[0.22] Prometheus solar rover v5.3

Lionhead Aerospace Inc. is proud to show you is new version of the Prometheus rover. It’s a small solar powered rover made to explorer atmospheric planets.

Overview

The mod is composed of 3 parts:
– a rover with animated solar panels and science instruments
– a landing nacelle with inflatable airbags and animated panel doors
– a high-speed parachute to slowdown in atmosphere
In addition a .craft file in the VAB.

WARNING: This mod needs CleverBobCat plugin.

What’s new?:
- 0.22 compatible
- Add science module to the rover
- few other tweaks

Report bugs and comments to the official thread.

Installation





Addon Installation Guide

 

How to install Addons in KSP:

Installing addons in KSP is as simple as moving files into their appropriate folders. This guide explains which folders hold each type of addon, and how to locate them. Keep in mind that Addon packages may contain any combination of addon types. These instructions are meant only as a generic guide.

 

Finding the KSP Main Folder.

The first step to installing an addon is to locate the KSP folder in your computer. This is where KSP keeps all of its files, including your game saves and screenshots. The KSP folder is located where you unzipped it when you first downloaded the game.

The KSP Folder contains the following subfolders:

KSP root folder

NOTE: On OSX, the KSP_Data folder does not exist. (Its equivalent lives inside the App package)

 

Installing Part Addons

Parts are all contained inside KSP/Parts. Each part has its own subfolder in the Parts folder:

The Parts Folder

To install new parts, extract the part folders from the downloaded package into the KSP/Parts folder.

 

Installing Craft Addons

Craft files are saved ships created in the game. These files can be placed in a few different folders:

KSP/Ships

In KSP/Ships, you will find separate subfolders for the different construction facilities in the game. The VAB folder, for instance, holds craft files that are editable on the Vehicle Assembly Building in game, and launched from a Launch Pad. Similarly, the SPH folder holds craft files that are editable in the Spaceplane Hangar Facility, and launched from the Runway.

Craft files placed in a subfolder of KSP/Ships will be available to all saved games. Ships placed here are considered to be "Stock",. They won´t be overwritten directly if edited, and cannot be deleted from inside the game.

KSP/saves/"playername"/Ships

It is also possible to make craft files available to only one saved game:

Each game started creates its own folder in KSP/Saves. Each save has its own Ships folder, which is organized in the same way as the common Ships folder above. Craft files placed in one of the subfolders are only visible when playing the corresponding game, and can be overwritten and deleted. Ships created while playing the corresponding game are also saved in these folders.

 

Installing Scenarios and Training Addons

The KSP/Saves folder contains the training and scenarios subfolders. SFS files in the training subfolder are listed in the Training section of the Main Menu in the game, and files in the scenarios subfolder are visible in the Scenarios section of the menu.

To install scenarios and training missions, extract the SFS files from the downloaded package into the appropriate subfolder.

 

Installing Plugins

The KSP/Plugins folder holds the DLL files for plugin-powered addons. These plugins extend the funcionality of the game, adding new part types, or new missions.

To install a plugin, extract the DLL files from the downloaded package into the KSP/Plugins folder.

 

Installing Internal Models

Some addons add new internal spaces and objects. Those are installed in the KSP/Internals folder.

Props

Props are objects that can be added into internal spaces, like cockpit gauges or cabin decorations. Each internal prop has its own folder in KSP/Internals/Props:

Spaces

Spaces are the internal models that are associated with parts. Each internal space has its own folder in KSP/Internals/Spaces:

 

To install internal props and spaces, extract the folders from the downloaded package into the appropriate subfolder.

 

 

How to use

Action groups keys: 1. Inflate airbags and decouple parachute. 2. Deflate airbags and open nacelle's panels. 3. Decouple rover and deploy rover's panels and instruments. 4. Activate science instruments (logs).



Comments

22 Comments for “[0.22] Prometheus solar rover v5.3”

  1. I wonder if you could make a saturn v or maybe make all the planets in the solar system and stuff! and I will rate for great mod

    Mr manlock January 13, 2013
  2. Thank you guys for such a mod! ever since 17.1 I’ve had a line of your ships rovin’ on Duna!

    MrVonBraun January 13, 2013
  3. could you make a entry capsule? that would be very cool

    kerb-science January 14, 2013
  4. http://www.youtube.com/watch?v=9feGgLjKacs

    i’ve been playing the game for around 4 weeks only but loving all the mods… thought i’d show how even noobs can get these landed fairly safely :P

    ayahuasca January 14, 2013
  5. The IKJL keys do nothing. In other words, once I land, cant do anything with it.

    yan January 16, 2013
  6. @ayahuasca Yeah I have the same problem, but other then that everything else works fine.

    Kevin January 17, 2013
  7. @yan and Kevin: Do you have correctly paste the Plugins folder? Can you use other rovers?

    Yogui87 January 19, 2013
  8. Explorer other planets?

    follow4follow January 19, 2013
  9. @Yogui87 I have no idea where to put the plugins. >.>

    Kevin January 19, 2013
  10. You have to decouple the rover, right click on the base and it has two decouple functions, one decouple the parachute the other release the rover.

    Another for inflate/ deflate the airbags and the last to open/ close the doors.
    Test this and the rover alone on the launchpad.
    —-
    I use this rover all the time now, so light you can easy use as extra cargo and its airbags make landing boringly easy.
    —-
    I just wish the decouple parachute and rover functions was named.

    My version on this to use on the Mun replaces the top parachute with an fuel tank, spare battery two struts and two small radial engines.
    Action group to decouple the pod, inflate the airbags and fire a seperaton rocket to push the top away.

    magnemoe January 31, 2013
  11. warning: bad english ahead! :P hope u ll get the context

    I have decent problems with this rover. First of all, I have to agree with magnemoe’s “I just wish the decouple parachute and rover functions was named.”

    I have to land with coupled parachute because when i decouple i cant inflate the airbags or control anything of the capsule (rover).

    Once I landed, deflatet and opened the doors its absolutly necessary to NOT DECOUPLE THE PARACHUTE. Because it drops almost everytime onto the rover so the rover gets stuck in the platform.

    I`ve increased my chances of leaving the platform by ignoring the still coupled parachute and decouple the rover itself. But it still gets stucked sometimes by slightly falling INTO the platform. Like one half of the wheels just disappeared.

    So now Ive managed to successfully land around 60-70%.

    But am Im doing wrong, or ..?!

    Eric February 7, 2013
  12. I think this a nice and very fun mod, but I am having some problems with it, namely that the airbags won’t inflate nor will the nacelle open properly for me. I seem to be having the same problems as Eric above me.

    Allen Zhu February 9, 2013
  13. @Erik: Wonder if you miss the plugin dll?

    Stopped using the parachute as intended always use the small fuel tank and the tree radial engines with an probe, add power to this, I use an mechjeb probe for landing autopilot and the science instruments. put parachute on top of probe.
    After landing deflate airbags, keep asas on and perhaps help a bit with the rockets, keep the probe on top and close the doors after removing rover.

    This can deorbit and land everywhere with low gravity or atmosphere.

    The landing pod has an extra use, it give a lot of torque who help rotating large ships.

    magnemoe February 14, 2013
  14. can I use the airbags for other rovers?

    lyndonguitar May 4, 2013
  15. I can’t get it to work, all it does it flop around like a fish out of water :/

    I like pie May 26, 2013
  16. New update. Now, work with 0.20.x

    Yogui87 June 24, 2013
  17. serait-il possible d’avoir le capsule de réentrée atmosphérique
    et les moteurs de ralentissement ??

    Duncan Bourseau Suire July 17, 2013
  18. ty yugi big fan<

    choco smoke July 30, 2013
  19. hey i wanted to know if you could make it have a capsule and cable with retro rockets to make it more life like

    ryan crowe October 26, 2013
  20. oh and by the way you do some very good modding

    ryan crowe October 26, 2013
  21. updated to 0.22

    Yogui87 October 27, 2013
  22. When I was installing this I accidently deleted GameData by accident any way I can fix this?

    Martin Melvin October 27, 2013
  23. yes it work, but i can’t move whit the rover :(

    Daniele Piretti November 6, 2013
  24. There is no VAB craft file, nor any parachutes in the uploaded file. You are false.

    Conner W December 17, 2013
  25. Oh wait, There is a parachute, but there still is no VAB File

    Conner W December 17, 2013
  26. when I decouple I get stuck in the landing nacelle. The wheels and the steering is turning but the rover does not move

    Sascha Bendschneider December 23, 2013
  27. i just saw a friggin documentary about that

    Allen Tipton January 5, 2014

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