MOARdV Posted January 27, 2018 Share Posted January 27, 2018 19 minutes ago, AlonzoTG said: I can't seem to get the IVA props to work at all just now. =\ not sure what the issue is. Log, at least mid-game, is rather quiet. I'm going to have to study the startup script and will report more if I find anything. Sharing the log may help. If the props don't work at all, mid-game log probably isn't going to help you - that sounds more like the RPM plugin is missing, which would be the beginning of the log. Quote Link to comment Share on other sites More sharing options...
LawnDartLeo Posted February 1, 2018 Share Posted February 1, 2018 (edited) Greetings, 1) is there a fitting decent stage for the ALCOR can? 2) If not, is there an idiots resource that anyone wants to recommend for making KSP assets? (the wiki leaves me scratching my head) Ascent stage engine Ascent stage separator Descent stage Descent engine View post on imgur.com ... and how the heck do I get imgur to put pics here? Edited February 1, 2018 by LawnDartLeo Quote Link to comment Share on other sites More sharing options...
AlonzoTG Posted February 2, 2018 Share Posted February 2, 2018 My log has millions of: I'm on linux, the alcor internal package is in my ASET directory, it looks correct, with ALCOR_Advanced_iva next to ALCOR_LanderCapsule... LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.438] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.439] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.439] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.439] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.439] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.439] Cannot find InternalProp 'switchTumbleClear' [LOG 17:10:10.439] Cannot find InternalProp 'switchTumbleClear' As for the other post, I'm just using my standard package, it's just a clumsy hodge-podge, not super optimized. I had not used Alcor back in 2014-15 because it was marked as a lander and never had a big enough mission to carry one.. Now that heatshields are a thing, it does wonderfully on its own, really kicking ass grinding science from mun/minmus... Have a look at the NovaPunch Thor lander, it might be a good alternate capsule. Much of NovaPunch is obsolete, I've reworked their stock designs to use more stock parts and removed things that are now redundant... As always, the mission will dictate what parts you use for the ship. BTW, I packratted a set of old glass pods back in 2014 with JSI transparent pods mod... I managed to get them working again, they're still quite impressive! =P Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted February 13, 2018 Share Posted February 13, 2018 I had a question about 1/2 of the annunciators in the ALCOR capsule what triggers it: What is the Tumble warning for an when does it trigger? I've tried rolling the craft on the ground and spun it wildly in space, but neither triggered when the warning was sent to "on". Note: I did manage to trigger 'Altitude', 'Descent', 'High G' and made 'Contact' flicker a bit, but no "Tumble'. For the Slope warning, does that trigger for anything not zero, if not what is the range allowed before the warning starts? Looking in other threads for an answer I see that the Dial in the Mk1 lander can >=15 is Red, and >=6 is yellow. Not sure if Alcor would have the same slope trigger limits? Quote Link to comment Share on other sites More sharing options...
Flon Posted February 14, 2018 Share Posted February 14, 2018 (edited) А вот такой вопрос, как настраивать именно кнопки под определенные действия, например энергия, да работает солнечные панели но все остальное не реагирует , я про топливные элементы, как их настраивать?( другие виды энергии), и допустим я не использую топливо и окислитель а к примеру аргон из интерстеллара, как можно сделать? чтобы была индикация запасов аргона например? хочу заточить капсулу чисто под себя. с английским я не совсем в ладах, будь так добр объясни, с меня пиво) живу почти рядом с мертвым))) Moderator edit: Approximate English translation of the question is below. If anyone answers publicly here, please do so in English, due to forum rules. Thanks! Quote The question is, how to set up buttons for certain actions? For example, energy. Solar panels work, but everything else does not react. I'm talking about fuel cells, how to set them up (or other types of energy)? Let's say I do not use fuel and oxidizer; for example, argon from Interstellar, how can I do it? Is there an indication of argon reserves, for example? I want to set up the capsule for myself I'm not good in English, so kindly explain-- beer's on me! Edited February 14, 2018 by Snark Translation added by moderator. Please, use English only, unless you're in the international subforums. Quote Link to comment Share on other sites More sharing options...
Snark Posted February 14, 2018 Share Posted February 14, 2018 Привет @Flon, and welcome to the forums! As a side note: Please, write only in English (только по-английски) when posting in the general KSP forums-- that's one of the forum rules. We apologize for the inconvenience, but it's necessary for everyone to be able to read it. We do have a Russian forum, and you're welcome to post there in Russian. Thank you for your understanding. Quote Link to comment Share on other sites More sharing options...
alexustas Posted February 14, 2018 Author Share Posted February 14, 2018 On 13.02.2018 at 5:04 PM, wile1411 said: I had a question about 1/2 of the annunciators in the ALCOR capsule what triggers it: What is the Tumble warning for an when does it trigger? I've tried rolling the craft on the ground and spun it wildly in space, but neither triggered when the warning was sent to "on". Note: I did manage to trigger 'Altitude', 'Descent', 'High G' and made 'Contact' flicker a bit, but no "Tumble'. For the Slope warning, does that trigger for anything not zero, if not what is the range allowed before the warning starts? Looking in other threads for an answer I see that the Dial in the Mk1 lander can >=15 is Red, and >=6 is yellow. Not sure if Alcor would have the same slope trigger limits? TUMBLE ALARM -- vertical speed is negative, radar altitude is less than 100m and horizontal velocity is higher than 5m/s -- so you're in danger of tumbling when you actually do land. SLOPE ALARM -- vertical speed is negative, radar altitude is less than 100m, and ground slope is higher than 15 degrees. more info Quote Link to comment Share on other sites More sharing options...
alexustas Posted February 14, 2018 Author Share Posted February 14, 2018 @wile1411 Note: TUMBLE and SLOPE warnings are turned off by default. On the overhead panel you find "CAUTION AND WARNING SYSTEM" control panel, use a buttons to switch on and off that warnings if you need @Flon PM me and I try to help you with a custom configs On 02.02.2018 at 3:49 AM, LawnDartLeo said: Greetings, 1) is there a fitting decent stage for the ALCOR can? 2) If not, is there an idiots resource that anyone wants to recommend for making KSP assets? (the wiki leaves me scratching my head) Ascent stage engine Ascent stage separator Descent stage Descent engine View post on imgur.com ... and how the heck do I get imgur to put pics here? A very loooong time ago , I began to develop a landing and ascend stages for ALCOR, but abandoned the development due to lack of free time and a lack of inspiration Quote Link to comment Share on other sites More sharing options...
LawnDartLeo Posted February 14, 2018 Share Posted February 14, 2018 (edited) @alexustas... I can bang out simple models in STEP or STL format from any number of CAD programs I have access to... but after that, my understanding of the entire process gets really gooberd up. I made and implemented some simple assets way back in the day to suit my tastes but that was when it was easy. Now, I am just not sure how to start and the WIKI is not much help to me. Edited February 14, 2018 by LawnDartLeo Quote Link to comment Share on other sites More sharing options...
alexustas Posted February 14, 2018 Author Share Posted February 14, 2018 @LawnDartLeo First, You need a low-poly model, but CAD programs are not very suitable for this (as I know) Quote Link to comment Share on other sites More sharing options...
LawnDartLeo Posted February 14, 2018 Share Posted February 14, 2018 @alexustas Even if exported as a lower count STL into something like Blender for further processing? I muddle with output quality all the time when I 3D print depending on how pretty I need something. I can make a cylinder look like a stopsign. Quote Link to comment Share on other sites More sharing options...
alexustas Posted February 14, 2018 Author Share Posted February 14, 2018 @LawnDartLeo Quote Even if exported as a lower count STL into something like Blender I've never done this and can not say exactly what you need to do. I can only say that you need to get a clean neat polygon mesh with a minimum acceptable number of polygons. Of course, this applies first of all to round-shaped parts. After this you need to prepare UV maps and create a texture. Quote Link to comment Share on other sites More sharing options...
LawnDartLeo Posted February 14, 2018 Share Posted February 14, 2018 I'll cobble something together tonight... and see how far I get. Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted February 14, 2018 Share Posted February 14, 2018 (edited) 2 hours ago, alexustas said: TUMBLE ALARM -- vertical speed is negative, radar altitude is less than 100m and horizontal velocity is higher than 5m/s -- so you're in danger of tumbling when you actually do land. SLOPE ALARM -- vertical speed is negative, radar altitude is less than 100m, and ground slope is higher than 15 degrees. more info Ah - thanks so much for that resource link. That's exactly what I was after to understand all the bits and pieces. I have plans. 1 hour ago, alexustas said: @wile1411 Note: TUMBLE and SLOPE warnings are turned off by default. On the overhead panel you find "CAUTION AND WARNING SYSTEM" control panel, use a buttons to switch on and off that warnings if you need All good here for warnings. I deliberately had them all turned on to 'learn' the cockpit operations. Also - I'm curious as to you had a rough list of what extra development you had planned? It's quite beautiful now, even thought it's still in "Pre-Release" Edited February 14, 2018 by wile1411 Quote Link to comment Share on other sites More sharing options...
StevieC Posted February 15, 2018 Share Posted February 15, 2018 (edited) I managed, with RCS thrusters from @Nertea's "Near Future Spacecraft" mod, and a few monoprop tanks from RLA StockAlike, to build an ALCOR with no thrust torque at all for any translational thrusting. Observe: All tanks dry All tanks half-full All tanks completely full Edited February 15, 2018 by StevieC Adding pics Quote Link to comment Share on other sites More sharing options...
GERULA Posted March 25, 2018 Share Posted March 25, 2018 (edited) i love this mod since the day I was born EDIT: omg I made LandingLegs to work again based on this "ASET_LandingLegs-TEST-13-02-2017" wont sink anymore, can start retracted and they expand when need it, works perfect now..I think, but the moder should take a look on this and if anyone need it copy-past this inside ASETLandingLeg.cfg PART { // --- general parameters --- name = ASET_LL module = Part author = AlexUstas // --- node definitions --- node_attach = 0.0, 0.0, 0.0, 1.0, 0, 0, 2 // --- editor parameters --- TechRequired = advLanding entryCost = 4100 cost = 450 category = Ground subcategory = 0 title = ASET Landing Leg manufacturer = A.S.E.T. description = // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,0 // --- standard part parameters --- mass = 0.10 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 1200 // = 2900 breakingForce = 800 breakingTorque = 800 bulkheadProfiles = srf tags = ground land leg support EFFECTS { deploy { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.95 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.95 } } deployed { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 0.95 } } retract { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.95 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.95 } } retracted { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 1.35 } } } MODULE { name = ModuleWheelBase wheelColliderTransformName = wheelCollider wheelType = LEG // setting this to true will override the radius and center parameters FitWheelColliderToMesh = False radius = 0.1 center = 0,0,0 mass = 0.040 autoFrictionAvailable = False clipObject = pistonCollider TooltipTitle = Landing Leg TooltipPrimaryField = groundHeightOffset = 1 } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = Piston suspensionColliderName = pistonCollider suspensionDistance = 0.8 suspensionOffset = -0.8 targetPosition = 1.0 springRatio = 8 damperRatio = 1.0 boostRatio = 0.75 extendDurationFactor = 1.0 retractDuractionFactor = 1.0 } MODULE { name = ModuleWheelDeployment baseModuleIndex = 0 animationTrfName = KonquestLandingLeg animationStateName = KLLDeployAnim deployedPosition = 1 deployTargetTransformName = TgtPos retractTransformName = Piston TsubSys = 0.8 extendDurationFactor = 0.5 retractDuractionFactor = 0.3 fxDeploy = deploy fxRetract = retract fxDeployed = deployed fxRetracted = retracted } MODULE { name = ModuleWheelLock maxTorque = 500 } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 stressTolerance = 99999999 impactTolerance = 600 deflectionMagnitude = 1 deflectionSharpness = 2.0 slipMagnitude = 0 slipSharpness = 2.0 explodeMultiplier = 1.0 } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = locator23 rotatorsName = locator22 } CONSTRAINLOOKFX { targetName = locator22 rotatorsName = locator23 } CONSTRAINLOOKFX { targetName = locator17 rotatorsName = locator19 } CONSTRAINLOOKFX { targetName = locator19 rotatorsName = locator17 } } } Edited March 25, 2018 by GERULA Quote Link to comment Share on other sites More sharing options...
tanelorn Posted March 30, 2018 Share Posted March 30, 2018 I could use some help please. The ALCOR does not appear in my tech tree. I am in career mode. I am using the community tech tree. I looked in the ALCOR files and couldn't find a reference to it's tech tree location. Anyone know why I can't research it? Quote Link to comment Share on other sites More sharing options...
alexustas Posted March 30, 2018 Author Share Posted March 30, 2018 3 minutes ago, tanelorn said: I could use some help please. The ALCOR does not appear in my tech tree. I am in career mode. I am using the community tech tree. I looked in the ALCOR files and couldn't find a reference to it's tech tree location. Anyone know why I can't research it? // --- editor parameters --- TechRequired = advLanding entryCost = 8000 cost = 4000 category = Pods subcategory = 0 title = ALCOR Pod (B) manufacturer = A.S.E.T. description = Advanced Landing Capsule for Orbital Rendezvous, a lander pod that actually is as lightweight as the manufacturer claims. Warranty void when subjected to atmospheric entry, sneeze, hard knocks and misplaced screwdrivers and/or wrenches. Packed full of high technology, leaving precious little space for the crew. Quote Link to comment Share on other sites More sharing options...
ISE Posted April 12, 2018 Share Posted April 12, 2018 (edited) On 2/14/2018 at 3:10 PM, LawnDartLeo said: @alexustas... I can bang out simple models in STEP or STL format from any number of CAD programs I have access to... but after that, my understanding of the entire process gets really gooberd up. I made and implemented some simple assets way back in the day to suit my tastes but that was when it was easy. Now, I am just not sure how to start and the WIKI is not much help to me. I'm fantasizing about this, very gorgeous set parts. Edited April 12, 2018 by ISE Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted April 15, 2018 Share Posted April 15, 2018 (edited) okay well i thought i had them going again hehe. Edited April 15, 2018 by COL.R.Neville Quote Link to comment Share on other sites More sharing options...
Movado Posted April 16, 2018 Share Posted April 16, 2018 On 3/25/2018 at 11:09 PM, GERULA said: i love this mod since the day I was born EDIT: omg I made LandingLegs to work again based on this "ASET_LandingLegs-TEST-13-02-2017" Reveal hidden contents wont sink anymore, can start retracted and they expand when need it, works perfect now..I think, but the moder should take a look on this and if anyone need it copy-past this inside ASETLandingLeg.cfg Reveal hidden contents PART { // --- general parameters --- name = ASET_LL module = Part author = AlexUstas // --- node definitions --- node_attach = 0.0, 0.0, 0.0, 1.0, 0, 0, 2 // --- editor parameters --- TechRequired = advLanding entryCost = 4100 cost = 450 category = Ground subcategory = 0 title = ASET Landing Leg manufacturer = A.S.E.T. description = // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,0 // --- standard part parameters --- mass = 0.10 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 1200 // = 2900 breakingForce = 800 breakingTorque = 800 bulkheadProfiles = srf tags = ground land leg support EFFECTS { deploy { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.95 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.95 } } deployed { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 0.95 } } retract { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.95 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.95 } } retracted { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 1.35 } } } MODULE { name = ModuleWheelBase wheelColliderTransformName = wheelCollider wheelType = LEG // setting this to true will override the radius and center parameters FitWheelColliderToMesh = False radius = 0.1 center = 0,0,0 mass = 0.040 autoFrictionAvailable = False clipObject = pistonCollider TooltipTitle = Landing Leg TooltipPrimaryField = groundHeightOffset = 1 } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = Piston suspensionColliderName = pistonCollider suspensionDistance = 0.8 suspensionOffset = -0.8 targetPosition = 1.0 springRatio = 8 damperRatio = 1.0 boostRatio = 0.75 extendDurationFactor = 1.0 retractDuractionFactor = 1.0 } MODULE { name = ModuleWheelDeployment baseModuleIndex = 0 animationTrfName = KonquestLandingLeg animationStateName = KLLDeployAnim deployedPosition = 1 deployTargetTransformName = TgtPos retractTransformName = Piston TsubSys = 0.8 extendDurationFactor = 0.5 retractDuractionFactor = 0.3 fxDeploy = deploy fxRetract = retract fxDeployed = deployed fxRetracted = retracted } MODULE { name = ModuleWheelLock maxTorque = 500 } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 stressTolerance = 99999999 impactTolerance = 600 deflectionMagnitude = 1 deflectionSharpness = 2.0 slipMagnitude = 0 slipSharpness = 2.0 explodeMultiplier = 1.0 } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = locator23 rotatorsName = locator22 } CONSTRAINLOOKFX { targetName = locator22 rotatorsName = locator23 } CONSTRAINLOOKFX { targetName = locator17 rotatorsName = locator19 } CONSTRAINLOOKFX { targetName = locator19 rotatorsName = locator17 } } } Interesting, the ASET_LandingLegs-TEST-13-02-2017 worked for me on 1.4.2 (Windows 7) without modifications. Legs start retracted, open properly and don't sink into the ground. The spring and damper strength also seem to work properly. I stress tested it on a Tylo lander at decent vertical speeds. The legs broke if the strengths weren't upped accordingly. Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted April 16, 2018 Share Posted April 16, 2018 yeah i used gerula's cfg and it wont work in 1.4.2. made some changes to it and got it working but they explode when they touch the ground. turns out thats a ksp wide bug that they are supposedly fixing in 1.4.3 this week. it really needs to change to what gerula has since thats the correct format going forward. Quote Link to comment Share on other sites More sharing options...
Burning Kan Posted April 21, 2018 Share Posted April 21, 2018 (edited) @alexustasI see u worked on the Camera MAS update and just in case u want also support for it,and missed it Angel125 maked a fantastic Robotarm with a camera build in,IVA support would be great Spoiler Awsome your quality skills and fastness,THX Edited April 22, 2018 by Burning Kan wrong name Quote Link to comment Share on other sites More sharing options...
theonegalen Posted April 21, 2018 Share Posted April 21, 2018 17 hours ago, Burning Kan said: @IgorZ I see u worked on the Camera MAS update and just in case u want also support for it,and missed it Angel125 maked a fantastic Robotarm with a camera build in,IVA support would be great Reveal hidden contents Awsome your quality skills and fastness,THX I think perhaps you meant @MOARdV rather than @IgorZ? Quote Link to comment Share on other sites More sharing options...
Burning Kan Posted April 22, 2018 Share Posted April 22, 2018 (edited) I thought MAS is the table and igorZ ALEXUSTAS is buildig the cardhouse on it and its a very pretty(stabile) table for a huge stack of cards and skycraper cardhouses* sry 4 my engl & if iam wrong with it *https://www.youtube.com/watch?v=JZU9I4iTnjo Edited April 22, 2018 by Burning Kan Quote Link to comment Share on other sites More sharing options...
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