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[1.4.3]ALCOR,"Advanced Landing Capsule for Orbital Rendezvous" by ASET (08/02/2017)


alexustas

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How do I operate the oxygen pumps etc. on the right side panel?

Pretty sure most of the right panel is fake, could tie into some life support mod at some point I guess, but I don't know of any that simulate all that stuff.

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ALCOR v0.8

Mod structure has been completely changed. In this version, only the 'ALCOR' capsule itself is included, while the IVA and the props library are distributed as a separate addon and a ModuleManager patch. This way, if you don’t like IVA, you can save some memory.

  • Diffuse and NormalMap textures has been improved.
  • New Navigation lights setup
  • MFD interface has been improved.
  • Many MechJeb functions are now callable directly by clicking buttons.
  • Vessel View 0.4 plugin is supported.
  • Stage lock switch now actually manipulates the global UI stage lock.
  • Engines of the current stage can be turned off with a button.
  • Reserved resources (i.e. the ones with flow toggles in the rightclick UI) can now be unblocked.
  • 'Clear Node' and 'Clear Target' buttons.
  • Internal cameras are now switchable between horizontal and vertical orientation.
  • For use of the capsule in a rover, there is now a ‘brake’ switch.
  • Voice notifications of current radar altitude for 10, 20, 50, 100, 200, 300, 400, 500, 1000, 1500 and 2500 meters.
  • Capsule interior has been redesigned and is now (partially) textured.
  • Numerous new props.
  • New internal lights setup.

DY4hIB8.jpg

32yhAOX.png

Important!

If you’re playing in IVA, please answer this poll regarding performance impact of the 0.8 version of the IVA

Edited by alexustas
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Awh Yeah! There goes my saturday...

Edit: the "Personal Staff" bags you probably meant "Personal Stuff"

A quick humble request for emissive lights on the external model windows if light inside the capsule is turned on :)

Loving all the little details and touches, like the vessel name on the run books, awesome stuff!

Edited by OldMold
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Im probably doing something stupid. Everything is beautiful which is to be expected based on past work. However it is slightly slower. It is noticeable but not enough to stop me from using this mod and not enough to be annoying, however it is noticeable. Probably just me. Second Whenever I click mechjeb on the computer screens it says autopilot not installed and i definetly have mechjeb and mechjeb rom installed. So like I said its probably me doing something stupid. Other than those things its is amazing1 a triumph once again.

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Second Whenever I click mechjeb on the computer screens it says autopilot not installed and i definetly have mechjeb and mechjeb rom installed. So like I said its probably me doing something stupid. Other than those things its is amazing1 a triumph once again.

The last version of MJ to work with RPM was 217, or whatever version was in the official 2.2 release. What happens is that Mihara and the authors of RPM compile the MechJebRPM dll against the actual MechJeb dll. If the latter changes, the path is broken and it won't work. Same thing with SCANsat - the latest dll that includes toolbar support (thanks to DMagic for the update) breaks compatibility with RPM due to SCANsat being compiled against the official SCANsat dll.

Heh, listen to me, going on like I know something about coding :D But yeah, that's the gist of it. Haven't loaded KSP yet so I can't comment on the lag though.

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So we need to wait for RPM to update?

Well, in nutshell, yes. But they won't update until the next release of MJ. That's the nature with downloading dev builds of anything - it breaks links to the official one. RPM won't update to keep up with the dev builds of MJ for two reasons - sarbian pushes new builds so often, it'd be hard to keep up and also because (as mentioned), it'd break compatibility with users who don't have the latest dev build. It's the same reason they're hesitant to push a SCANsatRPM dll to work with the toolbar one. Not everyone uses the latter which means they won't be able to use the former.

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Wonderful! There's something odd about the textures though:

zU4moaG.png

Is there a config for ActiveTextureManagement I'm missing?

I did figure out the issue with too-bright-IVA a bit ago... turns out the MJ-AR202 has lighting that was indeed shining through the capsule walls. Ah well, now I know. And the new IVA is just... stunning. Will play lots as soon as I can make half these buttons readable.

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Ok, for people who are having MJ problems. I've just released another version of RPM which is compiled for MechJeb which has the version number 2.2.1. (0.15 was compiled for 2.2.0). At the time of writing, this corresponds to dev build numbers of MechJeb between 224 and 230 inclusive.

I am not planning to support the toolbar-ified version of SCANsat for the simple reason that it's quite cumbersome to support both versions of the DLL at once. Pester damny to include the changes or... well, or don't.

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Ok, for people who are having MJ problems. I've just released another version of RPM which is compiled for MechJeb which has the version number 2.2.1. (0.15 was compiled for 2.2.0). At the time of writing, this corresponds to dev build numbers of MechJeb between 224 and 230 inclusive.

I am not planning to support the toolbar-ified version of SCANsat for the simple reason that it's quite cumbersome to support both versions of the DLL at once. Pester damny to include the changes or... well, or don't.

Hooray! :D Nah, it's cool about the SCANsat thing, I can live with that for for now. But yay for MJ RPM!

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...Correction. Blame whoever decided to change MechJeb version numbering policy, but 0.16 build of RPM only works with the latest stable release of MJ, but not with subsequent dev versions -- because they're numbered 2.2.1.<build number>!

If anyone is better versed in the intricacies of .NET assembly linking and can explain to me how to link to an assembly while ignoring it's version number, so that RPM is future-proof, that would be very nice.

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Wow, the new update is really great! I'm still learning how to properly play in IVA, but I've done a quick test mission with it and it was loads of fun! I still have to do some tweaking to kerbtrack to be perfect (I've tried without but it's far too slow to move your head around to check stuff) but the capsule itself it's perfect!

Anyway, about the poll, I voted for the second option, because it felt slighty slower than the previous version, but it was almost unnoticable. Also, I've not voted, but it could have been slightly better during reentry than ascent because VV was displaying something way less complex, but this was really just a sensation (I was too busy trying to not explode :P )

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Alex, I'm wondering if you'll tackle a command pod styled for interplanetary flight/grand tours with all these props you've made.

My first sketch of Interplanetary Command Pod

Idu0MQf.png

Edited by alexustas
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