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[1.9.x, 1.10.x, 1.11.x, 1.12.x] Kerbal Space Transport System


linuxgurugamer

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Forum user @-MM- wrote this md back in 2016.  He's left the scene and gave permission for me to adopt it.  Original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/148071-142-kerbal-space-transport-system/

If you are running a successful space agency, you will be flying to Kerbin-Orbit a lot. The Kerbal Space Transport System (or KSTS) will allow you to record launches of your transport rockets and planes to be used in automated missions later. It will allow you to transfer resources, crew-members and even deploy brand new ships directly into orbit. And because the cost of launching your payload is only as high as the cost of the mission you've previously recorded, you will benefit greatly of building reusable space planes without the hassle of landing them by hand every time.

New Dependencies

You can for example record the launch of a space-plane and deploy a payload with a mass of 2.5t at an altitude of 286km before returning back home:

hMj0ggI.png

Afterwards you will be able to pick this recorded mission-profile and launch new vessels with a mass <=2.5t into an orbit with an apoapsis below 286km for only the cost of the fuel used by your space plane:

aIcMJkj.png

The new ship can be deployed at any orbit of your choosing that is within range of your mission-profile or right next to an existing reference-vessel, making your life in low-kerbin orbit much easier:

kmr2Zdq.png

 

Features:

  • Record transport- and deployment-missions for rockets and planes.
  • Deploy new ships directly to Kerbin-Orbit (must have less or equal the mass of the payload from your reference mission).
  • Transport resources to vessels in Kerbin-Orbit (provided they are in range and have compatible docking-ports).
  • Use multiple transport missions to construct new ships at space stations in Kerbin-Orbit.
  • Transfer kerbals to and from vessels in Kerbin-Orbit.
  • Compatible with KRnD (newly launched ships will always use the latest part-upgrades).
  • Compatible with CLLS (modifications on vessels and crews are communicated via game-events).
  • In-Game help which explains how to get started and how it works.

Third Party Support:

  • StageRecovery: With this mod installed the total cost of your recorded flights is reduced by the value of successfully recovered boosters.

Known Incompatibilities (this mod skips the usual launch phase, any mod which depends on this might not work correctly):

  • ModularFuelTanks (tank-configuration does not work)
  • USI Life Support (some timers connected to the launch-time don't work)

Availability

Usage

KSTS allows you to automate missions like transporting payloads into space, refueling orbiting vessels and shuttling crew-members from and to Kerbin. To get started, you should build a rocket capable of reaching orbit and record your first mission.

Recording flights (see below for payload info)

General
While on the launchpad hit "Record" to start recording and then try to reach orbit as fast and efficiently as possible. Once in orbit, you can select your desired payload and hit "Release Payload" (it might be wise to save your game beforehand). This will allow you to later transport a payload with equal mass to a similar orbit. The maximum apoapsis of your future missions will be your current periapsis, so try to fly as high as possible.
After releasing your payload you can either hit Stop & Save to store the current recording as a new mission-profile, or you can try to return your vessel to Kerbin (if you have a pilot on board, you have to return). If you successfully land your ship, the current value of the vessel will be subtracted from the cost of future missions and you will be able to transport crew-members back to Kerbin with that mission-profile.

Deployment mission-profiles
A deployment mission will allow you to deploy new vessels around Kerbin. 
For a deployment mission you will need a vessel that has a subset of parts connected to your vessel by decouplers, separators or docking-ports. Please note that these parts must not be used during your ascent (no running engines, no fuel-consumption), they may not contain any crew-members and they must not contain the root-part of your vessel.
Once you click "Release Payload", the selected parts will decouple and will count as "deployed".

Transport mission-profiles
To perform a transport-mission your ship will need at least one docking-port as well as some RCS-thrusters for docking. Once you are in orbit, you can select any amount of resources that is still left in your vessel and when you hit "Release Payload", it will get dumped into space. Afterwards you will be able to transport an equivalent amount to other vessels in orbit.
If you want to record a mission that includes a return-trip, make sure to leave some fuel in the tank.
Also note that there is no distinction between crew and resource transport-missions, just record a resource-transport mission and you will be able to also shuttle crew-members into orbit, providing your transport-craft has enough seats.

Deployment missions
To deploy a new vessel into Kerbin's orbit, you just select the desired payload, and then the desired ship/mission-profile which can lift the required mass and a target-orbit. Once the ETA is reached, the new vessel will appear.

Please note that for technical reasons deployment missions can only be executed while you are at the space center.

Transport missions
To start a transport-mission, select a vessel in orbit around Kerbin and a valid transport mission-profile. Please remember that the target-vessel and the vessel from your mission-profile need matching docking-port types.
For technical reasons transport missions will only complete on vessels which are not currently active. So once the ETA is reached, you might want to switch to a different vessel for a while or return to the space center.
For the sake of simplicity crew-members will get transferred at the time mission completes. Which means that there is no time required for possible return-trips and you should leave Kerbals alone, which you have selected to get transported into orbit.

Construction missions
Construction-missions allow you to build new ships directly in orbit which would otherwise be too large to be launched with a deployment-mission. To launch a construction-mission, you will need a space-station in Kerbin orbit (the vessel-type must be Station) with at least one engineer on board as well as a transport-mission profile, which is able to reach said space station. The space station will function as your space dock and while the engineer constructs the new vessel, the selected transport-vessel will shuttle all the required parts into orbit.
Please note that a single engineer will only be able to construct a vessel with a maximum dry mass of 10t and that the construction will take some time, one Kerbin-day per ton of dry mass to be exact. You can however halve the required construction time with each scientist stationed on the dock and double the maximum construction size with each additional engineer on your station.

Creating Payloads
You create a payload in the editor (VAB or SPH) and save it as a vessel.  Give it a recognizable name.  Then exit the editor, and open KSTS, when you select the mission, all saved vessels will be listed as potential payloads.  Make sure that the payload that you select is less than or equal to the maximum payload brought to orbit by the recorded mission.
 

Changes from @-MM-'s version

  • Adoption by Linuxgurugamer
  • Moved button icon and placeholder icon into PluginData
  • Moved help.txt into PluginData
  • Merged in changes by Eric Vz
    • adjust build references to my locations
    • Add ability to launch / record from other bodies than Kerbin
    • Tweak for atmosphere-less bodies
    • update readme to mention my patches
    • Allow deployment from other planets than homeworld
    • Don't crash when opening transport tab. 
    • Note:  Based on comments on his repo:  Still need to fix transport to non-Kerbin bodies
  • Wrapped most vesselName entries with Localizer.Format()
  • Added an "Abort Recording & Revert to Launch" option
  • Disabled the "Start Recording" button if no decoupler is selected (for deploy), more than 1 decoupler selected or no payload mass selected (for Transport)
  • Added red/green color to the StartRecording button as additional indication 
  • Disabled the top buttons if no missions are available
  • Minor editing of the help file
  • Replaced button code with ToolbarControl
  • Added support of ClickThroughBlocker
  • Moved all classes originally in GUI.cs into individual files
  • Updated help text
  • Added filter to payload selection
  • Added subassemblies as available payloads
  • Added toggles to select from VAB, SPH & Subassemblies
  • Added code to create thumbnails for subassemblies and any missing ship thumbnails
Edited by linuxgurugamer
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On 1/4/2020 at 12:08 PM, Cloakedwand72 said:

Thanks for updating this! How do you start a supply run like for instance a supply rocket to a station or a refuel tanker to a fuel depot or a interplanetary ship?

First you record the flight, to start a rerun, start at the space center

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@linuxgurugamer I am probably just missing something, but it might be a bug.

I succesfully recorded 3 mission profiles (2 deploys and 1 Transport). However, the top buttons for "deploy" or "Transport" are still disabled. The in game help states that the first step for performing a mission (Deployment or Transport) is to select a vessel, but how to do it if the top buttons are disabled?

https://www.dropbox.com/s/1rnzxfnac8k0r5t/Sem título.png?dl=0

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Hey @linuxgurugamer

Over at Realism Overhaul / RP-1 we are looking to use this to automate some of the repeatable contracts that exist. From what it looks like, my guess is that it would not interface (as it is currently written) with Contract Configurator to recognize a New Vessel and then give credit for a completed contract?

If it does not, would that be something that could be added?

If yes to the above, would you be willing to have it supported for 1.7.3 as well (since no Kopernicus still)?

THANKS!

Pap

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16 hours ago, CateredCarrot said:

@linuxgurugamer I am probably just missing something, but it might be a bug.

I succesfully recorded 3 mission profiles (2 deploys and 1 Transport). However, the top buttons for "deploy" or "Transport" are still disabled. The in game help states that the first step for performing a mission (Deployment or Transport) is to select a vessel, but how to do it if the top buttons are disabled?

https://www.dropbox.com/s/1rnzxfnac8k0r5t/Sem título.png?dl=0

Same problem here! Buttons disabled for further flights, except Record and Help...

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2 hours ago, tommytza said:

Same problem here! Buttons disabled for further flights, except Record and Help...

Will be fixing this bug this evening

3 hours ago, pap1723 said:

Hey @linuxgurugamer

Over at Realism Overhaul / RP-1 we are looking to use this to automate some of the repeatable contracts that exist. From what it looks like, my guess is that it would not interface (as it is currently written) with Contract Configurator to recognize a New Vessel and then give credit for a completed contract?

If it does not, would that be something that could be added?

If yes to the above, would you be willing to have it supported for 1.7.3 as well (since no Kopernicus still)?

THANKS!

Pap

It would depend on what sort of interfacing you are looking for.

Would this be watching for a particular contract and then do it?

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5 minutes ago, linuxgurugamer said:

It would depend on what sort of interfacing you are looking for.

Would this be watching for a particular contract and then do it?

Essentially yes. This is what we would want:

  • Contract A is offered. It has requirements of X amount of Payload to Y Orbit
  • Player launches a craft that achieves the contract
  • The player can now build that same craft (using KCT of course) and the contract would be simulated
  • Profit
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10 minutes ago, pap1723 said:

Essentially yes. This is what we would want:

  • Contract A is offered. It has requirements of X amount of Payload to Y Orbit
  • Player launches a craft that achieves the contract
  • The player can now build that same craft (using KCT of course) and the contract would be simulated
  • Profit

I have questions, will be streaming in about 1/2 hour, pop in to chat

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On 1/6/2020 at 11:49 PM, linuxgurugamer said:

New release, 2.0.0.1

  • Some memory optimizations by moving string arrays which have fixed data out of methods and made static
  • Fixed mission buttons being greyed out even though missions were recorded
     

Thank you! It worked fine.

@linuxgurugamer Just to confirm, I cannot make a deploy/transport from Kerbin to Mun, right?

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On 1/6/2020 at 5:51 PM, pap1723 said:

Essentially yes. This is what we would want:

  • Contract A is offered. It has requirements of X amount of Payload to Y Orbit
  • Player launches a craft that achieves the contract
  • The player can now build that same craft (using KCT of course) and the contract would be simulated
  • Profit

Sorry you weren't able to-stay longer last night.

So, would you want the mission to be automatically launched when the vessel is built? Or build the vessel, then do the sim using the finished vessel?

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13 hours ago, linuxgurugamer said:

Sorry you weren't able to-stay longer last night.

So, would you want the mission to be automatically launched when the vessel is built? Or build the vessel, then do the sim using the finished vessel?

No worry, I had to run.

 

Once the specific craft proves that it can accomplish the mission, then, once it is built again, the player can choose to automatically accomplish the same contract.

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Just now, pap1723 said:

No worry, I had to run.

 

Once the specific craft proves that it can accomplish the mission, then, once it is built again, the player can choose to automatically accomplish the same contract.

Ok, so the vessel needs to be ready to  rollout, then.  What about payloads?

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