Alshain Posted May 31, 2015 Share Posted May 31, 2015 Updated to version 1.3Changelog- Added IVA- Converted textures to DDS- Moved 1 tier earlier in tech tree- Tweaked flag decal to fix z-fighting issueGreat job on the IVA! Link to comment Share on other sites More sharing options...
FiiZzioN Posted June 18, 2015 Share Posted June 18, 2015 Great job on the IVA!Quoted for truth! An absolutely wonderful job was done here, and the thing looks damn gorgeous as well! A wonderful addition to an already great pod. Thanks Jfjohnny5! Link to comment Share on other sites More sharing options...
jfjohnny5 Posted June 25, 2015 Author Share Posted June 25, 2015 I've been out of town, and I'm heading out again in a couple days. I haven't had a chance to see if the capsule was really "affected" by the latest patch. I would think the tweaks to reentry heating might warrant some CFG adjustments on my part. If anyone has any feedback on how the K2 is performing in 1.0.4 (or 1.0.3 really) it would definitely help me focus my attention where its needed and update as quickly as possible. Link to comment Share on other sites More sharing options...
celendis Posted June 29, 2015 Share Posted June 29, 2015 I was performing a reentry with the LV-909, a FL-T400 fuel tank, then the K2 pod (with some chutes, etc.). I believe you need to add the ModuleConductionMultiplier section from the other command pods, because it overheated and was the only part that destroyed itself on reentry. Even the chutes continued flying after the pod vaporized. Without that section, I think the new skin heating isn't working out properly for the K2. Link to comment Share on other sites More sharing options...
Mars Mullo Posted July 19, 2015 Share Posted July 19, 2015 I have noticed that the K@ pod although installed does not load in 1.0.4 at all. Although I'm unsure if this is a CKAN thing or if I need to manually install it. I had to re install my save file into 1.0.4. It is definatly listed as compatible in the CKAN list Link to comment Share on other sites More sharing options...
micha Posted July 19, 2015 Share Posted July 19, 2015 (edited) Works fine for me in 1.0.4, although the pod + heatshield is not as stable on re-entry as the stock capsules. Its more prone to tumble and requires active control to stay pointed retrograde during the descent. Edited July 19, 2015 by micha fix phone "autocorrect". Link to comment Share on other sites More sharing options...
SmashBrown Posted July 19, 2015 Share Posted July 19, 2015 Could we possibly have a config for usi life support for this? Pretty please.- - - Updated - - -+ community tech tree as well. Double pretty please, love the capsule iva btw. Link to comment Share on other sites More sharing options...
Yemo Posted July 19, 2015 Share Posted July 19, 2015 Could we possibly have a config for usi life support for this? Pretty please.- - - Updated - - -+ community tech tree as well. Double pretty please, love the capsule iva btw.USI Life Support does not have special configs for command pods.You could copy paste and adjust the techtree config from SETIctt. Link to comment Share on other sites More sharing options...
SmashBrown Posted July 19, 2015 Share Posted July 19, 2015 I've tried adding my own .cfg file and followed the instructions from ctt, but it's not working. Link to comment Share on other sites More sharing options...
CompB Posted July 25, 2015 Share Posted July 25, 2015 (edited) I had a parachute blow up when I deployed it due to overspeed/heat, even though I was subsonic and fairly well cooled off. Digging into the K2Pod.cfg, I noticed that the maxTemp is defined as:maxTemp = 2400 // 3400On the stock parts, the variable is defined as:maxTemp = 2400 // = 3400Any ideas if this would cause a chute to overtemp? I may have just been going a bit too fast, but I'm curious about the variable formatting.EditAfter further testing, I think I deployed it at too high a speed. Still curious about the maxTemp. Edited July 25, 2015 by CompB Link to comment Share on other sites More sharing options...
jfjohnny5 Posted July 25, 2015 Author Share Posted July 25, 2015 I had a parachute blow up when I deployed it due to overspeed/heat, even though I was subsonic and fairly well cooled off. Digging into the K2Pod.cfg, I noticed that the maxTemp is defined as:maxTemp = 2400 // 3400On the stock parts, the variable is defined as:maxTemp = 2400 // = 3400Any ideas if this would cause a chute to overtemp? I may have just been going a bit too fast, but I'm curious about the variable formatting.EditAfter further testing, I think I deployed it at too high a speed. Still curious about the maxTemp.No, anything behind the // is a comment. It's ignored by the game. In both cases it's just documenting that the previous value was 3400, but the current config is set for 2400. Regardless, the K2 config doesn't affect parachutes, as you discovered in your further testing. Link to comment Share on other sites More sharing options...
CompB Posted July 27, 2015 Share Posted July 27, 2015 Thanks for the info. Link to comment Share on other sites More sharing options...
Alshain Posted July 28, 2015 Share Posted July 28, 2015 There definitely seems to be an issue with conductivity. I just had my parachute burn up on re-entry where my max trip speed was 1400 m/s. Link to comment Share on other sites More sharing options...
panzerwaffe044 Posted August 5, 2015 Share Posted August 5, 2015 I think the problem with parachutes is in the pod's form. (it's not a problem at all) It is rather high and it's too easy to expose the chute to the heat. I play with deadly reentry with 120% heating, the Mk-16 chute survives reentry well, if you hold the capsule right on the retrograde during the descent. I also found out that the pod is a bit unstable during reentry. Also would be nice to have a built-in heat shield with 100-120 units of ablator. Still love this pod! It fits the game perfectly, I'am tired of building "christmas-tree-like" Mk-1+Mk-1 for my missions. Good work! Link to comment Share on other sites More sharing options...
Alshain Posted August 8, 2015 Share Posted August 8, 2015 I think the problem with parachutes is in the pod's form. (it's not a problem at all) It is rather high and it's too easy to expose the chute to the heat. I play with deadly reentry with 120% heating, the Mk-16 chute survives reentry well, if you hold the capsule right on the retrograde during the descent. I also found out that the pod is a bit unstable during reentry. Also would be nice to have a built-in heat shield with 100-120 units of ablator. Still love this pod! It fits the game perfectly, I'am tired of building "christmas-tree-like" Mk-1+Mk-1 for my missions. Good work!It is a problem if it makes the pod pretty much useless. I had my pod right on the retrograde and it still burned the parachute. Link to comment Share on other sites More sharing options...
jfjohnny5 Posted October 12, 2015 Author Share Posted October 12, 2015 Updated mod to version 1.3.3* Updated for KSP 1.0.4* Added Heat Conduction settings to part config Link to comment Share on other sites More sharing options...
maxrsp Posted October 13, 2015 Share Posted October 13, 2015 Sweet, thanks for the update of this very useful little command pod! Link to comment Share on other sites More sharing options...
Argonicus Posted November 11, 2015 Share Posted November 11, 2015 Hi. Can you say, should you update it for version 1.05? Link to comment Share on other sites More sharing options...
XKerman Posted December 7, 2015 Share Posted December 7, 2015 Hey!! Would it be an update of this mod for 1.0.5 version? I really like the 2k pod, i've been using it in all the previous versions! Link to comment Share on other sites More sharing options...
Apollo13 Posted December 7, 2015 Share Posted December 7, 2015 It works already in 1.0.5. No update needed. That said, it may not show the images of your Kerbals when on the launchpad. However, they are there and the mod works. Link to comment Share on other sites More sharing options...
Waxing_Kibbous Posted December 8, 2015 Share Posted December 8, 2015 I love this pod, it's my bread and butter in the early parts of a career (also the lighting on the kerbals inside is quite nice). Works fine in 1.05, except that is sinks like a rock when landed in water. Link to comment Share on other sites More sharing options...
insert_name Posted December 12, 2015 Share Posted December 12, 2015 I wish the mod maker would add ctt support Link to comment Share on other sites More sharing options...
Wolf Baginski Posted December 14, 2015 Share Posted December 14, 2015 On 07/12/2015, 20:05:37, Apollo13 said: It works already in 1.0.5. No update needed. That said, it may not show the images of your Kerbals when on the launchpad. However, they are there and the mod works. When you look at the stock pods, there is a new buoyancy section in the .cfg // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, -0.4050379, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.6423756, 0.0, 0.0, 1.0, 0.0, 0 bulkheadProfiles = size1, size0 CoPOffset = 0.0, 0.5, 0.0 CoLOffset = 0.0, -0.35, 0.0 CenterOfBuoyancy = 0.0, 0.5, 0.0 CenterOfDisplacement = 0.0, -0.3, 0.0 buoyancy = 1.5 buoyancyUseSine = False That's the section for the Mk1 Pod. It's the last four lines that are new. With the longer pod you'd need to move the Centers, and maybe the CoPOffset and CoLOffset ought to be tweaked. But a lot of stock parts seem to rely on the default settings. There's a CoMOffset too, I expect the default is in the middle of a cylinder. The Mk1 Pod has a mass of 0.8, so the buoyancy looks about right for what I recall from splashdowns, but it may be a multiplier rather than an absolute value. Link to comment Share on other sites More sharing options...
Sturmgeschutz Posted December 14, 2015 Share Posted December 14, 2015 Nice work! It was really nice! Link to comment Share on other sites More sharing options...
Wolf Baginski Posted December 14, 2015 Share Posted December 14, 2015 I did a try-out, and the number for Buoyancy does look to be an absolute value. The pre-1.0.5 version of the K2 Pod sinks. What can mislead you is that the Altitude gauge shows an increasing number as you go down. But the way that KSP describes things in the Wiki, it apparently calculates the volume from the collision mesh. As a practical detail, the mass of the K2 is close to the limits for the Mk16 parachute, It's landing a bit fast unless you can fully deploy the 'chute at a higher altitude, and even then it's a rough landing on solid ground. So it's usable in KSP 1.0.5, but needs the adjustment. Link to comment Share on other sites More sharing options...
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