-MM-

[1.3.0] Kerbal Space Transport System

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On 5.2.2017 at 11:02 PM, Horstan said:

If I want to download this mod, I only get a blanc window and no download starts. Is the link broken?

Maybe there was a temporary problem with Github. It works for me at this moment. But when in doubt, you can simply go directly to the following release page: https://github.com/mmoench/KSTS/releases

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43 minutes ago, -MM- said:

Maybe there was a temporary problem with Github. It works for me at this moment. But when in doubt, you can simply go directly to the following release page: https://github.com/mmoench/KSTS/releases

Yup, there was a problem with Amazon Web Services earlier today which most probably caused the problem. 

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If I were to record a deployment, in order to satisfy "unused payload", do I have to disable not only fuel crossfeed, but also antennas, solar panels and batteries in the payload?

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This is an interesting mod. I haven't tried it out but I wish KCT could work with it (KCT's not written in a way that would allow it right now). StageRecovery could work with it though since StageRecovery's API announces when a vessel is recovered, which could allow this mod to consider those costs.

As for your issue of loading vessels in orbit, have you looked at Contract Configurator's SpawnVessel code? It can take a ShipConstruct and put it basically anywhere. I'm using a slightly simplified version of it in a simulation mod called SimuLite and it's working really well, except for landed simulations where the orientation is messed up.

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Posted (edited)

For modular fuel tanks, is there any way to make this work? I know that the Hangar Mod works with modular fuel tanks, perhaps there is some code in that could be used for this? I love being able to skip launches when I'm using 10x rescaled Kerbin and want to get lots of stuff into orbit. EDIT: Seems to actually be working with modular fuel tanks just fine?

 

 

Edited by westamastaflash

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Havent try it yet,but this mod looks like a saver to a shuttle fan who always play in career mode. Thank you so much!

Also,by any chance we can figure out how to make this work with RF?RF is also a must-have which depend on MFT……

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Posted (edited)

Is this known to not work with Kerbal NRAP? I deployed a test weight set to 650 tons but the payload in the profile saved as 2 tons. I found the KSTS profiles in my sfs though so it was an easy fix. Also, would something bad happen if a vessel was KSTS spawned near an active vessel?

Edited by ShadyAct

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This mod is absolutely magnificent, it really made my Space Program much more successful as it automated all my launches after this first Shuttle launch. Any idea on when it will be out for 1.3?

 

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On 10.6.2017 at 10:58 AM, alexandertheII said:

This mod is absolutely magnificent, it really made my Space Program much more successful as it automated all my launches after this first Shuttle launch. Any idea on when it will be out for 1.3?

 

Hello, I've just uploaded a re-compiled version of KSTS for KSP 1.3. I've done some quick testing and it seems to be working well. You can find a download-link in the first post of this thread.

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Hi, great mod. Can you please add recover to the deploy part? cause if you can deploy something you can also recover it :).

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4 hours ago, Acvila said:

Hi, great mod. Can you please add recover to the deploy part? cause if you can deploy something you can also recover it :).

Hm, that would be a completely new mission-type, because for recovery you would have to prove that you are able to land with the captured cargo, not just take off.
Anyway, I can see why it would be nice to recover a probe which can't land on its own to get its sweet science inside. I will put an item on my Todo-List to look at how we could implement some kind of science recovery at least.

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It's easy to recover with a SSTO. I use them a lot, lower cost!

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I have been using this mod for a while and I love it, but there is one thing that I cant figure out, for round trip rockets does the mod only support single stage recovery? I have a 100t SSTO but i cant really go higher.
I don't mean recovery mods, I mean a sort of spacex style. Launch, stage 2 separate, Burn for a bit to give me time, switch to first stage, land it, switch back to stage 2, ect.

Thanks.

 

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Does anyone have a video showcasing how to use this mod? i'm slightly confused...

EDIT: figured it out, hadn,t noticed you had to deploy then save the launch profile (thank god it remembers all the date from your save quicksave save points!)

Edited by RobinVerhulstZ

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On 10/21/2017 at 10:37 PM, santoroma17 said:

I have been using this mod for a while and I love it, but there is one thing that I cant figure out, for round trip rockets does the mod only support single stage recovery? I have a 100t SSTO but i cant really go higher.
I don't mean recovery mods, I mean a sort of spacex style. Launch, stage 2 separate, Burn for a bit to give me time, switch to first stage, land it, switch back to stage 2, ect.

Thanks.

 

I'm about to hook this up again after being gone for many months, but from what I can remember you need to be in control of the same root vessel the entire time its recording.  For "non-standard" launch profiles like you describe, you just need to creatively work around that limitation.

So far I haven't seen anything else quite like this, and its a really fun challenge to see how cheap yet how big you can get something to a certain orbiting altitude.  I'm really surprised this isn't more popular.

Edited by PolecatEZ

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Very nice mod, its part of my must have mods for long playthroughs.  You have saved me probably days worth of flying resupply station missions which i use this mod for.  Thanks for keeping it up and all your hard work.

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Hello @-MM-

Just want to report a incompatibility with @Shadowmage SSTU mod. Basicaly, a deployment profile have a 11,169 recorded cost while it should be around 180,750. I believe its because SSTU use a procedural part system and your mod seem take basic cost instaid of cost after customization.

While I would be really happy if it was made compatible, I do understand it might require quite a change in your cost calculation. MAybe a work around is possible? Any case, a incompatibility notice could also do. 

Thanks

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If I wanted to create a profile that would be able to deliver stuff to my 100km orbital station, do I need to record an actual docking, or just bring it to a higher altitude, drop cargo, and back to the barn?

 

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Could you also confirm, does this work with Construction Ports (not just stock Docking Ports)?

Edited by agrock

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@-MM- Regarding SSTU compatibility I found a acceptable work around, at least for me, I can edit launch cost in the Save file to the value I calculated. Its not elegant its good enough for me.

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