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[1.1.3] KSO (Kerbin Shuttle Orbiter) Legacy Packs & Development Updates


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The Kerbin Shuttle Orbiter System: available on Spacedock as multiple modpacks. 

 

Last Update: Community Patch, Dec 3 2017 (see forum post)

 

NOTE: Manually installing from the links below is the officially supported method for installing KSOS. If you are using any other method to install our mod, be aware that you may be creating errors for yourself, and you will likely not receive support from us.

 

KSOS requires the following plugins to function properly:
[RasterProp Monitor]  

http://forum.kerbalspaceprogram.com/index.php?/topic/105821-105-rasterpropmonitor-still-putting-the-a-in-iva-v0242-24-december-2015/


[Smokescreen]  

(http://forum.kerbalspaceprogram.com/index.php?/topic/64987-105-smokescreen-2613-extended-fx-plugin-februaryr-15th/)


[Firespitter] (Plugin only)  

(http://snjo.github.io/)


[Klockheed Martian Gimbal]  

(Removed June 2016: Mod not updated for 1.1)


[ModuleManager]  

(http://forum.kerbalspaceprogram.com/index.php?/topic/50533-105-module-manager-2618-january-17th-with-even-more-sha-and-less-bug/&page=1)

 

Craft Files: KSOS Craft Files 4.4 (temporarily removed) 

 

Dauntless Orbiter mod files:  http://spacedock.info/mod/239/KSOS:%20Dauntless%20Orbiter

Space Station mod files: http://spacedock.info/mod/241/KSOS:%20Space%20Station

Super 25 Orbiter mod files : http://spacedock.info/mod/240/KSOS:%20Super%2025%20Orbiter

Space Center Vehicles mod files: http://spacedock.info/mod/242/KSOS:%20Space%20Center%20Vehicles

 

endkEAv.png

rO8Y5xM.jpg

HRN0BR9.jpg

 

License: All vehicle models and textures: VegaArt. https://creativecommons.org/licenses/by-nc-nd/4.0/

Thanks to the plugin authors whose work was used to help KSO become fully functional: Sarbian,ialdabaoth,Snjo,Mihara,MOARdV,Dtobi,Hyomoto

Edited by Nazari1382
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I do recall the only problem I experienced with this mod was that the heat tiles on the Super 25 were super glossy. Nice and matte on the little guy, but glossy as heck on the big guy. I know it's a very small thing, but I do hope you guys take a peek at that at some point.

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Awesome! watch out for the cargobay heating bug on the basic shuttle parts (energia was fine for some reason[more mass?]) in the cargo bay] I encountered this on my unofficial attempt at a community fix [

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Haven't played around with this yet, and super excited to give it a go again! Has anything been changed with this release? I remember last time I used it, it had heating and control problems in re-entry.

 

Secondly, here is a config that @ozraven wrote that adds the stock cargo bay config modules to the KSOS.

@PART[cgholdkso]:FIRST
{
    !MODULE[FSanimateGeneric] { }
    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = Take001
    	startEventGUIName = Open Cargo Bay
    	endEventGUIName = Close Cargo Bay
    	actionGUIName = Toggle Cargo Bay Doors
     	allowManualControl = true
    }
    MODULE
    {
    	name = ModuleCargoBay
    	DeployModuleIndex = 5
    	closedPosition = 0
    	lookupRadius = 1.8
    }
    MODULE
    {
    	name = ModuleSeeThroughObject
    	transformName = fuselage_cargo_door_left
    	shaderName = KSP/Bumped Specular (Transparent)
    	screenRadius = 1.0
    	leadModuleIndex = 5
    	leadModuleTgtValue = 0
    }
    MODULE
    {
    	name = ModuleSeeThroughObject
    	transformName = fuselage_cargo_door_right
    	shaderName = KSP/Bumped Specular (Transparent)
    	screenRadius = 1.0
    	leadModuleIndex = 5
    	leadModuleTgtValue = 0
    }
}

@PART[KSO25_Cabin]:FIRST
{
    @dragModelType = none
    !MODULE[FSanimateGeneric]:HAS[#animationName[Take003]] { }  // Removes module index 3
    !MODULE[FSanimateGeneric]:HAS[#animationName[Take002]] { }  // Removes module index 3
    MODULE // Becomes module index 10
    {
    	name = ModuleAnimateGeneric
    	animationName = Take003
    	startEventGUIName = Open Cargo Bay Doors
    	endEventGUIName = Close Cargo Bay Doors
    	toggleActionName = Toggle Cargo Doors
    }
    MODULE // Becomes module index 11
    {
    	name = ModuleAnimateGeneric
    	animationName = Take002
    	startEventGUIName = Open Docking Port Doors
    	endEventGUIName = Close Docking Port Doors
    	toggleActionName = Toggle Docking Doors
    }
    MODULE
    {
    	name = ModuleCargoBay
    	DeployModuleIndex = 10
    	closedPosition = 0
    	lookupCenter = 0.0, -2.90912, 0.0
    	lookupRadius = 2.75
    }
    MODULE
    {
    	name = ModuleCargoBay
    	DeployModuleIndex = 11
    	closedPosition = 0
        lookupCenter = 0.0, 0.4896, -1.1682
    	lookupRadius = 1.1
    }
    MODULE
    {
    	name = ModuleSeeThroughObject
    	transformName = KSO_25_Cargo_Bay_Doors_Anim_Root
    	shaderName = KSP/Bumped Specular (Transparent)
    	screenRadius = 1.7
    	leadModuleIndex = 10
    	leadModuleTgtValue = 0
    }
    MODULE
    {
    	name = ModuleSeeThroughObject
    	transformName = KSO_25_Mun_Door_Anim_Root
    	shaderName = KSP/Bumped Specular (Transparent)
    	screenRadius = 1.0
    	leadModuleIndex = 11
    	leadModuleTgtValue = 0
    }
}

 

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Anyone have any luck with reentry? I just tried the old landing method and everything but the main shuttle cabin burned off and exploded!

 

I also noticed the super 25 craft file doesn't work unless the smaller shuttle parts are also installed.

Edited by mostlydave
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1 hour ago, mostlydave said:

Anyone have any luck with reentry? I just tried the old landing method and everything but the main shuttle cabin burned off and exploded!

 

I also noticed the super 25 craft file doesn't work unless the smaller shuttle parts are also installed.

The OMS engine is missing from the Super 25 pack. I'll message Naz and let him know.

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Quote

... From the ashes a fire shall be woken,

A light from the shadows shall spring...

I cannot believe it! My favorite space shuttle is back!!!!! :)

Edit: I would be really, really happy if someone put nodes on the Dauntless's ailerons and tail flap so I could get the things aligned reliably. :(

Edited by AlbertKermin
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