TouhouTorpedo Posted April 18, 2014 Share Posted April 18, 2014 When command seats were released, I was hyped for what had been exclaimed about command seats, that we could "Launch a Kerbal on an SRB"Then I found I was pretty disappointed that although this technically possible, the fun was entirely sapped out by running around trying to get a Kerbal from one pad to the other that had to be spawned in a pod first.Well, no more. Enough is enough. It's time to take out the tedium and bring back the fun.CLICK TO DOWNLOADThis mod does what it says on the tin. Makes you able to assign a Kerbal in the SPH or VAB to a command seat. This then makes that seat classed as "Controllable" and removes the "No manned modules" warning. Once you launch, the Kerbal will spawn, then jump in the seat. Now it's time for one last thing - the fun!http://kerbalspaceprogram.com/ttseatfixer/If you want to make mods that use this plugin, go ahead. Please give a link to the original plugin though instead of providing it : I'd like to keep this up to date for one thing at one source, also I'd like to be sure how many people are downloading it - and for Squad to gauge what kind of interest there might be in an official fix for this problem in the future. This has it's own release thread for the same reason! Link to comment Share on other sites More sharing options...
gmpd2000 Posted April 18, 2014 Share Posted April 18, 2014 I don't know how many thanks i have to give you about this, if i got 1 dollar for every bus full of kerbals i had to launch to fill seats, i would be billionare. Link to comment Share on other sites More sharing options...
lordkrike Posted April 18, 2014 Share Posted April 18, 2014 You may want to consider using module manager for this. It's perfect for adding such a small thing to a stock part. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 19, 2014 Share Posted April 19, 2014 (edited) I can't believe it's taken this long for something like this to appear.. Thank you!EDIT: Is it worth using Module Manager to replace the cfg? Or is it more trouble than it's worth? Just thinking of the future here.. Edited April 19, 2014 by ObsessedWithKSP Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted April 19, 2014 Author Share Posted April 19, 2014 I considered it, but I'd rather not rely on it if avoidable. Link to comment Share on other sites More sharing options...
Darren9 Posted April 19, 2014 Share Posted April 19, 2014 Thank-you Link to comment Share on other sites More sharing options...
JeffreyCor Posted April 19, 2014 Share Posted April 19, 2014 Yes thank you! I can now use seats for my cars and trucks! Do agree however a MM cfg rather than a replacement would be advantageous. Link to comment Share on other sites More sharing options...
sumghai Posted April 19, 2014 Share Posted April 19, 2014 Just tried this out - very cool!I should note, however, this is incompatible with the latest version of Ship Manifest - perhaps you and Papa_Joe could work something out together. Link to comment Share on other sites More sharing options...
xzxvrx Posted April 19, 2014 Share Posted April 19, 2014 I've been waiting for this since I heard you said you were working on it months ago, now I can quickly test rovers without having to put a pod on them. Link to comment Share on other sites More sharing options...
soggymushrooms Posted April 19, 2014 Share Posted April 19, 2014 thank you based TT Link to comment Share on other sites More sharing options...
Space_Kraken Posted April 19, 2014 Share Posted April 19, 2014 Only took 3.5 versions of ksp for someone to make this. I will pay you with 50 kerbal sacrifices. Link to comment Share on other sites More sharing options...
Green Skull Posted April 19, 2014 Share Posted April 19, 2014 Before some one beats me to it...Thanks for a much needed mod! Link to comment Share on other sites More sharing options...
Azimech Posted April 19, 2014 Share Posted April 19, 2014 Great. Needed it yesterday.Nah only joking. Thank you! 5 stars! Link to comment Share on other sites More sharing options...
wasmic Posted April 19, 2014 Share Posted April 19, 2014 HE'S ALIVE! The torpedo launches again! Link to comment Share on other sites More sharing options...
FenrirWolf Posted April 19, 2014 Share Posted April 19, 2014 (edited) I considered it, but I'd rather not rely on it if avoidable.It's 'avoidable' I suppose, the mod currently functions exactly as advertised. the appeal in module manager is that the base game isn't modified which makes things easier all around for the end user. sometimes it's prudent to quickly remove a mod (like when tracking down bugs and submitting reports to Squad), and simply hitting the delete button on a mod folder is much easier than digging around for a file in the stock directory tree that, months or so down the line, one might not even remember is there.in the end it's up to you, but as for my part I'm gonna whip up an mm config for my own install. and hopefully not screw it up since I haven't made my own configs before yet XD Edited April 19, 2014 by FenrirWolf Link to comment Share on other sites More sharing options...
Tommygun Posted April 19, 2014 Share Posted April 19, 2014 (edited) Oh Baby Yes!!!I hate making rovers or ultra light aircraft without Kerbals in them.Usually I end up making a bus out of those Hitchhiker containers and parking it next to the runway filled with 20 Kerbals just to crew my vehicles.So I can finally retire my Bang Bus.Thank you. Edited April 19, 2014 by Tommygun Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 19, 2014 Share Posted April 19, 2014 (edited) Well, I thought this would work, but it doesn't :/ @PART[seatExternalCmd]:Final{ CrewCapacity = 1} MODULE { name = TTSeatFixer airlockposition = 0,0,0 airlocksize = 0.25,0.25,0.25 airlockrotation = 90,0,0; }The crew capacity is added, but a kerbal doesn't appear (and the 'no control module' box still comes up).. hmm... Edited April 19, 2014 by ObsessedWithKSP Link to comment Share on other sites More sharing options...
Xaelath Posted April 19, 2014 Share Posted April 19, 2014 Finally! Can't remember how many times I had to test my rovers/aircraft, having to create another command pod just to make the Kerbal get out and board the command seat. Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted April 19, 2014 Author Share Posted April 19, 2014 Well, I thought this would work, but it doesn't :/ The crew capacity is added, but a kerbal doesn't appear (and the 'no control module' box still comes up).. hmm...I've not used MM configs before but judging by the structure there, I think changing what you've done to this would solve it.@PART[seatExternalCmd]:Final{ CrewCapacity = 1 MODULE { name = TTSeatFixer airlockposition = 0,0,0 airlocksize = 0.25,0.25,0.25 airlockrotation = 90,0,0; }}HE'S ALIVE! The torpedo launches again!Been back for a little while. Theres also an update out for Pitch Vector Engine which adds more engine types in the main thread. Link to comment Share on other sites More sharing options...
Darren9 Posted April 21, 2014 Share Posted April 21, 2014 I know it's my own fault for spawning them into too smaller space but it still makes me laugh every time Link to comment Share on other sites More sharing options...
Xaelath Posted April 23, 2014 Share Posted April 23, 2014 Okay, I think I found a bug. Everytime I want to EVA a Kerbal that is on a Command Seat, he goes poof. :/ Link to comment Share on other sites More sharing options...
mrrpamplemousse Posted April 23, 2014 Share Posted April 23, 2014 You filled another hole in the game, well done TouhouTorpedo.I'll download it right away and start testing my seat-based rover. Link to comment Share on other sites More sharing options...
angusmcbeth Posted April 23, 2014 Share Posted April 23, 2014 This is nifty, highly recommended, along with the rest of the TT stuff. Should be a vanilla feature IMOThanks TT Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted April 27, 2014 Author Share Posted April 27, 2014 Okay, I think I found a bug. Everytime I want to EVA a Kerbal that is on a Command Seat, he goes poof. :/I've heard this before, but I've never managed to trigger it. Craft pictures / file? Link to comment Share on other sites More sharing options...
The Destroyer Posted April 27, 2014 Share Posted April 27, 2014 Yes! Yes! Yeees!I've wanted them since 0.19. Or was it 0.20? No idea. Link to comment Share on other sites More sharing options...
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