Mars Mullo Posted February 19, 2016 Share Posted February 19, 2016 Quick question.... Am I going mad or did this brilliant mod originally come with a separate nose section containing RCS thrusters and a built in docking ring? Or am I confusing this with another mod? Also .. why is the base curved if it has no ablator built into it? Most heat shields have a flat fitting base. Link to comment Share on other sites More sharing options...
Zyx Abacab Posted April 20, 2016 Share Posted April 20, 2016 (edited) This pod works fine with 1.1, including the newfangled internal view! (I tried to create an alternate RasterPropMonitor config for the K2, but I can't—for the life of me—figure out how to place the props correctly.) Edited April 20, 2016 by Zyx Abacab Link to comment Share on other sites More sharing options...
Meridius Posted May 1, 2016 Share Posted May 1, 2016 I would love to see this pod updated. This is a great pod! Link to comment Share on other sites More sharing options...
veryinky Posted May 5, 2016 Share Posted May 5, 2016 It works in 1.1.2, I updated my cfg to have 1.1 era searchable tags and the modern heat tags. Since it's within the license to modify here it is an updated CFG, just replace the old one with this one. Note that this pod is very aerodynamic so remember to bring a drag chute. Spoiler PART { // this is a sample config file, for determining a good file format for defining part parameters // comment line - ignored by cfg parser // empty lines, or lines without a '=' sign are also ignored // all other lines are split at the '=' sign, and the left operand is used to know what parameter we are setting // diferent parameters require data in different formats (see docs), and each module has it's own parameters (again, see docs) // each assignment must be in a single line. Lines without assignments will be ignored. (You CAN turn on word wrap, though) // each keyword here relates to an existing variable in the assigned module. If the keyword isn't found, it is ignored. // conversely, if a keyword is left unassigned (as in not in the file), it will be initialized with it's default value // This is done automatically, so any public variable defined in the loaded module can be accessed this way (provided it's value can be parsed) // --- general parameters --- name = K2Pod module = Part author = JFJohnny5 // --- asset parameters --- mesh = K2Pod.mu scale = 1 rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, -0.44, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 1.43, 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 // --- editor parameters --- TechRequired = flightControl entryCost = 4400 cost = 2200 category = Pods subcategory = 0 title = K2 Command Pod manufacturer = Castor-Pollux Industries description = Through the use of some "creative engineering" and a technique which apparently makes it "bigger on the inside" the design team at CPI has managed to squeeze two Kerbals into a pod originally designed for just one! What a breakthrough! Just don't try to move around too much... // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 1.7 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 14 maxTemp = 1200 skinMaxTemp = 2400 skinInternalConductionMult = 0.625 heatConductivity = 0.1 // 5/6ths default vesselType = Ship // --- internal setup --- CrewCapacity = 2 tags = capsule cmg control ?eva fly gyro ?iva moment pilot react rocket space stab steer torque INTERNAL { name = K2_IVA } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 75 maxAmount = 75 } MODULE { name = ModuleReactionWheel PitchTorque = 8 YawTorque = 8 RollTorque = 8 RESOURCE { name = ElectricCharge rate = 0.4 } } 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 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.5 } RESOURCE { name = MonoPropellant amount = 15 maxAmount = 15 } MODULE { name = FlagDecal textureQuadName = flagTransform } MODULE { name = ModuleConductionMultiplier modifiedConductionFactor = 0.003 convectionFluxThreshold = 3000 } } Link to comment Share on other sites More sharing options...
jfjohnny5 Posted May 15, 2016 Author Share Posted May 15, 2016 Updated for KSP 1.1.2 Link to comment Share on other sites More sharing options...
vardicd Posted May 15, 2016 Share Posted May 15, 2016 (edited) AH YA! RETURN OF AN EXCELLENT MOD!!!!! WHOOT! Hated not having this! Thanks so much! Edited May 15, 2016 by vardicd Link to comment Share on other sites More sharing options...
Vrana Posted May 15, 2016 Share Posted May 15, 2016 Really glad to see this updated. Thank you. Link to comment Share on other sites More sharing options...
RavenEchoseven Posted May 16, 2016 Share Posted May 16, 2016 @jfjohnny5 Thank you, thank you, thank you, thank you for updating this mod. I absolutely love this capsule and KSP just isn't the same without it. Link to comment Share on other sites More sharing options...
Eskandare Posted May 16, 2016 Share Posted May 16, 2016 @jfjohnny5, I've always loved this command pod. Thank you for updating. Link to comment Share on other sites More sharing options...
lordqarlyn Posted May 17, 2016 Share Posted May 17, 2016 I'll say it again, thanks, and this should be stock. It's a perfect stopgap and the next logical step in kerballed spaceflight. Link to comment Share on other sites More sharing options...
richfiles Posted June 3, 2016 Share Posted June 3, 2016 I know I sound like a broken record, but man, this deserves to be stock! Link to comment Share on other sites More sharing options...
Tiptonian Posted July 1, 2016 Share Posted July 1, 2016 Love this. Should be in stock. I assume it should work fine with 1.1.3? Link to comment Share on other sites More sharing options...
JohnWittle Posted July 19, 2016 Share Posted July 19, 2016 I am having a problem which, I think, can only be attributed to the K2 Command Pod. If I have the K2 on a ship, then that ship's total crew capacity is decreased by 1, as if KSP thinks that the K2 is actually a MK1. Trying to transfer crew from the K2 to the MK1 Lander Can: The debug log has absolutely nothing of interest after switching scenes to the VAB, or to the launch pad. Anyone else having this problem? It goes away if I replace the K2 with an MK1 Pod, but as long as there's a K2 on the ship it thinks whatever other containers are on the ship have 1 fewer capacity than they ought to. Link to comment Share on other sites More sharing options...
Murdabenne Posted July 30, 2016 Share Posted July 30, 2016 I just tried this with my test rig, and did not have that result. Im using CLS & ShipManifest though, so maybe its an issue with stock? Link to comment Share on other sites More sharing options...
Tyko Posted August 9, 2016 Share Posted August 9, 2016 (edited) @jfjohnny5 I just installed the K2 and on the launchpad I'm not seeing the crew windows on the bottom right corner of the screen. I can right click on the pod and see Jeb in the "transfer crew" option, so I know he's in there. Any idea? (I am using 1.1.3 by the way, but I thought your part was pretty straightforward) EDIT: removed, re-downloaded the Mod and the issue went away...strange, but fixed Edited August 9, 2016 by tjt Link to comment Share on other sites More sharing options...
Bombaatu Posted August 9, 2016 Share Posted August 9, 2016 I'll have to try mating this pod with the "Appaloosa" back-seat pod from M.O.L.E. to see if I can get a viable early-game 3-Kerbal mission. Link to comment Share on other sites More sharing options...
cy4n Posted August 11, 2016 Share Posted August 11, 2016 Jeb is excited to be flying in such an amazing command pod! Link to comment Share on other sites More sharing options...
Tyko Posted August 13, 2016 Share Posted August 13, 2016 On 8/9/2016 at 0:47 PM, Bombaatu said: I'll have to try mating this pod with the "Appaloosa" back-seat pod from M.O.L.E. to see if I can get a viable early-game 3-Kerbal mission. I tried that..it's not a great fit because MOLE and the other Gemini kits I've seen use 1.875 diameter. I really love that K2 uses stock diameters because it means all my other parts work with it. It would be interesting to see a "K2 backseat" that expands out to 2.5 (to stay with stock sizes). if it held 2 more Kerbals you'd have a great 4 person command pod. K2 fills a gap with a 2 person. With a 2 person backseat expander K2 could fill another gap by offering a 4 person command pod system too Personally I don't care if it's not exactly true to earth history. The K2 does a great job of symbolizing Gemini and enabling similar missions to be flown while having a unique Kerbal feel - a backseat could do the same thing. Link to comment Share on other sites More sharing options...
Stratickus Posted September 5, 2016 Share Posted September 5, 2016 Still the best 2 Kerbal pod IMO. There are a handful out there that fill their niche appropriately, but for my money this is the most synergistic 'Kerbal' stockalike pod if that's what you're after. Any plans to update the textures and or add lights on/off feature ala Ven's? Was it 1.1 that gave everything a crisper look? Either way, still a must have for me. Cheers, Link to comment Share on other sites More sharing options...
Nicholander Posted October 12, 2016 Share Posted October 12, 2016 This work with 1.2? Link to comment Share on other sites More sharing options...
micha Posted October 12, 2016 Share Posted October 12, 2016 (edited) 3 hours ago, Nicholander said: This work with 1.2? Yes but not perfectly. I've (unofficially) patched it slightly: http://github.com/mwerle/K2_Command_Pod Edited October 12, 2016 by micha Link to comment Share on other sites More sharing options...
tg626 Posted October 13, 2016 Share Posted October 13, 2016 3 hours ago, micha said: Yes but not perfectly. I've (unofficially) patched it slightly: http://github.com/mwerle/K2_Command_Pod So what did you do and why? I did grab your version - and it's the first time I've tried it. Kinda nice. Discovered I can recover it on 4 radial drogue chutes too - so I can pop a jr port on the nose and not have radial chutes that are as big as the pod... LOL Link to comment Share on other sites More sharing options...
micha Posted October 13, 2016 Share Posted October 13, 2016 2 hours ago, tg626 said: So what did you do and why? Read the commit logs Basically just added a ModuleTransmitter (for CommNet) and a ModuleLiftingSurface (for better reentry handling ?) both mostly copied from the mk1 pod config. Also fixed a couple of warnings eg. If ConnectedLivingSpace is not installed. I stuffed up the commit messages (it was late) but all the ones before "add readme" was just adding the old versions from the original author - should have been prefixed with "upstream release Xx". Link to comment Share on other sites More sharing options...
tg626 Posted October 13, 2016 Share Posted October 13, 2016 34 minutes ago, micha said: Read the commit logs Basically just added a ModuleTransmitter (for CommNet) and a ModuleLiftingSurface (for better reentry handling ?) both mostly copied from the mk1 pod config. Also fixed a couple of warnings eg. If ConnectedLivingSpace is not installed. I stuffed up the commit messages (it was late) but all the ones before "add readme" was just adding the old versions from the original author - should have been prefixed with "upstream release Xx". Meaningful commit log entries!? MADNESS!!! Thanks for keeping it alive. I lofted a MOL-alike mission tonight. This still doesn't quite feel like "the one" (tho it's closest) but it really makes it obvious how much this game could use a 2 Kerbal capsule. Link to comment Share on other sites More sharing options...
micha Posted October 13, 2016 Share Posted October 13, 2016 37 minutes ago, tg626 said: Meaningful commit log entries!? MADNESS!!! :-D I'm also trying to put together a set of MM patches for Corvus pod (it's needing quite a bit more TLC) but due to its licensing I can't just patch it directly. Agreed that KSP could really do with a 2-Kerbal pod for the late early game. Link to comment Share on other sites More sharing options...
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