Jump to content

[0.25] Radial Mk2 Cockpit v.1.1 (ModuleManager)


dr.phees

Recommended Posts

You need a radially attachable Cockpit for your new Cruiser? Want to fly that big orange tank like a plane?

This mod allows radial placement of the Mk2 Inline cockpit on any surface. That includes panels and large tanks.

EVA is not affected and works fine!

CL7VxUj.jpg

Another screenshot

No new parts, just a fix of the original Mk2 Cockpit. Nothing else is changed and all your game saves will not be influenced!

This mod makes use of the ModuleManager .dll (tested against version 2.5.1) by Ialdabaoth and Sarbian for easier use on both Steam and non-Steam KSP installs. Simply drag and drop the GameData folder in this zip file into your KSP install folder.

You should use this together with Sam Hall's brilliant Mk2 Cockpit Internals!

License: CC 3.0 Share Alike with attribution

http://creativecommons.org/licenses/by-sa/3.0/

This mod was made without permission or knowledge of the original maker of the part it modifies (C7). It uses no assets from the original part except the .cfg file, which I will remove if asked to do so.

ModuleManager, similarly, is not mine. Many thanks to Ialdabaoth for creating it and Sarbian for subsequently extending and maintaining it.

Forum threads for ModuleManager:

http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-6-%28Jan-6%29

http://forum.kerbalspaceprogram.com/threads/41616-Extension-for-ModuleManager-with-wildcard-and-conditional-v0-2-24-july-2013

http://forum.kerbalspaceprogram.com/threads/31342-0-20-ModuleManager-1-3-for-all-your-stock-modding-needs?p=386222&viewfull=1#post386222

Download

Changelog:

v.1.1

It works. EDIT: Also in 0.25.

v.1.0

Included wrong file. [fixed]

Edited by dr.phees
Replaced image locations to imgur.
Link to comment
Share on other sites

Thanks! I use it quite often and try to run the game as vanilla as possible (not to play stock, but to reduce installed mods.

The good thing about this is, that you can use the cockpit, delete my files and still use the craft.

EDIT:

I actually used the wrong file. This has been fixed and works as intended.

Edited by dr.phees
Update
Link to comment
Share on other sites

Not-awkwardly clipping sure is fun! :D

The best thing is, that there was no radial attachment enabled before, so, I did not change some behaviour, but only add it. If there are similar parts, I will gladly give them radial connectivity. So:

I'm open for suggestions!

Link to comment
Share on other sites

Yes you can. The only thing that has changed is how the cockpit surface attaches to other parts. Though you may want to add a nosecone both in the front and in the back of the cockpit to decrease drag.

This is because FAR makes no difference between parts that are clipped or "out in the open". The only way to shield parts in FAR to my knowledge, is to use fairings or cargobays.

Link to comment
Share on other sites

you are already using MM to create this, just add a FARBasicDragModel module to it in the MM patch, and it will become a greeble piece as far as FAR is concerned. it'll generate minimal non-direction dependent drag just like what you'd expect it to do.


MODULE
{
name = FARBasicDragModel
S = 0.254
CdCurve //Drag coefficient at various angles
{
key = -1 0 //backwards
key = 1.0 0 //forwards
}
ClCurve
{
key = -1 0 //Lift coefficient
key = 1 0
}
CmCurve //Moment coefficient
{
key = -1 0
key = 1 0
}
}

Link to comment
Share on other sites

it will be have lower drag than standard inline cockpit; but I don't think it's enough to make it out of balance... as an inline cockpit it might generate a few kN of drag at supersonic speeds, as greeble part the drag is about 1/10 as much. I suppose it would be a bit out of balance if you build miniature SSTOs that's just a cockpit and engine.

One option is create an alternate config file and use the original inline cockpit art assets with MODEL{}

Link to comment
Share on other sites

I am currently trying to add a right-click-switch to the part, to toggle radial placement. That could include changing the drag behavior.

Regarding engines: I think in most cases the exhaust will collide with the parent part and would therefore produce no thrust. I am checking it, though, but still need some experiments done.

Edited by dr.phees
Total replacement of my answer.
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...