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[1.1.2] K2 Command Pod: Two Kerbal stock-alike pod (v1.4)


jfjohnny5

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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.

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  • 2 months later...

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 by Zyx Abacab
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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. 

  Reveal hidden contents

 

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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.

c73Kzu.png

Trying to transfer crew from the K2 to the MK1 Lander Can:

1r2EGh.png

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.

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@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 by tjt
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  On 8/9/2016 at 7:47 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. :D

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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   :D  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.

 

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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,

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  On 10/12/2016 at 11:40 PM, micha said:

Yes but not perfectly. 

I've (unofficially) patched it slightly:

http://github.com/mwerle/K2_Command_Pod

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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

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  On 10/13/2016 at 3:00 AM, tg626 said:

So what did you do and why?

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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".

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  On 10/13/2016 at 6:05 AM, 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".

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Meaningful commit log entries!?  MADNESS!!!  

:D

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.

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  On 10/13/2016 at 6:42 AM, tg626 said:

Meaningful commit log entries!?  MADNESS!!!  

:D

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:-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.

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