helldiver

[0.90] Kerbin Shuttle Orbiter System v4.13

Recommended Posts

@Woodstar , add this after // --- tweakables (coming soon...) ---

MODULE

{

name = ModuleControlSurface

dragCoeff = 0.5

deflectionLiftCoeff = 0.7

ctrlSurfaceRange = 20

ctrlSurfaceArea = 0.95

}

The inflated values in ModuleControlSurface cause the phantom acceleration. I am playing around with various configs as we speak to find the sweet spot.

Edit. Just noticed SmokeScreen Breaks my KSP

Edited by nismobg

Share this post


Link to post
Share on other sites

Ok added I so confused though because you said "Remove the old name = ModuleControlSurface Module so they don't duplicate" but then you tell me to add that exact same module? Can you please look at my config for the super25surfaceLkso.cfg and if it is all to your liking I'll do the super25surfaceRkso.cfg the same way.


PART
{
// this is a sample config file, for determining a good file format for defining part parameters
// comment line - ignored by cfg parser
// empty lines, or lines without a '=' sign are also ignored
// all other lines are split at the '=' sign, and the left operand is used to know what parameter we are setting
// diferent parameters require data in different formats (see docs), and each module has it's own parameters (again, see docs)
// each assignment must be in a single line. Lines without assignments will be ignored. (You CAN turn on word wrap, though)
// each keyword here relates to an existing variable in the assigned module. If the keyword isn't found, it is ignored.
// conversely, if a keyword is left unassigned (as in not in the file), it will be initialized with it's default value
// This is done automatically, so any public variable defined in the loaded module can be accessed this way (provided it's value can be parsed)


// --- general parameters ---
name = super25surfaceLkso
module = Part
author = helldiver

// --- asset parameters ---
MODEL
{
model = KSO/Parts/super25surfaceLkso
}
scale = 1
rescaleFactor = 1

// --- editor parameters ---
TechRequired = supersonicFlight
entryCost = 4900
cost = 450
category = Aero
subcategory = 0
title = KSO EWBCL Left CSE
manufacturer = Kerbal Materials Corp.
description = To improve the larger orbiter's flight handling characteristics at low speeds, the KSO EWBCL features Control Surface Extenders or CSEs. This system extends the control surfaces of the wings incorporating the flaps, elevons, and ailerons into a dynamic unit managed by the onboard flight computer. They are powered by high torque, digitally controlled, multi-function servos and hydraulics. The CSEs are adorned with a unique aerogel-metallic tiles which are part of its thermal protection system.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,1

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_top = 0.0, 0.32398, 0.0, 0, 1, 0, 2


//node_attach = -0.09045, 1.84925, 0.0, 1, 0, 0, 1

//node_stack_flap = -2.0811, -3.3107, 1.0365, 0, -1, 0, 1
//node_stack_elev = -3.6956, -3.3102, 0.9631, 0, -1, 0, 1

// --- standard part parameters ---
mass = 0.08
dragModelType = override
maximum_drag = 0.02
minimum_drag = 0.02
angularDrag = 2
crashTolerance = 20
breakingForce = 25
breakingTorque = 80
maxTemp = 3400
explosionPotential = 0.1
fuelCrossFeed = True
// --- winglet parameters ---
// dragCoeff will override the maximum_drag value



MODULE
{
name = FSanimateGeneric
animationLayer = 3
animationName = Take002
startEventGUIName = Extend Flaps
endEventGUIName = Retract Flaps
toggleActionName = Toggle Flap Extension
}

//MODULE
//{
// name = FARWingAerodynamicModel
// MAC = 2.264
// e = 0.75
// MidChordSweep = 22.16
// b_2 = 3.601
// TaperRatio = 0.188
//}

// --- tweakables (coming soon...) ---




MODULE
{
name = ModuleControlSurface
dragCoeff = 0.5
deflectionLiftCoeff = 0.7
ctrlSurfaceRange = 20
ctrlSurfaceArea = 0.95
}

MODULE
{
name = FSairBrake
targetPartObject = spoilersmall
deployedDrag = 0.25
deployedAngle = 48
stepAngle = 10
}

MODULE
{
name = FSairBrake
targetPartObject = spoilerlarge
deployedDrag = 0.45
deployedAngle = 48
stepAngle = 10
}

// ----- DO NOT EDIT BELOW THIS POINT ------

}

Another problem i have is when i assign the airbrakes to AG6 and then use them they do not deploy.

Edited by Woodstar

Share this post


Link to post
Share on other sites

Ok so after full day of testing and fighting outdate dependecies i can confirm KSO is working properly with x64 , FAR and DRE. Even my last re entry i managed to land at KSC with missing right rudder lol, exploded during reentry . The big SS feels amazing and does fly like a brick , intended. The small is same light and very maneuverable. If anyone have problem with phantom acceleration read few posts back for fix.

Share this post


Link to post
Share on other sites

Since I get asked for these every now and then:

Final Frontier Ribbons

Silver devices are usually higher grade than a bronze device.

Heli Pilot, Bronze

9uOJdAZ.png

Heli Pilot, Silver

WFkXMUo.png

S25 Mission Specialist, Bronze

o6UsDnl.png

S25 Mission Specialist, Silver

1kH1rvy.png

KSO Mission Specialist, Bronze

96pdJaY.png

KSO Mission Specialist, Silver

pAmaWog.png

Shuttle Pilot, Silver

iCvmdgs.png

Shuttle Pilot, Bronze

w6fki2L.png

Edited by helldiver

Share this post


Link to post
Share on other sites

Are we getting 64bits support at some point? This is one of my main mods that I just can't play with.

Share this post


Link to post
Share on other sites
Are we getting 64bits support at some point? This is one of my main mods that I just can't play with.

That would require all the dependency plugins to work correctly under x64 from memory, so that's really up to the maintainers of those mods more than the KSO team

[Edit] There are pre-release builds which work* for everything except KSI-MFD for which there is a hotfix, but YMMV under x64

Edited by NoMrBond

Share this post


Link to post
Share on other sites
Are we getting 64bits support at some point? This is one of my main mods that I just can't play with.

You can certainly play with the KSOS in 64-bit right now as the plugins that the KSO uses have been updated for .24+ but because of the instability of the Windows 64-bit build, we cant guarantee that your experience will be the same as it would be on the 32-bit build. I myself am currently playing on 64-bit with the KSOS and it works just fine.

Share this post


Link to post
Share on other sites
Since I get asked for these every now and then:

Final Frontier Ribbons

Silver devices are usually higher grade than a bronze device.

Heli Pilot, Bronze

http://i.imgur.com/9uOJdAZ.png

Heli Pilot, Silver

http://i.imgur.com/WFkXMUo.png

S25 Mission Specialist, Bronze

http://i.imgur.com/o6UsDnl.png

S25 Mission Specialist, Silver

http://i.imgur.com/1kH1rvy.png

KSO Mission Specialist, Bronze

http://i.imgur.com/96pdJaY.png

KSO Mission Specialist, Silver

http://i.imgur.com/pAmaWog.png

Shuttle Pilot, Silver

http://i.imgur.com/iCvmdgs.png

Shuttle Pilot, Bronze

http://i.imgur.com/w6fki2L.png

The ribbons look great. I'll have to check out that mod.

Share this post


Link to post
Share on other sites

Hey there, I'm constructing a shuttle like spaceplane with parts of KSO, SPP, B9, KAX and at least some stock parts, for flying with FAR.

KSO contains the most real shaped tail rudders for Shuttles, so my Intention is to use them for this purpose too, but currently I'm getting a strange drag behaviour from them.

JhGmKtA.png

Is this known, or can I fix it myself with any MM file, or is this a problem of the rudder itself?

I would really appreciate some help with this.

Share this post


Link to post
Share on other sites

Is the installer working? I'm having problems installing as I can't find a guide or something to tell me how to do it.

Share this post


Link to post
Share on other sites
Hey there, I'm constructing a shuttle like spaceplane with parts of KSO, SPP, B9, KAX and at least some stock parts, for flying with FAR.

I would really appreciate some help with this.

It's a display bug, it should be fine.

I'll be streaming tonight, mostly so Nazari can make fun of me crash the Kerbostar. Will be streaming at 6:00pm PST. http://www.twitch.tv/fanbus

Notice

-My streams are not "Lets play streams". They are simply development streams.

-KSP isn't very stable for me so odds are there will be lots of crashes.

Share this post


Link to post
Share on other sites
Is the installer working? I'm having problems installing as I can't find a guide or something to tell me how to do it.

The windows installer is coming with Phase IV. The old batch script is no longer supported and outdated. To install, extract the zip into your KSP installation directory.

It's a display bug, it should be fine.

I'll be streaming tonight, mostly so Nazari can make fun of me crash the Kerbostar. Will be streaming at 6:00pm PST. http://www.twitch.tv/fanbus

Notice

-My streams are not "Lets play streams". They are simply development streams.

-KSP isn't very stable for me so odds are there will be lots of crashes.

The new OP looks good. I'll try and catch some of the stream before I have to head to work.

Share this post


Link to post
Share on other sites
Is the installer working? I'm having problems installing as I can't find a guide or something to tell me how to do it.

If you have already successfully installed Active Texture Management skip step 1.

Step 1

Download ATM: http://forum.kerbalspaceprogram.com/threads/59005-0-23-5-Release-3-1-Active-Texture-Management-Save-RAM-without-reduction-packs%21, make sure you download the version matching the KSP.exe you play. x86 for the regular KSP.exe and x64 for the KSP_x64.exe.

Using WinRAR (http://www.rarlab.com/download.htm) open the .zip file, you'll see a folder named GameData. Hit the big Extract To button at the top and browse to your Kerbal Space Program installation folder. If you're using Steam it will be in the Steam/SteamApps/Common folder. Once you've selected the extraction destination hit ok. Active Texture Management should be installed now.

Step 2

Download the latest KSOS_v311.zip, open it with WinRAR and double click on the KSOS_v311 folder. It should now show two folders (GameData and Ships) and a User Manual and Credits PDF. Do the same thing you did with ATM and extract these folders to your Kerbal Space Program folder. KSOS should be installed and ready to go.

Edited by SwissArmyKnife

Share this post


Link to post
Share on other sites

I absolutely LOVE this mod!!!! :D It is my favorite mod of all time.

The Phase I Shuttle is really COOL and CUTE!!!! :cool:

I LOVE it. It reminds me of the real life Space Shuttle.

The Phase II Space Station Kit is also VERY AWESOME!!!!

It has given me a fabulous idea to build my very first space station. :)

Phase III is also really COOL!!!!

It reminds me of the Russian Space Shuttle, and since its bigger I can bring up more payload. :P

Share this post


Link to post
Share on other sites

I really like the new op better. This is a must have mod for me! :)

EDIT: Also thanks for the ATM config! The parts look great again and I still save a lot of RAM.

Edited by tygoo7

Share this post


Link to post
Share on other sites
It's a display bug, it should be fine.

Currently it is not only a display bug for me, because I made this test setup because my plane is having trouble will yaw, as it tends to yaw always in the direction that the test setup is showing.

Share this post


Link to post
Share on other sites

This seems to continuously crash my game on startup.... Would anyone perhaps know why? If a mod list is needed I will happily provide one. I can normally sort these type of things out but at the moment it appears to be something that I can not fix. If anyone can help me I would love it. This mod looks kick*** and I would hate to not be able to use it.

KSO_25_Interior_02_Emis

Share this post


Link to post
Share on other sites
This seems to continuously crash my game on startup.... Would anyone perhaps know why? If a mod list is needed I will happily provide one. I can normally sort these type of things out but at the moment it appears to be something that I can not fix. If anyone can help me I would love it. This mod looks kick*** and I would hate to not be able to use it.

KSO_25_Interior_02_Emis

Do you have an error log? Or output log? If so, please post them.

Share this post


Link to post
Share on other sites

I went ahead and restarted my PC and then launched again with the 32bit version of KSP, but it had the same effect. I launched with 64bit and is started perfectly fine. I think Lazor is not made for 64bit yet so it yeah kinda died in the VAB and it was acting funny on the spacecenter.

The name of the file is "error.log" I normally do get an "output.log" but with these crashes I don't get one. So I'm stuck.

I also have 6gbs of ram as well.

Share this post


Link to post
Share on other sites
I went ahead and restarted my PC and then launched again with the 32bit version of KSP, but it had the same effect. I launched with 64bit and is started perfectly fine. I think Lazor is not made for 64bit yet so it yeah kinda died in the VAB and it was acting funny on the spacecenter.

The name of the file is "error.log" I normally do get an "output.log" but with these crashes I don't get one. So I'm stuck.

I also have 6gbs of ram as well.

So youre saying it worked with 64-bit? Then you were running out of memory it looks like. (32-bit KSP can only access 3.5GB).

Share this post


Link to post
Share on other sites

I've always had an issue with running too many mods. xD

I still don't see why it would crash on that one thing though. .-.

Share this post


Link to post
Share on other sites
I've always had an issue with running too many mods. xD

I still don't see why it would crash on that one thing though. .-.

Thats probably the point where its running out of memory.

Share this post


Link to post
Share on other sites

I have the same issue with the exact same file, however, I'm on a mac so I don't have 64bit, but I haven't changed the amount of mods I used, I only changed the recent KSO install from 3.10 to 3.11 and something broke. I believe I brought this issue up during the stream, and removing active texture management didn't help. It did work with Half resolution, so maybe Avalon, you're correct about it being correlated with memory.

TL;DR: I got the same problems, works with half res, you're probably right, Avalon

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.