Virtualgenius Posted May 7, 2014 Share Posted May 7, 2014 (edited) Would you consider modelling some side boosters for it they could fold out and perhaps some fold out solar panels like this one Edited May 7, 2014 by Virtualgenius Quote Link to comment Share on other sites More sharing options...
alexustas Posted May 7, 2014 Author Share Posted May 7, 2014 and another method of assembly - - - Updated - - -Would you consider modelling some side boosters for it they could fold out and perhaps some fold out solar panels like this one hmm... well, I'll think about it Quote Link to comment Share on other sites More sharing options...
LameLefty Posted May 7, 2014 Share Posted May 7, 2014 Any one else having trouble getting mechjeb to work in IVA?I have all the latest versions of the mods required, and the latest mechjeb.I have checked the directory for multiples.I love this mod so much, I am going to use it from now on.RPM will not work with latest dev builds of MechJeb. Only the main 2.2 release.Actually, a user named OrbitalDebris has been recompiling RPM and MechJeb2RPM to work with each new MechJeb dev build as it comes out. Check the last page or two of the MJ release thread for his post with links. There IS a caveat however: the RPM.dll he includes is necessary for the MJ integration to work, but it breaks SCANSat integration. Yes, the SCANSat and MJ devs are aware but the problem has to do with the way KSP loads mods and in what order ... In short, you CAN have MJ integration with RPM using dev builds thanks to OrbitalDebris's efforts but it will screw up using SCANsat in IVA. Quote Link to comment Share on other sites More sharing options...
TerLoki Posted May 7, 2014 Share Posted May 7, 2014 Would you consider modelling some side boosters for it they could fold out and perhaps some fold out solar panels like this oneI've got that same image as my desktop wallpaper. It's got one thing that really sells it as a realistic concept that most or concept drawings like that don't: Fuzzy dice in the cabin window. Quote Link to comment Share on other sites More sharing options...
simonplundgren Posted May 7, 2014 Share Posted May 7, 2014 Is the Konquest module available for download yet or is it still in dev? Have been searching for link but have not found anything. Looks amazing btw. Quote Link to comment Share on other sites More sharing options...
softweir Posted May 7, 2014 Share Posted May 7, 2014 "In Dev". We look forward to it's appearance!BTW, might it be a good time to drop the "WIP" in this title? ALCOR seems to be pretty mature! Also, would it be easier to support ALCOR and Konquest (once Konquest comes out) if Konquest has its own thread, perhaps? Quote Link to comment Share on other sites More sharing options...
sodra Posted May 7, 2014 Share Posted May 7, 2014 In short, you CAN have MJ integration with RPM using dev builds thanks to OrbitalDebris's efforts but it will screw up using SCANsat in IVA.Thank you, this helped a lot. I now have Mechjeb integration.This is, by far, the best add on I have ever seen for KSP. The quality, integration, and time you spent should be a standard for the modding community.I URGE you to make a command pod or cockpit version when you are ready. Some features need some work and documentation, but this could easily jump start a new IVA revolution.Best. Addon. Ever. Quote Link to comment Share on other sites More sharing options...
hockeychris34 Posted May 8, 2014 Share Posted May 8, 2014 I've spent an hour trying to install the internals, can someone help me? Quote Link to comment Share on other sites More sharing options...
Helix935 Posted May 8, 2014 Share Posted May 8, 2014 I've spent an hour trying to install the internals, can someone help me?did you download all the files including the prop pack?if yes then remember that you should not mess with the file organization but just merge everything with ASETif no then download it and install normally Quote Link to comment Share on other sites More sharing options...
zilfondel Posted May 8, 2014 Share Posted May 8, 2014 Hey alexustas, just wondering how the KONQUEST part is going? I noticed you don't have a separate thread for its dev, so I guess its just a side project as compared to the ALCOR?It would be interesting to see more about this as the project progresses.Really looks awesome. For off-world habitation, probably one of the best concepts that has been developed. Second phase, of course, would be in-situ construction using 'lunarcrete' or 'martiancrete' (like concrete, but worse). Although KSP isn't exactly a good platform for a space-base simulator. Quote Link to comment Share on other sites More sharing options...
hockeychris34 Posted May 8, 2014 Share Posted May 8, 2014 i have downloaded every thing and fallowed the diagram exactly, i even took out the ASET.cfg in vesselview, any suggestions? should I have replaced ASET.cfg with the updated ASET blacklist config? Quote Link to comment Share on other sites More sharing options...
Einarr Posted May 9, 2014 Share Posted May 9, 2014 Perhaps you should more clearly describe your problem... Quote Link to comment Share on other sites More sharing options...
Voidi Posted May 9, 2014 Share Posted May 9, 2014 (edited) I found to bugs with the Capsule, but would not threat these as serious problems.First: IVA Windows not workingThey doesn't show the outside terrain, they're simply greyFurtermore moest of RPM-Monitor backgrounds are white -> most of the Text not readableThis only occurs on my Gamingdesktop computer with Debian Testing, on Ubuntu 14.04 everything is fine.Therefore i assume this is related to the (proprietary) Nvidia driver in Debian testing and may disappear with a newer driver version.Second: incorrect CollisionboxWhen i turn the capsule upside down, they almost sinks in the ground.Screenshot: Edited May 9, 2014 by Voidi Quote Link to comment Share on other sites More sharing options...
Mecripp Posted May 9, 2014 Share Posted May 9, 2014 I found to bugs with the Capsule, but would not threat these ase serious problems.First: IVA Windows not workingThey doesn't show the outside terrain, they're simply greyFurtermore moest of RPM-Monitor backgrounds are white -> most of the Text not readableThis only occurs on my Gamingdesktop computer with Debian Testing, on Ubuntu 14.04 everything is fine.Therefore i assume this is related to the (proprietary) Nvidia driver in Debian testing and may disappear with a newer driver version.Second: incorrect CollisionboxWhen i turn the capsule upside down, they almost sinks in the ground.Screenshot: http://www.dertobi.name/~tobias/upload/ksp/screenshot0.pngAre you running ActiveTextureManagement mod for 1 of your bugs must be on your end and you have MJ install? not a dev build. Quote Link to comment Share on other sites More sharing options...
Voidi Posted May 9, 2014 Share Posted May 9, 2014 Are you running ActiveTextureManagement mod for 1 of your bugs must be on your end and you have MJ install? not a dev build.I have ActiveTextureManagement and MechJeb 2.2.1 installed. And droped the configfile for ActiveTextureManagement linked in the startpost in 'GameData/BoulderCo/ActiveTextureManagerConfigs' Quote Link to comment Share on other sites More sharing options...
Mecripp Posted May 9, 2014 Share Posted May 9, 2014 I have ActiveTextureManagement and MechJeb 2.2.1 installed. And droped the configfile for ActiveTextureManagement linked in the startpost in 'GameData/BoulderCo/ActiveTextureManagerConfigs'LOL thats a funny PIC still says you 67m. hehe guess it could be -67 Quote Link to comment Share on other sites More sharing options...
Camacha Posted May 10, 2014 Share Posted May 10, 2014 LOL thats a funny PIC still says you 67m. hehe guess it could be -67I think the platform is 74 or 76, so it makes sense that just below ground level is 67. I know this by heart, as I have tested a jump script which had to go to 150 meters a couple of hundred times and that was pretty much 75 on the altimeter and 75 actual flight. Quote Link to comment Share on other sites More sharing options...
K3-Chris Posted May 10, 2014 Share Posted May 10, 2014 Yeah it's above sea level, not the ground. Quote Link to comment Share on other sites More sharing options...
Mecripp Posted May 10, 2014 Share Posted May 10, 2014 I think the platform is 74 or 76, so it makes sense that just below ground level is 67. I know this by heart, as I have tested a jump script which had to go to 150 meters a couple of hundred times and that was pretty much 75 on the altimeter and 75 actual flight.You need this mod LandingHeight height is the low's part on the craft to ground and thought normal KSP height was from center mass of craft. Quote Link to comment Share on other sites More sharing options...
Zwelch Posted May 10, 2014 Share Posted May 10, 2014 (edited) I have an issue with the IVA view. Everytime i install the KSP Interstellar Mod the IVA view is like this:Anyone have a clue how to fix this? Edited May 10, 2014 by Zwelch Quote Link to comment Share on other sites More sharing options...
Mecripp Posted May 10, 2014 Share Posted May 10, 2014 I have an issue with the IVA view. Everytime i install the KSP Interstellar Mod the IVA view is like this:http://i.imgur.com/i95OAOu.jpgAnyone have a clue how to fix this?Did you mean to post that here or RPM page ? thats not the ALCOR Capsule. Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted May 10, 2014 Share Posted May 10, 2014 It is however, the IVA that appears when there's no IVA for ALCOR installed. I had a similar problem here that was due to ModuleManager not working correctly (no RPM because it depends on MM to work as well). Perhaps it's related? Quote Link to comment Share on other sites More sharing options...
Mecripp Posted May 10, 2014 Share Posted May 10, 2014 Are All the files where they should be http://i.imgur.com/oE9v81N.png and 1 MM in KSP/GameData Quote Link to comment Share on other sites More sharing options...
Zwelch Posted May 11, 2014 Share Posted May 11, 2014 I replaced the Module Manager with the new version 2.1.0. Now it works. Quote Link to comment Share on other sites More sharing options...
Camacha Posted May 11, 2014 Share Posted May 11, 2014 You need this mod LandingHeight height is the low's part on the craft to ground and thought normal KSP height was from center mass of craft.Actually, I like the challenge of the height indication possibly being off. On real craft the altimeter is also mounted on a specific spot, meaning parts of the craft can be above or below it. Some magic device that always tells you what the lowest part is is no fun. Quote Link to comment Share on other sites More sharing options...
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