ColdJ Posted March 22 Share Posted March 22 (edited) 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 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 Edited March 25 by ColdJ Quote Link to comment Share on other sites More sharing options...
ColdJ Posted March 22 Author Share Posted March 22 (edited) @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 March 22 by ColdJ Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted March 22 Share Posted March 22 @ColdJ Nicely done! Huzzah! Quote Link to comment Share on other sites More sharing options...
LTQ90 Posted March 22 Share Posted March 22 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 ! Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted March 22 Share Posted March 22 6 hours ago, ColdJ said: these models are bigger than the ones put out in Beyond 1999 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? Quote Link to comment Share on other sites More sharing options...
ColdJ Posted March 22 Author Share Posted March 22 47 minutes ago, LTQ90 said: Thanks for this great addon You are welcome. I hope you get great fun out of using it. 11 minutes ago, 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? 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. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted March 23 Author Share Posted March 23 Just a shout out to @Martian Emigrant, sorry I forgot to ping you before. It is out if you are interested. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted March 24 Author Share Posted March 24 Any feedback? Quote Link to comment Share on other sites More sharing options...
LTQ90 Posted March 24 Share Posted March 24 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. Quote Link to comment Share on other sites More sharing options...
softweir Posted March 24 Share Posted March 24 8 hours ago, ColdJ said: Any feedback? Pending. A lot of life on my shoulders right now! Quote Link to comment Share on other sites More sharing options...
ColdJ Posted March 24 Author Share Posted March 24 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. 4 hours ago, LTQ90 said: for me visually the rcs are too big 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. 5 hours ago, LTQ90 said: i cannot eva one of the two while the pod was docked so i jettison it. 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. 5 hours ago, LTQ90 said: suggestion : in a episode i (maybe) remember the cockpit could be ejected. 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. 5 hours ago, LTQ90 said: another suggestion : as i m in vanilla i cannot filter by manufacturer. Fortunately the search field is ok with "eagle". 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. 5 hours ago, LTQ90 said: i have some not easy time to attach the rcs 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. 5 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 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. Quote Link to comment Share on other sites More sharing options...
LTQ90 Posted March 25 Share Posted March 25 6 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. Ok so the "issue" maybe cause by the docking expanding door. I put one on each side. i will try without. 6 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. Tx ColdJ but not worth the time. And pilots could not EVA. 6 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 I forget this one. Vanilla is "hard" when playing with lot of mods. how about life support system compatibility ? Quote Link to comment Share on other sites More sharing options...
ColdJ Posted March 25 Author Share Posted March 25 6 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. 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. 7 hours ago, LTQ90 said: Tx ColdJ but not worth the time. And pilots could not EVA. I gave the Cockpits airlock colliders at their doors, so if not blocked you should be able to get in and out of them. 7 hours ago, LTQ90 said: how about life support system compatibility ? 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. Quote Link to comment Share on other sites More sharing options...
LTQ90 Posted March 25 Share Posted March 25 Tx for the answers. I have no time to test right now but will do before the week end. Quote Link to comment Share on other sites More sharing options...
Manul Posted March 25 Share Posted March 25 (edited) On 3/22/2025 at 3:05 PM, ColdJ said: Due to limitations of the game engine, Kerbals won't exit though doors that the game determines to be inside the model This is not a limitation of the game engine, this is a bug introduced in 1.11 update. The default value of hatchObstructionCheckOutwardDistance became ridiculously large (like 2 meters) that turned many of my older crafts into a deathtrap. I tried to override this field and it seems to work, but I didn't yet find the correct value to prevent EVA when the hatch is actually obstructed. Quote bulkheadProfiles = size1p5, srf CrewCapacity = 2 vesselType = Rover hatchObstructionCheckInwardDistance = 0.1 //hatchObstructionCheckInwardOffset = 1f - I have absolutely no Idea how this offset works so I didn't change it. hatchObstructionCheckOutwardDistance = 0.1 Edited March 25 by Manul Quote Link to comment Share on other sites More sharing options...
softweir Posted March 26 Share Posted March 26 On 3/24/2025 at 9:41 PM, ColdJ said: I contemplated that, but <snip> once you do, the cockpit would just be adrift in space. I remember that episode. It appeared that the cockpit capsule had some RCS - just enough to undock from an Eagle and dock onto an exploration craft with compatible fittings! My headcanon is that the capsule has RCS in the depressions at its port, starboard, zenith and nadir. (Screenshots of the series show just depressions with a nubbin in the centre, while sone collectibles models have included griblies in the depressions that could be RCS jets.) Quote Link to comment Share on other sites More sharing options...
ColdJ Posted March 26 Author Share Posted March 26 11 minutes ago, softweir said: I remember that episode. It appeared that the cockpit capsule had some RCS - just enough to undock from an Eagle and dock onto an exploration craft with compatible fittings! My headcanon is that the capsule has RCS in the depressions at its port, starboard, zenith and nadir. (Screenshots of the series show just depressions with a nubbin in the centre, while sone collectibles models have included griblies in the depressions that could be RCS jets.) Yeah I have read that that is what they are meant to be, but I didn't make them functional because it would ruin the balance of the RCS on the main section. I did make the Hawk Cockpit functional because the only other RCS is on the boosters. 15 hours ago, Manul said: This is not a limitation of the game engine, this is a bug introduced in 1.11 update. The default value of hatchObstructionCheckOutwardDistance became ridiculously large (like 2 meters) that turned many of my older crafts into a deathtrap. I tried to override this field and it seems to work, but I didn't yet find the correct value to prevent EVA when the hatch is actually obstructed. This may be the case but even after reading what you put and referenced, I went back in, turned the colliders 90 degrees so there would be nothing but empty space, put them further out from the body colliders and still nothing. So I put one right at the centre of the space at the same height and it works. The ones on the outside of the model that are much closer to the body colliders, work. It is a mystery as to what the problem is. I do find that Capsule colliders seem to have less problems than box colliders for airlocks. But nothing helps here. I originally hit this problem when I wanted to exit into the Cargo Bay of Thunderbird 3, which is why I created a separate model to stick in there. Quote Link to comment Share on other sites More sharing options...
Manul Posted March 26 Share Posted March 26 32 minutes ago, ColdJ said: put them further out from the body colliders and still nothing. How do you orient the airlock collider? I achieved best results when the Y axis is pointing inside the cockpit and the Z axis is pointing up (in the game, not in Blender). If the collider is oriented this way, overriding the hatchObstructionCheckInwardDistance and hatchObstructionCheckOutwardDistance parameters in the part cfg works just fine. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted March 26 Author Share Posted March 26 1 minute ago, Manul said: How do you orient the airlock collider? I achieved best results when the Y axis is pointing inside the cockpit and the Z axis is pointing up (in the game, not in Blender). If the collider is oriented this way, overriding the hatchObstructionCheckInwardDistance and hatchObstructionCheckOutwardDistance parameters in the part cfg works just fine. Ok. Well I have never fooled with hatchObstructionCheckInwardDistance , didn't even know it was a thing. You go actively looking for stuff where I only do it if I am stuck. When building in BforArtist. The colliders have their orientations visible and we know that Y is the direction that the Kerbals face when spawned and Z is the top of their head. So we can choose which way in they are spawned. The trick is that the Ladder collider does not have to face the same way, and the Kerbal when spawned will switch to the orientation of the Ladder Collider. Also you only need the Airlock Colliders centre to be just inside the Ladder Collider to catch. So you can place the Airlock Collider further out and have the Kerbal snap to the position that looks realistic. So I have tried it so the Kerbal spawns looking at the side and further out, but the game still won't play nice. Quote Link to comment Share on other sites More sharing options...
Manul Posted March 26 Share Posted March 26 10 minutes ago, ColdJ said: You go actively looking for stuff where I only do it if I am stuck. That was a desperate measure to save stuck crews that couldn't get out after the 1.11 update. I found these parameters in the KSP API and randomly tried to put them into the part cfg... that worked. There are much more parameters we can change within the part cfg but they aren't documented. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted March 26 Author Share Posted March 26 Just now, Manul said: but they aren't documented. Don't I know it. I put a pic in the other thread and tagged you so you can see what I tried. Quote Link to comment Share on other sites More sharing options...
LTQ90 Posted Saturday at 06:48 PM Share Posted Saturday at 06:48 PM I made some test today on a 1.12.5 Kcalbeloh with 100+ mods. i finally understand how docking tubes are working. when deployed they can received one kerbal (maybe more not tested). At this moment they can't be closed until empty. funny fact : with only 0.1 T weight i put only one dock tube on a laboratory pod and it s enough to break the balance when taking off verticaly without SAS. I have some issue engine with mechjeb planner. I have to put hover engine as independant. Maybe it s due to Throttle Control Avionic (forget how to use it). Engines are very powerfull. i ll do more test next week as i miss some time. Is it possible to import some mesh from Orbiter Space Simulator by Martin Schweiger to KSP ? Quote Link to comment Share on other sites More sharing options...
ColdJ Posted Saturday at 07:34 PM Author Share Posted Saturday at 07:34 PM (edited) 1 hour ago, LTQ90 said: i finally understand how docking tubes are working. when deployed they can received one kerbal (maybe more not tested). At this moment they can't be closed until empty. funny fact : with only 0.1 T weight i put only one dock tube on a laboratory pod and it s enough to break the balance when taking off verticaly without SAS. The tubes use the module used by the expandable stock one. So they can't have a kerbal in them when closed. And they require the ability to store one when expanded to work as an airlock as well as a connection. The game calculates and adds the weight of a Kerbal to anything with a Kerbal in it and Kerbals are surprisingly heavy. So without the SAS to be constantly compensating the balance will tip the ship. 1 hour ago, LTQ90 said: Engines are very powerfull. They need to be for what they do, and there are other planets out there. 1 hour ago, LTQ90 said: Is it possible to import some mesh from Orbiter Space Simulator by Martin Schweiger to KSP ? Anything that can be imported into Blender can be exported as the .mu used by KSP, though if it is high quality it will probably need to be cut up into sections. Do you have a way of extracting models from that game? I looked for a way but keep hitting brick walls with the available importers from github. Also be sure that any models aren't copyright. Edited Saturday at 08:43 PM by ColdJ Quote Link to comment Share on other sites More sharing options...
glibbo Posted Monday at 12:00 PM Share Posted Monday at 12:00 PM The Tri factor ... http:// Quote Link to comment Share on other sites More sharing options...
LTQ90 Posted Monday at 03:06 PM Share Posted Monday at 03:06 PM On 3/29/2025 at 8:34 PM, ColdJ said: Anything that can be imported into Blender can be exported as the .mu used by KSP, though if it is high quality it will probably need to be cut up into sections. Do you have a way of extracting models from that game? I looked for a way but keep hitting brick walls with the available importers from github. Also be sure that any models aren't copyright. for extracting mesh to import in blender there is this : https://github.com/BMCDad/orbiter-blender i test it on blender 4.2, importing the Delta Glider and part of moonbase alpha For the copyright i don't know how to contact the author. maybe i ll have to register on the forum. Quote Link to comment Share on other sites More sharing options...
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