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


alexustas

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Vessel View is the problem then. This is extremely convoluted...

You don't have to have vessel view but it's nice.

Your install should look like

KSP/GameData/ASET

KSP/GameData/JSI

KSP/GameData/ASET/ALCOR_LanderCapsule

KSP/GameData/ASET/ALCOR IVA Patch

KSP/GameData/ASET/ASET_Props

KSP/GameData/ASET/ExtCamRadiaVert

That will get you running the rest is a optional.

Edited by Mecripp2
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@Alex: So I now have Action Groups Extended, which disables normal action groups 1-10 in the current version. Although you can map the AGX groups to the same keys, and include text for action groups in the vessel description, the buttons in the ALCOR pod do not seem to correspond to hitting the appropriate keys when pressed, nor do they light up when I press the appropriate keys. Perhaps you could look into incorporating some AGX compatibility into ALCOR at some point?

Edited by Einarr
Typos begone!
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alexustas: Could you please correct the downloads to have the GameData folder directly in root? would make the installation instructions unnecessary, unwritten KSP convention to have the GameData folder first thing when you open the Zip, only exceptions are people that have their mod in root which you put in GameData, I'm sure a lot of people are currently installing this GameData\ASET_ALCOR-v0.8\ALCOR Lander\GameData\Aset etc.

Also ModuleManager can check if a folder in GameData exists or not, you can also use "@PART[somePartName]:FOR[Whatever] { }" in a .cfg to make MM basically make a hidden part that can be used as a variable, useful to make MM.cfgs checking if a mod is installed or not, for example if ASET_Props was in GameData or included a mm.cfg like that I could make make an mm.cfg that picks between 2 or more versions of an internal (with ASET_Props+RPM, with only ASET_Props, with only RPM, or with neither) and similar, RPM includes a .dll so I can target that comfortably but I can't target ASET_Props, since I can't differentiate between people that have the pod installed and people with the pod and props, or just props.

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@Alex: So I now have Action Groups Extended, which disables normal action groups 1-10 in the current version. Although you can map the AGX groups to the same keys, and include text for action groups in the vessel description, the buttons in the ALCOR pod do not seem to correspond to hitting the appropriate keys when pressed, nor do they light up when I press the appropriate keys. Perhaps you could look into incorporating some AGX compatibility into ALCOR at some point?

It's RPM stuff. You should address this to Mihara in his RPM thread.

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It's partially for my own benefit, I'm using the ASET Props and I've linked them, having to include installation instructions is a bit silly :P And it would be nice if I could make MM check if people have ASET Props or not so I can downgrade the IVA without them instead of it just breaking.

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alexustas: Could you please correct the downloads to have the GameData folder directly in root? would make the installation instructions unnecessary, unwritten KSP convention to have the GameData folder first thing when you open the Zip, only exceptions are people that have their mod in root which you put in GameData, I'm sure a lot of people are currently installing this GameData\ASET_ALCOR-v0.8\ALCOR Lander\GameData\Aset etc.

There is no one set "convention": See here for a long discussion. http://forum.kerbalspaceprogram.com/threads/76644-Is-there-a-standard-for-where-to-root-the-ZIP-archive-of-a-mod-download

Many do place GameData in the root of the zip; however, this is bad for Mac users since they are wont to extract the folder, move it to the KSP folder, and blow away their GameData because they forgot to merge instead of move. Another convention is to skip the GameData folder entirely and place the stuff that would be extracted into GameData at the root of the zip; then install instructions can say simply "extract the archive to GameData."

Further, including installation instructions is always a good idea to have install instructions, no matter how simple the install might look. Heck, even with instructions people get it wrong...

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OSX has specific merge and move commands? Yikes that's ridiculous.

His zip files are structured <mod name>/GameData/Mod/ fitting neither convention.

I know my mannerism tend to be brusk and or blunt but I meant these suggestions to be constructive, no real need to make installing mods more complicated than it needs to be, people have gotten used to drag a GameData folder in the root of the zip to their KSP folder or if the folder in root isn't GameData drag it into GameData.

As the previous posts suggest people find other ways of doing it confusing.

Edited by K3|Chris
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alexustas: If you ever have the time a verbose tutorial on IVA stuff would be appreciated, the only one I can find made by TT is very brief: http://http://forum.kerbalspaceprogram.com/threads/45070 and skips a lot of stuff.

Primary things I can't find any info on:

Making your walls cast shadows and your windows let through light as you'd expect it to work, seems you need to setup an actual light around the part in unity and make the light follow the sun or something like that, even stock IVAs don't do this and just let sunlight straight through the outer walls.

Making interior buttons affect the exterior model (opening/closing shutters, turn on lights adding emissive texture).

Making interior buttons that cause animations in the IVA (like your button on the seat that turns it 180).

Any help you're willing to offer would be appreciated, did you figure this stuff out yourself by trial and error, or from unity experience or from poking Squad members until they told you? XD

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FYI: SCANsat plugin had been updated on May 18th 2014 to release 6.0

- To display maps, SCANsat plugin Release 6.

DL: https://github.com/S-C-A-N/SCANsat/releases/download/v6.0/SCANsat_v6.0.zip

Thread: http://forum.kerbalspaceprogram.com/threads/80369

love the mod. thanks for putting in the time & sharing it!

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Hi, I decided to start using this mod after seeing it linked on the RPM mod page but when I use it I get error messages and things appear to be missing in the cabin. None of the side buttons on the MFD's seem to do anything and sometimes the screens overlay each other. I have checked that everything is laid out correctly and have blacklisted ASET from ATM. I have used RPM with other command pods and would really like to be able to use this one fully. any help would be appreciated.

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Edited by Bongo_Brother
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can anyone give me any pointers in getting this working.

I have Active Texture Management (ATM) and ALCOR working in game. everything this great except for 2 (two) discrepancies.

1. i get the black bands on top and below along side with the black door.

- http://i.imgur.com/t26q32R.png

- http://i.imgur.com/YwMklRi.png

and 2. while in IVA none of the windows transparencies work.

- http://i.imgur.com/6a2lBLB.png

I added the "ASET Blacklist Config" exception file to \GameData\BoulderCo\ActiveTextureManagerConfigs (where it seems most of the configs are).

ok, now for the deducing. issue 1, the black bars/door seems to be a ATM problem. thought still i have no fix for, i've added the exception file to the GameData root with no results. i guess i just have to keep digging into the 112 pages worth of comments.

The transparency (and white screens) seems to be a Raster Prop Monitor issue and is a new issue at that. i've done a reinstall (fresh including root files) and it still occurs. is there a wiki, source or knowledgebase for ATM,RPM or ALOR? something that i can read on in regards to how things are handled. maybe i can find a lead or at least mitigate the issues.

anywho. thanks for any guidance, good'day. (sorry for the links, apparently i don't have the privileges of embedding)

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can anyone give me any pointers in getting this working.

I have Active Texture Management (ATM) and ALCOR working in game. everything this great except for 2 (two) discrepancies.

1. i get the black bands on top and below along side with the black door.

- http://i.imgur.com/t26q32R.png

- http://i.imgur.com/YwMklRi.png

and 2. while in IVA none of the windows transparencies work.

- http://i.imgur.com/6a2lBLB.png

I added the "ASET Blacklist Config" exception file to \GameData\BoulderCo\ActiveTextureManagerConfigs (where it seems most of the configs are).

ok, now for the deducing. issue 1, the black bars/door seems to be a ATM problem. thought still i have no fix for, i've added the exception file to the GameData root with no results. i guess i just have to keep digging into the 112 pages worth of comments.

The transparency (and white screens) seems to be a Raster Prop Monitor issue and is a new issue at that. i've done a reinstall (fresh including root files) and it still occurs. is there a wiki, source or knowledgebase for ATM,RPM or ALOR? something that i can read on in regards to how things are handled. maybe i can find a lead or at least mitigate the issues.

anywho. thanks for any guidance, good'day. (sorry for the links, apparently i don't have the privileges of embedding)

What ver. of MJ you using ?

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Hey, I'm having problems with the Pod. I can get most of it working, the auto pilot/mechjeb function doesn't respond with the switchs inside, but I can just use the MJ GUI so that's not much of a problem. The main bummer is that I cant get te nav ball/green jet HUD to show. It works in all other IVA's that I've tried, It's just this one thats crapping out :(. It displays text on the screen telling me to check the config... I'm not, I have little to no knowledge of how to tweak config files and I've usually ended up busting them more and having to nuke and pave. I've reinstalled Kethain, MJ, Vessleview, ASET, ScanSat and the RPM's for them all. I will test again, but I figure I'll get the same result. I also couldn't get MJ to work at all while Toolbar was installed, also Toolbar wasn't working at all right but thats not your mod, Just thought I'd mention it. Cheers!

Beast mod btw, My fav capsule so far.

Update, no change. Detailed errors that are on my screen right now read:

RasterPropMonitor:Initialization error, Check config.

JSIPrimaryFlightDisplay:Initialization error, Check config.

Edited by Confusedracoon
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Hmm. Mine looks exactly the same except I once I open ASET folder I find another folder with ASET-ALCOR-v0.8. (also have your stack lights.)

When I enter ASET-ALCO.... I find

Alcore IVE patch

Alcore Lander

Aset_props

Mod structure image and the read me, because I'm lazy. I'm guessing I need to move these 3 folders up a level and get rid of the ASET-ALCOR-v0.8. folder. I'll load an image hang on...

So pro with paint.

pyLACfu.jpg

I've removed the middle folder, ASET-ALCOR-v0.8. and put the two Alcore and the aset prop folders directly into Aset folder. Also removed the .png and the readme. Will test this now =)

AHAH! Like Anikin skywalker said in episode (crap) 1 "It's working! It's working!".

Now to figure out how to get mj to work. OSD's are saying "Autopilot not installed". I can live with this for now.

Thanks for the speedy response and picture, that helped me spot my incompetence =D

Edited by Confusedracoon
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