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


alexustas

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In anticipation of those great-looking new IVA's, I though that I'd brush up on my IVA-ONLY mission skills by a quick trip to Minimus. I'm having a terrible brain freeze however. I cannot find the screen that tells me how long to the ascending / descending node OF THE TARGET (Minimus). I found the Relative Inclination information (ie 6 degrees) on the Docking+ screen, but am quite stumped as to where the information regarding time to ascending / descending is for the target. The AnT and DnT on the ORBIT screen refer to Kerbin apparently. It's probably right in front of me

EDIT:

I found it. It is only available on the screen to the LEFT of the pilot. It's under the ORBIT / RENDEZVOUS screen (bottom left button). I was looking on the small screens in front of the pilot.

Edited by nukeboyt
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Alexustas,

Would you get together with Navyfish, and add an button on your monitors to call up his Docking Port Alignment Indicator. Since you've been gone, he added RPM integration do DPAI. I've found that using it in combination with your docking screen, is a great tool for IVA-ONLY docking. Now, if his screen could be on an A.S.E.T. monitor, it would be almost perfect. (Perfect would be to have RPM display the names of the Docking Ports as set by DPAI, but that's an RPM thing that isn't under your control).

Thanks for reading.

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I got a Embedded.cfg,in which i borrow Module from other mods into the Alcor Pod, withouth messing around within the ALCOR mod itself, this allows DPAI inside ALCOR, or atleast for my installation

@PROP[ALCORMFD60x30]
{
MODULE[RasterPropMonitor]
{
PAGE
{
button = button_A
name = KSF_NAV_HSI
disableSwitchingTo = btn1, btn2, btn3, btn4, btn5, btn6, btn7, btn8, btn9, btn10, up, down, enter, escape, home

BACKGROUNDHANDLER
{
name = KSF_MLS
method = DrawMLS
buttonClickMethod = ButtonProcessor

btnPrevRwy = 6
btnNextRwy = 5
btnDefaultRwyGS = 3
}

CONTEXTREDIRECT
{
redirect = home, menuDefault
}
}
PAGE
{
name = DPAI
button = button_A
PAGEHANDLER
{
name = DPAI_RPM
method = getPageText
buttonUp = 0
buttonDown = 1
buttonEnter = 2
buttonEsc = 3
buttonHome = 4
buttonRight = 5
buttonLeft = 6
buttonNext = 7
buttonPrev = 8
multiHandler = true
}

BACKGROUNDHANDLER
{
name = DPAI_RPM
method = DrawDPAI
buttonClickMethod = ButtonProcessor
pageActiveMethod = pageActiveMethod
multiHandler = true
}
}
}
}


@PART[ALCOR_LanderCapsule]
{
MODULE
{
name = MechJebCore
}
MODULE
{
name = ModuleCommand
minimumCrew = 0
}
MODULE
{ name = kOSProcessor
diskSpace = 100000
}

MODULE
{
name = ModuleSPU
IsRTCommandStation = true
}
MODULE
{
name = ModuleRTAntennaPassive
OmniRange = 70000

TRANSMITTER
{
PacketInterval = 0.3
PacketSize = 2
PacketResourceCost = 15.0
}
}

MODULE
{
name = ModuleScienceContainer
reviewActionName = Review Data
storeActionName = Store Experiments
collectActionName = Take Data
storageRange = 2
allowRepeatedSubjects = True
}

//MODULE
//{
// name = TTNeverUnload
//Use this to set your own unload values, if you feel it neccesary.
// enabledunload = 1000
//}

MODULE
{
name = FlightEngineer
}

MODULE
{
name = BuildEngineer
}
MODULE
{
name = relayIFF
setIFF = red
}

Edited by Pretender6
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I got a Embedded.cfg,in which i borrow Module from other mods into the Alcor Pod, withouth messing around within the ALCOR mod itself, this allows DPAI inside ALCOR, or atleast for my installation
ok, i'll download it and will c what could do

Thank you both!

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Any hope of a 1.0 update with some new features?

I am pretty sure that Alexustas is planning on a new version (0.9.2) some time in the future. My video above shows some of the new features. Thanks to Alexustas for letting me beta test and for permission to do a video

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With some very minor twiddling with the configs I have this working in 1.0. I needed to tweak the bottom node of the capsule itself.

I would dearly love to see an updated release with more functionality, though! This is one of my top 5 favorite mods in the game, and this capsule looks especially amazing when combined with KW Rocketry, Universal Storage, and DMagic Orbital Science. Instruments-only flights are so much more fun with this capsule than anything stock. Thank you for making this wonderful mod!

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The following Module Manager patch should do the trick:


@PART[ALCOR_LanderCapsule]
{
@node_stack_bottom = 0.0, -0.615, 0.0, 0.0, -1.0, 0.0, 2
}

Notice the "-1.0" in that line -- that means that the node will point out through the bottom, and so the new "stricter" node system will let it work.

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Thanks for the node tweak CFG. Does anything else need tweaking, like the tech node, or is that OK? Advanced landing (where it is now) does seem as logical a place as Command pods IMO. I'm not good at judging balance, but if it needed rebalancing for 1.0 I'm sure someone would have suggested it.

I'd just like to say thanks everyone for developing and supporting this fine mod. I dont say that enough.

Edited by Andrew_C
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Why can't I attach anything to the bottom of the module?

Please help. When I try to attach an object such as a reaction wheel it tries to attach the bottom the the reaction wheel with the BOTTOM of the module and not the TOP of the reaction wheel with the bottom of the module.

:0.0:

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Why can't I attach anything to the bottom of the module?

Please help. When I try to attach an object such as a reaction wheel it tries to attach the bottom the the reaction wheel with the BOTTOM of the module and not the TOP of the reaction wheel with the bottom of the module.

:0.0:

Read the last 5 posts in the thread or so. Learn to help yourself.

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I was playing KSP 1.0.2 now, with no mods just to see the new parts and things, and for a second I thought "Hm, they removed that cool lander? Why, it was the best one" and just them I remembered it is a mod hahahah.

I use it a lot since it's initial release in 2013, so for me it's stock.

I mean no rush at all, it's just a compliment xD.

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