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


Nazari1382

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On 4/2/2019 at 7:22 PM, Raptor22 said:

When this does get updated, one thing that you'll need to look at are the RCS transforms.  It appears that 2 years between versions has caused some slight problems with rendering the of the RCS effects, as they're both backwards, firing from the wrong thrusters (pretty much every single thruster fires just for a roll), and way too large:

screenshot9.png?width=809&height=456

Now, the RCS still works to move the shuttle - it just doesn't function properly. I've tried to make my own fix with little luck (I can only really do the most basic of config edits).

Realplume still appears to work, which is nice.

I'll most likely have to recompile everything in Unity as the set up has changed a bit since last release.

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5 hours ago, Eskandare said:

I'll most likely have to recompile everything in Unity as the set up has changed a bit since last release.

Not a bad idea to do so, but most of the goofiness with the fx was caused be the module names changing for both the stock and smokescreen modules. 

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  • 5 months later...
On 3/2/2020 at 6:01 PM, SMG1 said:

So... Is this mod getting updated anytime soon?

I would like that also! I love this shuttle, is very.... kerbal... :D

Still I am using it, real plume fix the lack of engine effects but the rcs, iam using Internal RCS mod instead: 

but the landing gear is still messed up and i dont had found a workaround yet...

Internal MFD's are working partially... anyway, i still enjoy it...

Edited by marioq70
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EDIT: they suddenly appeared out of nothing. KSP is a Mystery

 

I don't get any Wings from this Mod. When I try to open some of the preset Crafts it claims that the following Parts are missing:

 

KSO Block 9:

leftwingkso

rightwingkso

thrustmaxkso

omskso

 

KSO EWBCL Block 4:

super25wingLkso

super25wingRkso

super25enginekso

omskso

 

I found the according .cfg and other Files in the Mod Directory but they don't seem to be available ingame.

Can provide Log Files if necessary.

Edited by derbleifuss
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  • 6 months later...

Hi, I just made this fixes for me but since they work I'm going to share it with you.
So I managed to fix the warning messages with ModuleManager and the RCS on the space station tug (fixed both size and reverse side of the visual effects).

After a day of trying I'm tired and I cannot fix the RCS on the Super 25, the RCS on Dauntless works fine (I'm not sure if was me or was already fixed)

I tried to fix the engines but I could only fix the Super 25 booster so i scrapped everything, just use Real Plumes (but i don't see any smoke effect).

In the zip file you will find the patches and I added the space center vehicles craft files.

Download at YOUR OWN RISK
 I am not a modder and this is my first time trying to use Modulemanager so do your backups.

 

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On 10/5/2020 at 7:22 PM, antonioltg said:

Hi, I just made this fixes for me but since they work I'm going to share it with you.
So I managed to fix the warning messages with ModuleManager and the RCS on the space station tug (fixed both size and reverse side of the visual effects).

After a day of trying I'm tired and I cannot fix the RCS on the Super 25, the RCS on Dauntless works fine (I'm not sure if was me or was already fixed)

I tried to fix the engines but I could only fix the Super 25 booster so i scrapped everything, just use Real Plumes (but i don't see any smoke effect).

In the zip file you will find the patches and I added the space center vehicles craft files.

Download at YOUR OWN RISK
 I am not a modder and this is my first time trying to use Modulemanager so do your backups.

 

Don't beat yourself up for not being able to fix everything - it's more progress than has been made (at least accessible to the public) in literally years. Great work!

Edited by Raptor22
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On 10/5/2020 at 7:22 PM, antonioltg said:

Hi, I just made this fixes for me but since they work I'm going to share it with you.
So I managed to fix the warning messages with ModuleManager and the RCS on the space station tug (fixed both size and reverse side of the visual effects).

After a day of trying I'm tired and I cannot fix the RCS on the Super 25, the RCS on Dauntless works fine (I'm not sure if was me or was already fixed)

I tried to fix the engines but I could only fix the Super 25 booster so i scrapped everything, just use Real Plumes (but i don't see any smoke effect).

In the zip file you will find the patches and I added the space center vehicles craft files.

Download at YOUR OWN RISK
 I am not a modder and this is my first time trying to use Modulemanager so do your backups.

 

Try these fixes for the dauntless RCS and engines. The remarked numbers should be the original values for the thrust and isp. The patches themselves switch the modules to the stock equivalents. 

Spoiler

 


thrustmax

@MODULE[ModuleEnginesFX]
	{
	@maxThrust = 152.46 //210
	@atmosphereCurve
	{
	@key,0 = 0 329 //vacuum, 372
	@key,1 = 1 381 //atmo, 335
	}
	}

booster

@MODULE[ModuleEnginesFX]
	{
	@maxThrust = 661 //672
	@heatProduction = 180
	@atmosphereCurve
	{
	@key,0 = 0 283 //vacuum, 275
	@key,1 = 1 244 //atmo, 236
	}
	}

cabin

-MODULE[ModuleRCS]
	{
	}

	EFFECTS
	{
	running
	{
	AUDIO_MULTI_POOL
	{
	channel = Ship
	transformName = RCSthruster
	clip = sound_rocket_mini
	volume = 0.0 0.0
	volume = 0.2 0.0
	volume = 0.5 0.025
	volume = 1.0 0.2
	pitch = 0.0 0.75
	pitch = 1.0 1.5
	loop = true
	}
	MODEL_MULTI_PARTICLE
	{
	modelName = Squad/FX/Monoprop_small
	transformName = RCSthruster
	emission = 0.0 0.0
	emission = 0.2 0.0
	emission = 1.0 1.0
	speed = 0.0 0.8
	speed = 1.0 1.0
	localRotation = -90, 0, 0
	}
	}
	}

	MODULE
	{
	name = ModuleRCSFX
	stagingEnabled = False
	thrusterTransformName = RCSthruster
	thrusterPower = 1
	resourceName = MonoPropellant
	resourceFlowMode = STAGE_PRIORITY_FLOW
	runningEffectName = running
	atmosphereCurve
	{
	key = 0 240
	key = 1 100
	key = 4 0.001
	}
	}

rearkso

-MODULE[FSanimateGeneric]
	{
	}

	EFFECTS
	{
	running
	{
	AUDIO_MULTI_POOL
	{
	channel = Ship
	transformName = RCSthruster
	clip = sound_rocket_mini
	volume = 0.0 0.0
	volume = 0.2 0.0
	volume = 0.5 0.025
	volume = 1.0 0.2
	pitch = 0.0 0.75
	pitch = 1.0 1.5
	loop = true
	}
	MODEL_MULTI_PARTICLE
	{
	modelName = Squad/FX/Monoprop_small
	transformName = RCSthruster
	emission = 0.0 0.0
	emission = 0.2 0.0
	emission = 1.0 1.0
	speed = 0.0 0.8
	speed = 1.0 1.0
	localRotation = -90, 0, 0
	}
	}
	}

	MODULE
	{
	name = ModuleAnimateGeneric
	animationName = Take001
	actionGUIName = Toggle RCS
	defaultActionGroup = RCS
	startEventGUIName = Open Ventral RCS ports
	endEventGUIName = Close Ventral RCS ports
	}

Try these fixes for the super25 engines and rcs. same stipulations as above.

Spoiler

 


booster

@MODULE[ModuleEnginesFX]
	{
	@maxThrust = 661 //1260
	@heatProduction = 200
	@atmosphereCurve
	{
	@key,0 = 0 283.5 //vacuum, 275
	@key,1 = 1 244 //atmo, 215
	}
	}

cabin

-MODULE[ModuleRCS]
	{
	}

	EFFECTS
	{
	running
	{
	AUDIO_MULTI_POOL
	{
	channel = Ship
	transformName = RCSthruster
	clip = sound_rocket_mini
	volume = 0.0 0.0
	volume = 0.1 0.0
	volume = 0.5 0.025
	volume = 1.0 0.1
	pitch = 0.0 0.75
	pitch = 1.0 1.5
	loop = true
	}
	MODEL_MULTI_PARTICLE
	{
	modelName = Squad/FX/Monoprop_small
	transformName = RCSthruster
	emission = 0.0 0.0
	emission = 0.1 0.0
	emission = 1.0 1.0
	speed = 0.0 0.8
	speed = 1.0 1.0
	localRotation = -90, 0, 0
	}
	}
	}

	MODULE
	{
	name = ModuleRCSFX
	stagingEnabled = False
	thrusterTransformName = RCSthruster
	thrusterPower = .58
	resourceName = MonoPropellant
	resourceFlowMode = STAGE_PRIORITY_FLOW
	runningEffectName = running
	atmosphereCurve
	{
	key = 0 240
	key = 1 100
	key = 4 0.001
	}
	}

engine

@MODULE[ModuleEnginesFX]
	{
	@maxThrust = 237.37 //420
	@atmosphereCurve
	{
	@key,0 = 0 381 //vacuum, 360
	@key,1 = 1 329 //atmo, 315
	}
	}

nose

-MODULE[ModuleRCS]
	{
	}

	EFFECTS
	{
	running
	{
	AUDIO_MULTI_POOL
	{
	channel = Ship
	transformName = RCSthruster
	clip = sound_rocket_mini
	volume = 0.0 0.0
	volume = 0.1 0.0
	volume = 0.5 0.025
	volume = 1.0 0.1
	pitch = 0.0 0.75
	pitch = 1.0 1.5
	loop = true
	}
	MODEL_MULTI_PARTICLE
	{
	modelName = Squad/FX/Monoprop_small
	transformName = RCSthruster
	emission = 0.0 0.0
	emission = 0.1 0.0
	emission = 1.0 1.0
	speed = 0.0 0.8
	speed = 1.0 1.0
	localRotation = -90, 0, 0
	}
	}
	}

	MODULE
	{
	name = ModuleRCSFX
	stagingEnabled = False
	thrusterTransformName = RCSthruster
	thrusterPower = .6
	resourceName = MonoPropellant
	resourceFlowMode = STAGE_PRIORITY_FLOW
	runningEffectName = running
	atmosphereCurve
	{
	key = 0 240
	key = 1 100
	key = 4 0.001
	}
	}

rudder

-MODULE[ModuleRCS]
	{
	}

	EFFECTS
	{
	running
	{
	AUDIO_MULTI_POOL
	{
	channel = Ship
	transformName = RCSthruster
	clip = sound_rocket_mini
	volume = 0.0 0.0
	volume = 0.1 0.0
	volume = 0.5 0.025
	volume = 1.0 0.1
	pitch = 0.0 0.75
	pitch = 1.0 1.5
	loop = true
	}
	MODEL_MULTI_PARTICLE
	{
	modelName = Squad/FX/Monoprop_small
	transformName = RCSthruster
	emission = 0.0 0.0
	emission = 0.1 0.0
	emission = 1.0 1.0
	speed = 0.0 0.8
	speed = 1.0 1.0
	localRotation = -90, 0, 0
	}
	}
	}

	MODULE
	{
	name = ModuleRCSFX
	stagingEnabled = False
	thrusterTransformName = RCSthruster
	thrusterPower = .45
	resourceName = MonoPropellant
	resourceFlowMode = STAGE_PRIORITY_FLOW
	runningEffectName = running
	atmosphereCurve
	{
	key = 0 240
	key = 1 100
	key = 4 0.001
	}
	}

Hope these help you out. :) 

Edited by shdwlrd
fixing stuff
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First of all thanks for the feedback to all of you.

 

5 hours ago, shdwlrd said:

Hope these help you out. :) 

Yes it help a lot but maybe i did something wrong and on the Super 25 I have the back rcs ports always on even with the rcs off (it's only graphic)

https://puu.sh/GBY4O/f65b45826f.png and https://puu.sh/GBY5g/c52dd6a3f6.png


Every other rcs port work fine e68bf2883d.png

 

I still have to work on the engines, nothing change with your code (probably I pasted in the wrong place).

I will update you soon™ guys.

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1 hour ago, antonioltg said:

First of all thanks for the feedback to all of you.

 

Yes it help a lot but maybe i did something wrong and on the Super 25 I have the back rcs ports always on even with the rcs off (it's only graphic)

https://puu.sh/GBY4O/f65b45826f.png and https://puu.sh/GBY5g/c52dd6a3f6.png


Every other rcs port work fine e68bf2883d.png

 

I still have to work on the engines, nothing change with your code (probably I pasted in the wrong place).

I will update you soon™ guys.

It seems like you missed the removal of the old rcs module for the cabin. 

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I fixed the rcs problem, was the old patch in another file messing with the new code you gave me.

So i found the problem in the config for the flame, I just need to change  MODEL_MULTI_PARTICLE_PERSIST in MODEL_MULTI_PARTICLE but i don't understand how to do it with MM, any idea?

Here are the new Patches, everything works (at least visually). I cannot find a way to add plumes and smoke to the Dauntless' boosters if some one of you want to try you are welcome.

I also moved some parts in different categories and added RemoteTech compatibility 

 

PS make sure you apply on a fresh install (without any of the old patches)

Edited by antonioltg
Added new file
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On 10/11/2020 at 4:19 PM, antonioltg said:

So i found the problem in the config for the flame, I just need to change  MODEL_MULTI_PARTICLE_PERSIST in MODEL_MULTI_PARTICLE but i don't understand how to do it with MM, any idea?

I personally would remove the whole module, and redo it. But real plumes is one mod I never had an issue with using. Switching the real plume fx to the stock fx was never a priority for me. (Unless the maintainers for real plume removed the KSO fx.)

If you ask in the module manager thread, I'm sure someone their could answer your question.

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  • 2 weeks later...
37 minutes ago, Eskandare said:

Hi everyone. I hope to be back up and running soon. My computer has been down so I haven't been able to do any development at all. I hope to be up an running soon.

Eskandare lives! I haven't seen you on the forums since May - it's good to have you back! I'm glad to hear that your computer is up again.

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First of all welcome back Eskandare, if you don't mind I made a few fixes on this mod while you where away

Second thing I managed to fix all engine plumes and smokes and I forgot to add the Tug fix in the last zip so here it is HERE, thanks everyone for the help an thanks to the guys on github (if you need to rename a node in MM there is a way to do it)

Remember to reinstall everything from scratch with the modules that you need (you can do mix and match) but install my patch last

 

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On 10/27/2020 at 3:24 PM, Eskandare said:

Hi everyone. I hope to be back up and running soon. My computer has been down so I haven't been able to do any development at all. I hope to be up an running soon.

Yay! I loved this mod! Gives me a bit of nostalgia. Is this getting updated to the latest KSP version?

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  • 3 months later...
15 hours ago, Skip121 said:

Hi,

I'm hoping this mod is still going as the station pieces are so good! In my latest game the tugs RCS pylons don't seem to extend anymore, is that something I can fix at all?

 

 

Here is a patch I acquired that should fix the booms for the tug.

//Patch to fix error caused by Firespitter for animation of RCS //Boom and the spot light being on continuous loop.  The FS //module is replaced with ModuleAnimateGeneric.  Patch created //by dToxic and Deimos Rast.
//
//Tug
@PART[KSO_SST]
{

  !MODULE[FSanimateGeneric],*{}

  MODULE
    {
        name = ModuleAnimateGeneric
        animationName = Take001
    layer = 3
        actionGUIName = Toggle RCS Extension
        startEventGUIName = Extend RCS Boom
        endEventGUIName = Retract RCS Boom
        //allowAnimationWhileShielded = True
    evaDistance = 2.0
    }

  MODULE
  {
    name = ModuleAnimateGeneric
    animationName = sstlights
    moduleID = 1
    layer = 4
    actionGUIName = Toggle SST Spotlight
    startEventGUIName = Turn on SST Spotlight
    endEventGUIName = Turn off SST Spotlight
    //allowAnimationWhileShielded = True
    defaultActionGroup = Light
    evaDistance = 2.0
  }

}

 

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7 hours ago, shdwlrd said:

Here is a patch I acquired that should fix the booms for the tug.


//Patch to fix error caused by Firespitter for animation of RCS //Boom and the spot light being on continuous loop.  The FS //module is replaced with ModuleAnimateGeneric.  Patch created //by dToxic and Deimos Rast.
//
//Tug
@PART[KSO_SST]
{

  !MODULE[FSanimateGeneric],*{}

  MODULE
    {
        name = ModuleAnimateGeneric
        animationName = Take001
    layer = 3
        actionGUIName = Toggle RCS Extension
        startEventGUIName = Extend RCS Boom
        endEventGUIName = Retract RCS Boom
        //allowAnimationWhileShielded = True
    evaDistance = 2.0
    }

  MODULE
  {
    name = ModuleAnimateGeneric
    animationName = sstlights
    moduleID = 1
    layer = 4
    actionGUIName = Toggle SST Spotlight
    startEventGUIName = Turn on SST Spotlight
    endEventGUIName = Turn off SST Spotlight
    //allowAnimationWhileShielded = True
    defaultActionGroup = Light
    evaDistance = 2.0
  }

}

 

That's brilliant. Thank you very much!

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