Burning Kan Posted July 4, 2018 Share Posted July 4, 2018 (edited) Works in 1.4.4 flawless Thanks @alexustas& @MOARdVfor the amazing result of ur hard work.bk edit: first test 1.4.5 everythings nominal -just in case Edited August 3, 2018 by Burning Kan Quote Link to comment Share on other sites More sharing options...
Atom90 Posted August 11, 2018 Share Posted August 11, 2018 (edited) Hi, beatiful work, Im in love but I can´t use the landing legs don´t work with the current version? cheers Atom90 Edited August 11, 2018 by Atom90 Quote Link to comment Share on other sites More sharing options...
Burning Kan Posted August 11, 2018 Share Posted August 11, 2018 14 hours ago, Atom90 said: landing legs don´t work just a dirty fix so be warned suppension not work ,will paste the right/better cfg after investigation in the meentime replace the cfg with this: Spoiler 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 = 340 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 bulkheadProfiles = srf maxTemp = 1200 //CoMOffset = 0, 0, 0 breakingForce = 800 breakingTorque = 800 MODULE { name = ModuleAnimateGeneric animationName = KLLDeployAnim wheelColliderName = wheelCollider suspensionTransformName = Piston orientFootToGround = false landingFootName = FootHing // Axis is aligned forward instead of up alignFootUp = false suspensionUpperLimit = 0.65 impactTolerance = 6500 springRatio = 6 damperRatio = 1.5 boostRatio = 0.7 } MODULE { name = ModuleWheelDeployment baseModuleIndex = 0 animationTrfName = leg animationStateName = newlandingleg deployedPosition = 1 deployTargetTransformName = deployTgt retractTransformName = piston TsubSys = 0.83 extendDurationFactor = 0.5 retractDuractionFactor = 0.3 } MODULE { name = ModuleWheelLock maxTorque = 500 } MODULE { name = ModuleWheelBogey baseModuleIndex = 0 bogeyTransformName = foot deployModuleIndex = 2 maxPitch = 160 minPitch = -160 restPitch = 0 pitchResponse = 100 bogeyAxis = 1, 0, 0 bogeyUpAxis = 0, 0, -1 } 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 } } } Quote Link to comment Share on other sites More sharing options...
Atom90 Posted August 11, 2018 Share Posted August 11, 2018 Thanks Burning kan! now is working, is not the best but do the job. Atom. Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted August 11, 2018 Share Posted August 11, 2018 Would be awesome if there was a base for the alcor and used those landing legs best in the game i reckon Quote Link to comment Share on other sites More sharing options...
DarthGav Posted August 14, 2018 Share Posted August 14, 2018 (edited) Hello, I for some reason can't get Alcor to work. I install it just like the instructions say but it doesn't show up in the VAB. Thanks in advance for the help. Gav Edit: The camera shows up, but not the Lander can. Edited August 14, 2018 by DarthGav Quote Link to comment Share on other sites More sharing options...
Burning Kan Posted August 15, 2018 Share Posted August 15, 2018 @DarthGav try again step by step to install on a fresh ksp(all should be in "gamedata/aset" exept of jsi[rasterprobmonitor]) If that not bring the solution ,can u post a screenshot of ur gamedatafolder Like i sayed few posts above Alcor run perfect exept the legs(working on a cfg) Quote Link to comment Share on other sites More sharing options...
Catatau_27 Posted October 29, 2018 Share Posted October 29, 2018 Ok, this part must be atcualized to work on my 1.5.1 version, actaly his is broken my SPH DD: Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted November 1, 2018 Share Posted November 1, 2018 Spoiler 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 = 340 category = Utility 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 bulkheadProfiles = srf maxTemp = 1200 //CoMOffset = 0, 0, 0 breakingForce = 800 breakingTorque = 800 MODULE { name = ModuleAnimateGeneric animationName = KLLDeployAnim isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle allowAnimationWhileShielded = False } // MODULE // { // // name = ModuleLandingLeg // // animationName = KLLDeployAnim // wheelColliderName = wheelCollider // suspensionTransformName = Piston // orientFootToGround = false // landingFootName = FootHing // // Axis is aligned forward instead of up // alignFootUp = false // suspensionUpperLimit = 0.65 // impactTolerance = 6500 // suspensionOffset = 0, 0,0 // suspensionSpring = 5 // suspensionDamper = 0 // } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = locator23 rotatorsName = locator22 } CONSTRAINLOOKFX { targetName = locator22 rotatorsName = locator23 } CONSTRAINLOOKFX { targetName = locator17 rotatorsName = locator19 } CONSTRAINLOOKFX { targetName = locator19 rotatorsName = locator17 } } MODULE { name = USI_InertialDampener } } heres a config that will get the legs working for the most part. just cant start with them extended. still trying to figure out getting the suspension working but will probably have to have some model changes to get that working. Quote Link to comment Share on other sites More sharing options...
dlrk Posted November 23, 2018 Share Posted November 23, 2018 Anyone test this in 1.5.1? I have no idea what Catatu_27 is saying. Quote Link to comment Share on other sites More sharing options...
Amahlaka Posted December 12, 2018 Share Posted December 12, 2018 What do the buttons in a panel above Enviromental control do? MDM PL1 and the others next to it? also the buttons above the Junk Systems logo on left side, with fuel pumps etc? i cant seem to notice anything happening when i turn them on or off Quote Link to comment Share on other sites More sharing options...
theonegalen Posted December 15, 2018 Share Posted December 15, 2018 On 12/12/2018 at 10:20 AM, Amahlaka said: What do the buttons in a panel above Enviromental control do? MDM PL1 and the others next to it? also the buttons above the Junk Systems logo on left side, with fuel pumps etc? i cant seem to notice anything happening when i turn them on or off Those are dummy switches for decoration only. Quote Link to comment Share on other sites More sharing options...
Zapo147 Posted January 6, 2019 Share Posted January 6, 2019 Any news on 1.6 compatibility? Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted January 6, 2019 Share Posted January 6, 2019 (edited) On 12/15/2018 at 1:49 AM, theonegalen said: Those are dummy switches for decoration only. hmmm... seems those would be perfect candidates for supporting any of the fuel transfer mods... ie TAC Fuel Balancer, GPO Speed Fuel Pump...etc Edited January 6, 2019 by Stone Blue Quote Link to comment Share on other sites More sharing options...
theonegalen Posted January 7, 2019 Share Posted January 7, 2019 21 hours ago, Stone Blue said: hmmm... seems those would be perfect candidates for supporting any of the fuel transfer mods... ie TAC Fuel Balancer, GPO Speed Fuel Pump...etc I don't believe any of those mods are supported by RPM or MAS, unfortunately. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted January 7, 2019 Share Posted January 7, 2019 (edited) 3 hours ago, theonegalen said: I don't believe any of those mods are supported by RPM or MAS, unfortunately. Yes... thats what I'm saying... would be great if someone could write-up MAS cfgs to support them... *and I DONT mean MOARdV... he's busy enuff...* I would, but dayum, after many attempts, and re-reading the MAS documentation *many* times, and reading up on Lua, it is just beyond my intellegence Edited January 7, 2019 by Stone Blue Quote Link to comment Share on other sites More sharing options...
theonegalen Posted January 7, 2019 Share Posted January 7, 2019 3 hours ago, Stone Blue said: Yes... thats what I'm saying... would be great if someone could write-up MAS cfgs to support them... *and I DONT mean MOARdV... he's busy enuff...* I would, but dayum, after many attempts, and re-reading the MAS documentation *many* times, and reading up on Lua, it is just beyond my intellegence I think it would require more than cfg work. I think it would require C# coding in the main MAS dll. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted January 7, 2019 Share Posted January 7, 2019 (edited) 3 minutes ago, theonegalen said: I think it would require more than cfg work. I think it would require C# coding in the main MAS dll. Hmmm... I see LGG talking about looking at the code to have PWB and GPO work together moar harmoniously... maybe he'd consider looking into MAS support, while he's in there, if someone asked nicely? maybe it could be done from PWB/GPO side? vOv Edited January 7, 2019 by Stone Blue Quote Link to comment Share on other sites More sharing options...
MOARdV Posted January 12, 2019 Share Posted January 12, 2019 On 1/7/2019 at 2:13 PM, Stone Blue said: Hmmm... I see LGG talking about looking at the code to have PWB and GPO work together moar harmoniously... maybe he'd consider looking into MAS support, while he's in there, if someone asked nicely? maybe it could be done from PWB/GPO side? vOv Yeah, I don't see myself adding support to MAS to support them directly (I don't want to deal with the overhead of testing mods I don't use - FAR is currently the only exception, since it's a very stable interface). However ... the MAS Action Group feature may be able to do it (with limitations). I can already call arbitrary functions in other modules, provided they don't require parameters (eg, the custom decoupler that BDB uses on the S-IVB LEM adapter, or the Animated Decoupler on the CM/SM decoupler). If TAC had a PartModule that went on a specific part (or group of parts) that could invoke fuel balancing through a simple 0-parameter public method, MAS could work with it today. I may be able to generalize the MAS AG in a couple of ways - first, accept a parameter list (assuming the parameters are C# PODT, not enums or objects); second, I may be able to support VesselModules or other MonoBehaviour types that aren't attached to a specific part. Both of those will need to wait a bit, until I have time to focus on it. But I'll give myself a reminder to look at it. Quote Link to comment Share on other sites More sharing options...
Atom90 Posted January 14, 2019 Share Posted January 14, 2019 Hi Everyone Im still loving this mod but I going more deeply in love I somebody make the landing legs full funcionality and tweakble. Best landing legs here in KSP cHEERS Quote Link to comment Share on other sites More sharing options...
rextable Posted February 5, 2019 Share Posted February 5, 2019 On 1/14/2019 at 4:34 PM, Atom90 said: Hi Everyone Im still loving this mod but I going more deeply in love I somebody make the landing legs full funcionality and tweakble. Best landing legs here in KSP cHEERS Lander legs?! What?! Where?! Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted February 6, 2019 Share Posted February 6, 2019 Page 61 there is a dropbox for them they are the best legs in the game Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted February 6, 2019 Share Posted February 6, 2019 8 hours ago, Virtualgenius said: Page 61 there is a dropbox for them they are the best legs in the game That link is quite old (pre-1.2?) and landing legs are one of the parts that don't age well. The most recent link I could find was years later on page 77. (Click the date: Feburary 12, 2017 under alexustas name) Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted February 6, 2019 Share Posted February 6, 2019 3 hours ago, Tonka Crash said: That link is quite old (pre-1.2?) and landing legs are one of the parts that don't age well. The most recent link I could find was years later on page 77. Actually, even *that* post refers to a release tiny bit earlier, than this updated one on the same day, by alexustas himself. So grab *that* one, *AND* this update/fix by Col.Neville, for KSP 1.5.1... posted Nov 1, 2018 Be sure to "Like" both posts Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted February 6, 2019 Share Posted February 6, 2019 15 minutes ago, Stone Blue said: So grab *that* one, *AND* this update/fix by Col.Neville, for KSP 1.5.1... posted Nov 1, 2018 Be sure to "Like" both posts I've looked at the config files for 3 versions where I found download links in this thread and Col. Neville's version (#4) is based off the oldest release here. The newest one you link to in the other post (which is the one I thought I'd linked to, oops) looks most like a current Squad LT-2 landing leg. Quote Link to comment Share on other sites More sharing options...
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