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New MK3 IVA


OrianCEV

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1, RPM is currently broken in 0.90, last I heard. This means the B9 cockpit won't be fully functional. It'll exist but the RPM screens won't work as intended.

2,

@PART[mk3Cockpit_Shuttle]:NEEDS[B9_Aerospace]
{
@INTERNAL
{
name = B9_Cockpit_HL_Internal
}
}

That should make the Mk3 cockpit use B9's HL IVA.

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1, RPM is currently broken in 0.90, last I heard. This means the B9 cockpit won't be fully functional. It'll exist but the RPM screens won't work as intended.

2,

@PART[mk3Cockpit_Shuttle]:NEEDS[B9_Aerospace]
{
@INTERNAL
{
name = B9_Cockpit_HL_Internal
}
}

That should make the Mk3 cockpit use B9's HL IVA.

Although, could you tell me were I should place the file for the IVA?

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That should be saved as whateveryouwant.cfg (make a new txt file in Notepad, copypaste those contents into it and save it as a cfg) in the Gamedata folder and ModuleManager will catch it. Obviously you'll need B9 installed (or at least the Spaces folder in B9) though that patch should only work if you have B9 already. You don't need to muck around with any other files or IVAs, just that block of text as a cfg file. I haven't tested it mind you, but it should work.

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That should be saved as whateveryouwant.cfg (make a new txt file in Notepad, copypaste those contents into it and save it as a cfg) in the Gamedata folder and ModuleManager will catch it. Obviously you'll need B9 installed (or at least the Spaces folder in B9) though that patch should only work if you have B9 already. You don't need to muck around with any other files or IVAs, just that block of text as a cfg file. I haven't tested it mind you, but it should work.

thanks, This'll hold me until they make an official IVA for it.

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It didn't seem to work, what do I need to change in the .cfg file of the MK3 craft file itself?

If you goto KSP/GameData/squad/parts/Mk3Cockpit_Shuttle you will see

PART
{

// --- general parameters ---
name = mk3Cockpit_Shuttle
module = Part
author = Porkjet

// --- asset parameters ---
mesh = model.mu

rescaleFactor = 1

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_bottom = 0.0, -1.25, 0.0, 0.0, 1.0, 0.0, 3
node_stack_top = 0.0, 3.1875, 0.625, 0.0, 1.0, 0.0, 1



// --- editor parameters ---
TechRequired = heavyAerodynamics
entryCost = 50000
cost = 10000
category = Pods
subcategory = 0
title = Mk3 Cockpit
manufacturer = C7 Aerospace Division
description = A cockpit for those die hard explorers. Especially useful when transporting extra crew to a remote rock to save the day. Note: IVA still in shipping and customs.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

// --- standard part parameters ---
mass = 3.5
dragModelType = override
maximum_drag = 0.1
minimum_drag = 0.1
angularDrag = 2
crashTolerance = 60
maxTemp = 3400
fuelCrossFeed = True

vesselType = Ship

// --- internal setup ---
CrewCapacity = 4

[COLOR="#FF0000"]INTERNAL
{
name = mk2CockpitStandardInternals <----------- Here you see, I made it use the mk2 cockpit
}
[/COLOR]
MODULE
{
name = ModuleCommand
minimumCrew = 1
}

RESOURCE
{
name = ElectricCharge
amount = 500
maxAmount = 500
}

MODULE
{
name = ModuleReactionWheel

actionGUIName = Toggle RW

PitchTorque = 40
YawTorque = 40
RollTorque = 20

RESOURCE
{
name = ElectricCharge
rate = 1.0
}
}
MODULE
{
name = ModuleScienceExperiment

experimentID = crewReport

experimentActionName = Crew Report
resetActionName = Discard Crew Report
reviewActionName = Review Report

useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True
rerunnable = True

xmitDataScalar = 1.0
}
MODULE
{
name = ModuleScienceContainer

reviewActionName = Review Stored Data
storeActionName = Store Experiments
evaOnlyStorage = True
storageRange = 4.0
}

RESOURCE
{
name = MonoPropellant
amount = 100
maxAmount = 100
}
MODULE
{
name = FlagDecal
textureQuadName = FLAG
}
MODULE
{
name = ModuleAnimateGeneric
animationName = Mk3Cockpit_Shuttle
actionGUIName = Toggle Lights
startEventGUIName = Lights On
endEventGUIName = Lights Off
}
//MODULE
//{
// name = ModuleLiftingSurface
// deflectionLiftCoeff = 1 // proportionally less than Mk2
// dragAtMaxAoA = 0.2
// dragAtMinAoA = 0.05
//}
}

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