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Work in progress mod for Kerbal Space Program which allows getting out of your seat and moving around the vessel while on IVA.

License: GNU General Public License v2.0

C# 99.95% ShaderLab 0.05%

freeiva's Introduction

Free IVA

Work in progress mod for Kerbal Space Program which allows getting out of your seat and moving around the vessel while on IVA.

See the wiki for full details.

Free IVA is licenced under GPL v2. See LICENSE for details. All sound model and texture assets (.wav, .mu, .dae, .tga etc.) are licensed All Rights Reserved.

freeiva's People

Contributors

jonnyothan avatar pizzaoverhead avatar icecovery avatar tinygrox avatar clayell avatar gordon-dry avatar hebarusan avatar tony48 avatar

Stargazers

 avatar Peter Krooni avatar あめ avatar Zach M  avatar  avatar kurgut avatar Kerbiter avatar zer0Kerbal avatar JimFyyc avatar Robert Goll avatar  avatar Sofie avatar Chen Chang avatar Kamil Krzysztof Kulach avatar  avatar  avatar Alan2188 avatar Lerk avatar  avatar Alex Vidrine avatar Bitheral avatar  avatar  avatar Kief avatar Roman avatar

Watchers

James Cloos avatar Kief avatar  avatar  avatar  avatar Roman avatar

freeiva's Issues

Implement "open when attached"

Some parts should have hatches that default to opened when they are node-attached. Docking ports could be implemented this way.

Implement moving in gravity

  • Apply gravity
  • Ladder system
  • Jumping
  • Use capsule shape
  • Crouching
  • Rotate desired velocity into ground plane
  • Move physics logic to FixedUpdate
  • Separate camera and rigid body orientation

Build a system to use external model as internal

Is this as simple as just copying the colliders? Need to investigate.

structural fuselage
T-12 Structural Tube
T-18 Structural Tube
T-25 Structural Tube
T-37 Structural Tube
T-50 Structural Tube

Add detail to custom part internals

Right now the adapters and inline docking ports are mostly just empty shells. There should be some internal structure in there and decorations with props. Textures would also be nice.

  • adapterLargeSmallBi
  • adapterLargeSmallQuad
  • adapterLargeSmallTri
  • dockingPortInline
  • stackQuadCoupler
  • stackTriCoupler

Build custom IVAs for certain parts

  • Rockomax HubMAx multi point connector
  • Inline clamp-O-tron
  • Mk2 clamp-O-tron
  • FL-A10 adapter
  • RockoMax brand adapter
  • TVR-200 stack Bi-coupler
  • TVR-1180C Mk1 stack tricoupler
  • TVR-200 L stack bi-coupler
  • TVR-2160 Mk2 stack quad coupler
  • TVR-300L stack Tri-adapter
  • TVR-400 stack quad adapter
  • shielded docking port
  • Clamp-O-tron docking port
  • Clamp-O-tron docking port Sr.
  • Clamp-O-tron Jr. (?)

Release?

I know this is a WIP mod that shouldn't be used, but in past I really loved playing with it.
Could you publish a .zip so that I don't have to install VS/Rider along with Unity and compile it myself?
Thanks.

Figure out correct layer for kerbal

Currently the kerbal will collide against props and window colliders. The collider is on layer 16.

Layer 16 is "kerbals" and hits layers 3, 6, 7, and 20
Layer 20 is "internal space" and hits layers 3, 6, 7, 16, and 20.

The window collider in the mk1pod is on layer 16. But I know the kerbal is hitting the window collider in the mk2inlinecockpit. Is it on the wrong layer? And it also hits the internal hatches from kerbalvr.

Check hatches for all stock parts

  • crewcabin (hitchhiker)
  • cupola
  • mk1-3
  • mk1cockpit
  • mk1crewcabin
  • mk1inlinecockpit
  • mk1landercan
  • mk1pod_v2
  • mk2cockpitinline
  • mk2cockpitstandard
  • mk2landercan_v2
  • mk3cockpitshuttle
  • mk3CrewCabin
  • LargeCrewedLab
  • mk2CrewCabin
  • kv1
  • kv2
  • kv3
  • mem
  • mk2pod
  • inflatable airlock

Hatches on endcaps need to use a consistent scale

Some of the stock shells have a hatch that is bigger than Hatch_Plane, so we will need to fill in the gap with extra geometry.

  • Set all scales to 1 and positions to aligned on the z-axis
  • fix mk2CockpitStandard internal model
  • fix mk2CrewCabin internal model
  • fix mk3CockpitShuttle internal model
  • fix mk3CrewCabin internal model

Support animated hatches

  • Basic code setup
  • allow multiple handle colliders
  • Round_Size0
  • Round_Size1
  • Square
  • hatch_Plane
  • hatch_Plane_curve
  • NF_IVA
  • NF_EVA
  • NF_Cabin
  • check for EVA obstruction before starting
  • EVA hatches shouldn't open all the way

Need tube connectors for parts

The internal hatch often doesn't reach all the way to the edge of the external part model. This causes gaps between hatches in connected parts. We need to add tubes to the internal models to fill this in.

  • crewcabin (hitchhiker)
  • cupola
  • mk1-3
  • mk1cockpit
  • mk1crewcabin
  • mk1inlinecockpit
  • mk1landercan
  • mk1pod_v2
  • mk2cockpitinline
  • mk2cockpitstandard
  • mk2landercan_v2
  • mk3cockpitshuttle
  • mk3CrewCabin
  • LargeCrewedLab
  • mk2CrewCabin
  • kv1
  • kv2
  • kv3
  • mem
  • mk2pod
  • inflatable airlock

Build a pass through system

Docking ports, decouplers, etc probably don’t need their own IVA if we can just have the hatches on either side connect directly to each other.

  • all decouplers and separators
  • RockoMax brand adapter 02
  • FL-A5 adapter
  • Mk II drone core
  • RC001S remote guidance unit
  • RC-L01 remote guidance unit
  • advanced inline stabilizer
  • Advanced reaction wheel module Large

Add attachment node to kv2 and kv3 pods

These pods are modeled after Vokshod, which supported an inflatable airlock. We should add an attachment node where the internal hatch is so that the hatch can connect internally to other parts.

Support boarding "full" parts

Parts that have airlocks on them but no crew capacity should still allow you to board as long as there's at least one seat somewhere in the vessel.

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