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helldiver

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Everything posted by helldiver

  1. My station is at 91km. I think my first time I was at 74km and it still did a 189 orbit... Think I'm going to manually fly to 80km, set my engines up (OMS only) and then let MechJeb2 do the rest. I'm trying to avoid having to take up the KSOAFM when ever I can. I have my own MechJeb2 KSO model (it's the KSO Avionics) I put up on the nose. Will PM the authors to see if it's ok to have that as an alternate download in the KSO thread for those that wish the part on their KSO that uses MechJeb2. Are you able to stage properly with v2.06 plus MechJeb2 doing all the work?
  2. WAIT! Before you upgrade... Recover any prized Kerbals you have on that station. Once you have recovered anything from that station that is important, terminate it. Upgrading will cause the Lights Out bug on all KSOS Parts.
  3. Right Click on the SST and select "Control from here" (I think that's what you mean). I just worked on my station tonight and had no issues moving the modules with the SST. They are goldenrod with solar glow. That's because they are made of a flexible material in order for them to fold into their containers, dissimilar to the read ISS Solar Panels. The blue parts are semi-translucent and on occasion will reflect it, especially if the picture of the ISS is taken from above with the blue earth beneath. Otherwise, they would appear yellow-golden rod particularly if the sun is hitting them. The Advanced Large Solar Array in KSOS is the same, just that we don't have a way to do such a color shift. Hence I decided to make them yellowish since odds are you'd see them that color most of the time. I did quite a lot of research before I decided on golden yellow. One side would be nearly black, the other would be goldenrod, but since the KSOS uses a flipped texture I had to decide on one. In reality I believe the photosensitive film is nearly black, but the circuitry or what ever it is on the back side is goldenrod like those flexible plastic PCBs. Someone with more knowledge can chime in. I do not wish for modified textures to be shared (hence I used the license on the OP). Please take it to PMs or share the modified PSD Layer.
  4. Well hrm, dunno what you did. But a lot of the changes in 2.06 was because no matter what I did I couldn't achieve circularization with a full SPM+KSOAFM. Then again that was in 2.05. I haven't done a full SPM+KSOAFM in 2.06 yet. When I put up my space station core I cut back the fuel in those two parts by about 50%. Oh right, make sure fuel flow through is off
  5. Hey there guys, I use the KSO mod to do all my docking and station construction. I've been using MechJeb2 to do all my docking (rendezvous assistant). Works great each time and gets me to within 50-100m depending what I want. The problem is that MechJeb2 wants to do a 189km orbit before it does a Hohmann transfer to my target. I almost always have to take up extra fuel in either the KSO Auxiliary Fuel Module, or a stock TL-100 tank. Is it possible to reduce that orbit to say 100km? I've done several pre-orbits to see if MechJeb2 will skip the 189km circularization, but it seems it always wants to. Let me know guys if there is a setting I can change, I'd really appreciate it. I think a lot of folks using the KSO may as well Thanks for the help!
  6. I left in there. I found that with the additional torque the KSO was much easier to maneuver and translate in space. Hence the default KSO has the avionics in there to help new players. More experienced players tend to remove it and put a docking port in there or something else. v2.06 should have improved its handling. It is the same version I'm using. Keep in mind that if you upgraded and had the SST already in space, odds are the changes didn't take. If that's the case recover it or terminate it and fly up a new one and test. Try taking up a full SPM (Station Power Module) and KSO Auxilliary Fuel Module all full, I think that's a little more challenging and I've yet to do it. I usually have to empty out some of the propellant. v2.04 to v2.06 didn't really change anything in terms of nodes. I have no problem with it and in fact my current mission is taking up a 6-way all-docking port hub. So you need to keep playing with it or put the square truss in the cargo bay and build your pay load off of it, removing it afterward. Laptops don't show ADI graphics just flight information. -If you're getting the return to Menu screen, then hit the Menu button. -If it's stuck and not returning to menu, then that part is affected by the lights out bug. You'll need to either recover the parts (all KSOS Phase II parts) or start a new game. Also before you do that make sure you're at v2.06.
  7. I asked earlier that discussion of parts modding of this sort be done elsewhere. The only development discussions that should go on in this thread is KSOS specific in terms of the various phases and progress, bug reports, technical issues specific to the installation, your missions and applications of the parts, and so on. Derailing the thread into how to develop your own mod, or graphical editing (that includes moving IVAs to other mods, and rescaling) just fills the thread and prevents me from catching people who need installation help or are reporting bugs. Thank you In other news ok ok... so I cheated and ended up using MechJeb2 to move my KSO and payload to my ongoing station construction. Sorry but I gave up, the whole docking maneuver thing by hand just wasn't working for me. But I was surprised that MechJeb2 got my KSO (with a full SST) within 100m of my target, perfectly without fuss. It did burn up nearly all my tank getting to 189km orbit to do a Holloman (or which ever it's called) rendezvous maneuver. Packing a KSO Auxilliary Fuel Module on my next trip. I docked the SST to the KSS Core, to load up on fuel (the Core had a full KSO Auxilliary Fuel Module on it), and then maneuvered back, docked with the KSO and transferred the fuel into it. I then docked back with the station and EVAed Tom Kerman back to the KSO. Putting a full KSO Auxilliary Fuel tank module as well as the TL-100 fuel tank on the SST is a very good idea.
  8. Fix? You mean you can't turn on the cabin lights from the Light switch in the KSO cockpit or the PWR button (in red) in the SST, or the LGT button on the panel in the Observation Module? If you mean turn on cabin lights from the external view, that's a no. I explained why in an earlier video.
  9. Yup, Nazari fixed that a while back. If you upgraded to 2.04 (phase II public) that should have fixed that. See changelog (it's under 2.01)
  10. Nazari would have more information. He tried that last night, but he still had the bug. His bug manifested differently; he couldn't access his space station and he saw it repeating itself. Similar to a poster earlier who had the bug when he upgraded to 2.05. For me, I had severe frame rate drop when I got near my SST in orbit. Feel free to experiment and tell us what you discover
  11. Notice Upgrading to version 2.06 from 2.04 or 2.05 will cause the lights out bug! -Recover any important flights that are using KSOS Space Station parts or the KSO Auxiliary Fuel Module before upgrading. -The KSO proper shouldn't be affected. The lights Out bug has the following symptoms: -Kerbin planet texture may appear white (textureless) -Extreme frame rate drop and game may become unplayable as you approach an affected spacecraft using KSOS Station parts. -Active Spacecraft or Stations become duplicated to infinity (this is what causes the frame rate death). -Active Spacecraft or Stations cannot be accessed or docked with or targeted. -Abnormal RPM MFD displays or strange behavior where you can't access keys. Solutions -Recover any flight before upgrading from 2.04 to 2.05 or 2.06. -Backup your KSO installation into a temporary folder. Not everyone experiences the bug or all its symptoms. Rolling back to version 2.04 will fix your game. Recover any important Kerbals or flights, and then upgrade to 2.06. -This bug does not affect all players, and its symptoms vary. Cause -Mass and Quantity information is saved in your Persistence File. If this information is changed in the Parts configurations, KSP goes crazy and corrupts the persistence file. -Other data such as engine efficiency, node locations, 3D Geometry, collider information, Raster Prop Monitor edits do not cause this bug. Humble Request -Please as a community ask Squad to not save part data in the persistence file or to use a different persistence file saving scheme to prevent this issue. Alternatively, the engine should check all parts and update persistence files to match new part data. Upgrading to 2.06 from 1.13 -Users upgrading from 1.13 to 2.06 will not be affected as well as users installing 2.06 standalone (no prior KSOS mod installed) -Users upgrading from 1.13 to 2.06 will not have their KSO affected even if it is in flight. However, I strongly recommend to bring it down and recover before upgrading. Download Space Port Download Mediafire Mirror of KSOS v2.06 Old Mediafire Mirror of KSOS v2.05
  12. Update -We're working on LRB efficiency. -I've already identified an issue with mass and weight when hauling things into orbit and Naz has made corresponding fixes. -Fuel on several components (Station Power Module Monopropellant, and KSO Auxiliary Fuel Module) is being reduced. Version 2.06 will break your game because it changes mass and data on several parts. This has nothing to do with JSI RPM. KSP has problems with its Persistence File if the data in it is not the same as the data in a part. Some of you that upgraded to later version (2.05) may experience this because the SST had its numbers tweaked and RCS fixed. There is nothing we can do about this. We are not Squad The changes we make are simple data number changes that Nazari makes directly to our part *.cfg files. Something as simple as changing the Mass number f***s up a save? How are we to update the mod and tune it then? The other method would have been to delay the mod for the next six months while we make all the balance changes and slowly trickle in testers. Let us know which you'd prefer.
  13. Just use the code of your album and put imgur tags around it {imgur}Yuvd8{/imgur} replacing the {} with []
  14. 2.05 up on SpacePort. Various adjustments to the SST and to station module mass among other fixes. Mirror will be up shortly
  15. No problem, that screen is misleading, fixed already and will be up in 2.05
  16. This is in the bug tracker. Hit Menu on your laptop, does it return you to the main menu? Please report back when you can.
  17. All docking ports (included in this pack) are compatible with one another. We did this as a measure to make things easier and simpler for all users
  18. There you go! And giving the basic KSO stock EFT enough fuel to get to a 200km orbit with payload isn't planned. Outdated version (Block 6 or earlier?) of KSO Orbiter identified. (either that or you downloaded an outdated kerbin_orbiter.tga Blank texture, double check that you're downloading v2.04 of the Alternate Names pack.)
  19. You should be able to; use an OA-D12 and put a small docking port on it. The Habitat with standard docking ports should fit just fine. Dock, put your Hab in place, and fly back down. Next time you go up take an OA-D24.
  20. Didn't think disappearing parts had to do with RAM, I thought the texture issue was the RAM thing?
  21. Yup, that's about right. KSOS, Kerbal sizes. ISS, Human being sizes. I don't see an issue.
  22. The problem is I can't really help you. Everyone gets exactly what I have installed minus RBR (Chatterer) and Squad. Every time I put up an update you guys get my exact GameData folder. If parts aren't showing up, it means you don't have any parts in Kerbal Space Program/GameData/KSO/Parts So try this: Download the latest build from the mirror http://www./download/1ryxdln51584bsr/KSOS_v204.zip. It could be the SpacePort is truncating it again? By the way, the distributable I keep mentioning is the exact same files Nazari, I and our testers are using. I simply grab everything and put it in a Zip and then upload. That one gets tested and then I update the download links to it. So you can see that if someone has a Visual, Graphical, Missing Parts errors, we're at a loss since none of that happens on our end. Data bugs, and config file issues is something we can deal with since we can reproduce that. Any other bugs such as missing parts, RPM bugs, etcetera is literally impossible for us to figure out since none of that happens on our end. Neither of us are programmers or know what goes on in the background of the various PC/MAC/Linux installations. Also, if you'll notice, there are already numerous users using the parts successfully. So common sense should tell you that something is wrong on your end. Once you download KSOS_v204.zip, extract it somewhere you will remember. You should get two folders; GameData and Ships. Navigate to your KSP installation (should be Steam/SteamApps/Common/Kerbal Space Program/ Navigate to Steam/SteamApps/Common/Kerbal Space Program/GameData Delete everything in there exceptSquad. Squad should be the only folder found in that directory. Drag and drop all of the folders you got from KSOS_v204.zip found in GameData including ModuleManager_1_5_6.dll into Steam/SteamApps/Common/Kerbal Space Program/GameData. Alternatively you can just drag and drop the GameData folder you got from the archive you downloaded and Overwrite the GameData folder found in Steam/SteamApps/Common/Kerbal Space Program/ When you're done, your GameData folder (Steam/SteamApps/Common/Kerbal Space Program/GameData) should look like this: Steam/SteamApps/Common/Kerbal Space Program/GameData/ -Firespitter -JSI -Klockheed_Martian -KSO -MechJeb2RPM -SCANsatRPM -SmokeScreen -Squad ModuleManager_1_5_6.dll If you navigate to Steam/SteamApps/Common/Kerbal Space Program/GameData/KSO you will see: -FX -Parts -RPM -Spaces If you navigate to Steam/SteamApps/Common/Kerbal Space Program/GameData/KSO/Parts you will see: avionicskso.cfg avionicskso.mu boosterkso.cfg boosterkso.mu .... ... . thrustmaxkso.cfg thrustmaxkso.mu You get the idea. If for some reason you don't see those files or that directory structure, then you didn't install right or something else is going on. If you see that directory structure and see the files but when you start KSP don't see the parts, then I'm afraid I can't help you. At that point I'd have to recommend uninstalling KSO completely and using another mod that magically seems to work where as this one seems to be being hijacked by the illuminati to prevent it from working on some folks PCs properly...
  23. Interesting observations. One thing to remember is that MechJeb is going to give you a better launch than my basic guide. I think right now the KSO itself is balanced to a 75-80km orbit, maybe as far out as a 100km for the average operation using the Thrustmax. Did you switch to the OMS engines after achieving circularization? I had similar issues I brought up to Naz as well as reports from Westi. My report was mostly having to do with my own pilot error and eccentric orbits. We'll do more tests and keep in mind that like the KSO, it can be a while for us to get the numbers spot on.
  24. Your station is coming along very nicely! Now... fix that blur issue Are you using the SST to maneuver module into place? Any difficulties with it currently? And could you give us a difficulty rating? (1 being near impossible, 7 is the KSO, 10 being Kindergarten easy).
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