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


alexustas

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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

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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.

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Would you consider modelling some side boosters for it they could fold out and perhaps some fold out solar panels like this one

I'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.

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"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?

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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.

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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 ASET

if no then download it and install normally

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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.

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I found to bugs with the Capsule, but would not threat these as serious problems.

First: IVA Windows not working

They doesn't show the outside terrain, they're simply grey

Furtermore moest of RPM-Monitor backgrounds are white -> most of the Text not readable

This 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 Collisionbox

When i turn the capsule upside down, they almost sinks in the ground.

Screenshot:

screenshot0.png

Edited by Voidi
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I found to bugs with the Capsule, but would not threat these ase serious problems.

First: IVA Windows not working

They doesn't show the outside terrain, they're simply grey

Furtermore moest of RPM-Monitor backgrounds are white -> most of the Text not readable

This 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 Collisionbox

When i turn the capsule upside down, they almost sinks in the ground.

Screenshot:

http://www.dertobi.name/~tobias/upload/ksp/screenshot0.png

Are you running ActiveTextureManagement mod for 1 of your bugs must be on your end and you have MJ install? not a dev build.

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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'

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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

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LOL thats a funny PIC still says you 67m. hehe guess it could be -67

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.

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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.

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I have an issue with the IVA view. Everytime i install the KSP Interstellar Mod the IVA view is like this:

i95OAOu.jpg

Anyone have a clue how to fix this?

Edited by Zwelch
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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.

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