if they are not blocked.

Hope this covers what you have come up against so far.

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  18 hours ago, ColdJ said:

When most pods are docked you are meant to transfer to the pod and then exit via the pods door, that is why I have included internals at the end of the ore and liquid fuel pods. Unless something has gone wrong you should be able to EVA via the passenger pod.

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Ok so the "issue" maybe cause by the docking expanding door. I put one on each side. i will try without.

  18 hours ago, ColdJ said:

I contemplated that, but it would ruin the lines, if you want I can give you a module to put in the config to decouple, but once you do, the cockpit would just be adrift in space.

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Tx ColdJ but not worth the time. And pilots could not EVA.

  18 hours ago, ColdJ said:

it has the ability to surface attach along with node, so just remember to hold the ALT button down when you go to attach, and it will snap on to the node

Expand  

I forget this one. Vanilla is "hard" when playing with lot of mods.

how about life support system compatibility ?

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  12 hours ago, LTQ90 said:

Ok so the "issue" maybe cause by the docking expanding door. I put one on each side. i will try without.

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If you snapped them to their nodes then you should still be able to get out. It took me a while to get the spacing right but I had it working so that they didn't block the airlock colliders when attached and not expanded. When expanded then you transfer to the dock tube and leave via it. Which makes me realise I forgot to write that the tube for the Rescue pod is the right way up when the orange bit is at the top.

  12 hours ago, LTQ90 said:

Tx ColdJ but not worth the time. And pilots could not EVA.

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I gave the Cockpits airlock colliders at their doors, so if not blocked you should be able to get in and out of them.

  12 hours ago, LTQ90 said:

how about life support system compatibility ?

Expand  

If someone wants to write a patch, they are free to. I believe it is the responsibility of those who create mods that change the mechanics of the game to provide patches for them to work with simple parts mods.

Hope it is getting easier with use.

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