-
Posts
677 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by helldiver
-
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Thought I had answered that. That would be a no. The KSO system uses its own RPM folder setup. The KSOS project as of v1.13 shouldn't install RPM screens on default Command Pods or Cameras as I felt it was a bit intrusive to do that in a project that wasn't RPM specifically. I believe you can still install RPM or Hyomoto as normal to get the standard RPM screens on your default command pods. But the KSOs (both of them) will always refer to their own directories as it was becoming a nightmare to customize RPM while still pointing all over the place. I will be editing the HUD and ADI. Going to clarify: I will be editing the ADI and the HUD to have speed and altitude tapes that give more information. Not only that but other stuff will get makeovers. You are free to edit your installation, but I can't help with that. That is also a no. Back to my first response; I know I said I would be working on the RPM stuff. I promise I will be visiting it again thoroughly. However, it is my opinion that the KSO 2.5meter is a bit more of a priority, so I bumped that up on my schedule. I'm pretty sure most folks want to see the EWBCL (including myself) and can wait a bit for me to revisit all the RPM screens and bugs. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Uh... putting together the KSO EWBCL? I can't snap my fingers and it magically appears. I've also been short on time this weekend so can't post updates. And finally I don't like posting updates because then you have a bunch of people that claim to be experts telling me how to do things. And you know how much I hate that. And for those wondering, I'm working on a totally different, 2.5 meter space shuttle that uses the same Lifter. It is called the KSO EWBCL (Extended Wide Body Lifter). You can see early shots of it (for size comparison) a few pages back in the thread. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Gorgeous shots everyone! KSO EWBCL Update -Not much to update, just a lot of brick and mortar 3D modeling. On the bright side, I'm at a point where I'm happy with how it looks externally and Nazari gave me good news regarding some stuff that was holding me back (cutting out the landing gear wells). Aside from that it's been smooth sailing. -Taking my time. I don't want to rush like I did Phase II. I tend to get cranky and tired when I marathon things and then take it out on the forums... So instead I've divided it all up into goals and once I meet them I stop working on it. -Problem is that I start getting anxious and want to see it in game, and that's when the rush hits... -Another thing I want to attack is the dark HUD/ADI issue some folks are experiencing. Think I may have a version without screen FX that I will send to some folks to see if that fixes. The problem is that we don't have a screen FX on the HUD yet they are seeing it dark, so I doubt it is that. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
You should read your owner's manual, pg 2, Step 12 Option 1 or Step 13 Option 2 of the Quick Launch Guide. You have to do a little engine management after EFT separation. Either you use the two OMS + Top center SSME with Pitch Trim 14, or all three SSME no OMS with Pitch Trim 0 (least efficient). Only do that to circularize. Once you're happy with your orbit, turn the Top Center SSME off and just do your orbital maneuvers with the OMS Pitch Trim 14. Ouch.. you have an expensive space program. Sea Water is extremely corrosive to the Orbiter's TPS system as well as several other flight systems. Consider your engines destroyed as well... What I did to perfect my landings and re-entry is take a practice save game. Launch and then circularize, orbit until you're over the desert and save your game using F5. Practice re-entry and re-entry burns until you get the hang of it. Use F9 to reload your quick save. Do this over and over again until you get your landings down to a T. Then, put some weight on it (the SST works well with a TL-100 fuel tank), launch and save and practice re-entry and landing over and over until you get bored. That's pretty much how I learned. In fact now I can come back with any weight, day, night, pitch black, doesn't matter. FAR complicates things slightly, but it will just drag out the learning curve since your numbers are just slightly different than stock. And if you have the FAR Flaps set up, it should all be easier. Oh and don't forget to remove some of the fuel in the VAB before doing your practice runs. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
KSOS v2.08 should be compatible with 0.23.5 -Did some testing today and so far I didn't find any issues. -When using the SST + Claw, do not extend the RCS Arms, make sure the SST's SAS is ON otherwise it may spiral out of control. -If you want to be able to retrieve your SST, you will need a Small Square Docking Port (in KSOS v2.08). The other docking ports are too large. -Better setup would be to build a vehicle that doesn't take up as much space as the SST using stock 1.5m parts. -Otherwise wait for the EWBCL which will have more than enough room for a fully upgraded SST (fuel tank + engines) plus the claw and still have room to spare. Notes about Space Program Flags -The KSO EWBCL will incorporate putting your flag on the side of it using the same method the ARM Claw uses. As long as Nazari doesn't have issues with it. -The KSO (standard) won't have this upgrade until after the EWBCL is released since it requires some re-UVing, but my plan is to also incorporate it. Regarding names on the side This is doable in theory, but the problem is that I think you can only have 1 flag on your spacecraft. You can't have two separate flags. So if you choose Resolute for example, it will appear everywhere on your space craft that has a Flag slot, follow me? So for now, the KSO won't have the name be a flag unless someone writes a plugin that allows you to set multiple flag graphics on the same space craft. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Not that I'm aware. It will use the same lifter as the current KSO, in fact the very same unmodified stack. The difference is in the amount of fuel in the EWBCL's tank and whether or not the EFT will have a fourth engine installed, or whether I'll make new Thrustmaxes. That'll all come down to once the testers are flying it and Nazari has proper flight data. So any information like that is too early at the moment. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
I experimented with various designs, including one that was closer to a C-130 . In the end I really liked the look of a cross between the KSO, a C-17 and a C-123. Says cargo while still maintaining the pudgy Kerbaly look. The first versions of the nose were a lot more snubbed, but Naz and I didn't like it so I decided to make it not so flat. It actually got slightly more aerodynamic after today's passes; shortened cockpit, streamlined wings, changed the rudders (wasn't happy with the previous design shown in the screenshots). Cargo Bay length and size remain the same. I think folks will appreciate the better visibility in the cockpit though. I may (time permitting) apply the same technique used in the EWBCL's cockpit to the KSO. Definitely something for the future, that change would phase out the current KSO and might alter the fascia of the cockpit windows to something closer to a 787 Dreamliner. Well... um... built by the same company using the same parts, tools, and wind-tunnel data. Kind of like Boeing jets almost all looking very similar. And remember, I wanted a KSO, but slightly bigger. It still has to follow all the rules I set for the KSO: -Must be pudgy, "chibi", or cute. -Must not follow real world designs. (I.e. X-37, NASA Shuttles, Buran) -Must at least be physically plausible without venturing too far into Sci-Fi -Must have a late 1970's to 1990's look. -Must follow simple lines and simple engineering structures to match KSP designs. In the end I think you guys will like it Oh and forgot to add; I'm not a fan of designs that are radically different or "fight" each other. All KSO variants will have the same design so that it seems like a family rather than completely different manufacturers or technology. That way they are an asset to your inventory rather than forcing people to decide on designs. A lot of folks like the design aesthetic and lines of the current KSO (including myself), so it's only natural to follow on that tradition. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Size comparison This is a work in progress -It is not textured at all. The black and grey you see are element guides. -Many parts you see will be redesigned before it is considered "mastered". -Red circle is roughly 2.55 meters (2.6 in VAB). It is the exact same disk you get when you use the KSO Decoupler Shroud. So if you want to measure it in game, grab this part and put it on stuff and you will have a very good idea of the size of the EWBCL's cargo bay. -Note space between red disk and cargo bay walls. -White rectangle on top of cockpit is the "mundoor". This opens up to reveal a Standard Dockping Port node location (designed for KSOS Phase II Standard Docking Port). -RCS Nozzles are hybrid KSO/NASA Space Shuttle. Part of the RCS system will be on pods built into the V-tail -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
The EWBCL is coming along pretty nicely. It's not in a state for me to post pics yet, but I'm trying to shoot for Wednesday. A few hurdles to still do but aside from that it's almost there in terms of all its features. It can take me a while to finally "engineer" everything that works. The wing took a few days since it's all complicated and has spoilers and actuators and such, but I think you guys (especially aviation buffs) will appreciate the details. Sadly (depending on how you look at it) it won't be using the KSO's rear end (*hears Nazari cringe*). I decided to make a new rear end to give it a sleek aerodynamic contour, but more importantly to have a more balanced RCS. It still follows the KSO design and you will see them side by side, but the KSO EWBCL definitely yells "cargo plane". I'm super excited about it, just kind of sad that it'll replace everyone's KSO pretty much. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Not really sure what an interplanetary cockpit is. The other sounds a bit too sci-fi for my tastes. I'm not interested in interplanetary stuff to be honest with you. Folks have been using the Phase II stuff to make their interplanetary spacecraft just fine. Don't know why you'd need something that specifically said "Interplanetary" don't know what the difference would be. Not really, the KSO isn't a requirement. If you're stuck using large parts, either wait for the EWBCL or don't download this mod. Not a single person in this thread has given me one good reason why the KSO should have been 2.5m cargo bay rated, aside from "just because". Back at Phase 1 an argument could have been made that the Habitat module or the science lab didn't fit in the cargo bay, however that is not true anymore. Therefore as of Phase II there is no reason the KSO should be 2.5m And it matches stock sizes just fine. Unless you mean the 2.5 components, are all the components in the VAB 2.5m? Going to double check. And for the 2.5m components you have the EWBCL which is coming next. That's as far as I'm taking it. I don't have anything written up for the moon lander and rover, but they will be 1.8m fitted to the KSO (not the EWBCL). The EWBCL is really made to cover some of the community mods that are 2.5 meters in size and the rest of the default 2.5 meter components. After the EWBCL, all other phases of my project will continue to target the KSO. Making cockpits takes a long time. That's because of all the text and then you have to plan it in a way to all fit in a single 2048x2048 texture. But the biggest issue is whether Nazari can make something work or not plus we're limited as to how many resources we can do based on the terrible default memory management of KSP (a huge thank you to rbray and the Active Texture Management mod). In fact you will have to have ATM to even be able to continue with the latest phases of this project after the EWBCL. I appreciate the enthusiasm and compliments, but I shall utter the famous words "I don't do requests". -
[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
helldiver replied to sarbian's topic in KSP1 Mod Releases
Yes please. Love this mod as well as TextureReplacer (although I don't use TR's compression feature). Only reason I didn't use it this time around was because I thought it would bork my TR customizations. Going to give it a shot again now that I know the issue is fixed by reloading the scene. Especially useful when building a space station using KSOS Phase II. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
I was going to say, in the Real World the SRBs didn't just come back down and were honky-dory ready to be refilled with Black Powder and stuck to the side of the EFT and lit with a match again the next day. Yes I said Black Powder... It took months to get them ready again and they were pretty much rebuilt. I wouldn't really call them re-usable perse. The orbiter itself was completely rebuilt almost and inspected thoroughly. Blown off or damaged tiles replaced (each one being very expensive), shoot even the tires were replaced each launch (main tires every other launch?). and finally... you seem to continue to ignore so here it is in bold: None of those numbers mean anything. We made them up, Nazari just made up what ever numbers he saw on the stock config files he started with. I looked at them and said "looks good". They were made in a way so that it's affordable and balanced to any other game part. None of the game parts follow any realistic cost structure. They are all balanced to the metagame not to realistic costs. Are they even used currently outside career mode? None of the game parts use realistic numbers since the meta isn't about an economical space program simulation. In other words you're not playing "Realistic Space Program Account Manager". Managing grant money, public funds, balancing them, trying to get approval for budgets or any of that isn't part of it. Neither are contract negotiations, bidding, political interest or any of that. There are mods out there that kind of simulate some of that which is really cool, but they too use the stock numbers on most parts. You mean the KSO? Yeah that's about right for the KSO. Although the KSO is supposed to pay for itself after 10 launches. If you mean the real shuttles, not at all. Just go on YouTube and watch https://www.youtube.com/watch?v=Ww7dDSM3ZjA or any other video about Space shuttle preparation. It took months, years even. Once of the reasons the STS missions aren't consecutive was because some of them weren't even ready on time. The entire shuttle was practically rebuilt: RCS pods removed, inspected, numerous parts replaced.. the entire thing went through an inspection akin to a formula 1 race car. If anything was wrong, that part was replaced or repaired. See this Wikipedia article which goes through a lot of what went on: http://en.wikipedia.org/wiki/Criticism_of_the_Space_Shuttle_program -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
If you'd like RPM screens and MFDs on all your stock command pods, just install RPM as normal. If you mean changing the KSO's RPM screens, that's not possible without some modding experience. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
It does neither. They pre-plan their mission years ahead of time and calculate how much fuel they'll be using and all that. -CoL (the blue arrow tool) in the VAB is buggy. Sometimes replacing the fins with new ones clears it, sometimes it doesn't. Block 7 found in v2.08 has a whole new rear end (I grabbed the old one and trashed it), and the bug is still there. -If you're just grabbing the stock craft file or building your own with the default fuel amounts then you're going to have too much fuel if you do an empty orbit run. If your tank on the KSO has too much fuel, then it has a high risk of tumbling on re-entry, possibly breaking apart (it's happened to me when returning with 250+ fuel). -Flight characteristics and numbers are balanced to non-FAR, V-Tail. Any other configuration, including using FAR or trying to put a single tail on top NASA/Buran style, and I can't offer any help or advice. -If you were pitching up on re-entry and lost control, that is a fuel issue (too much fuel). It also depends on what altitude you did that at, anything above 15km and it's weight/torque related. The wings and v-tail don't really kick in until below 15km. -And finally, this isn't the real shuttle PS: If we modeled it after the real NASA Space Shuttles or Buran, none of you would be able to fly it or do anything with it except for a very rare few players that would have the patience and skill to learn it. We'd have 10 times more complaints about how it handles than we have already. A lot of folks on here think those spacecraft handled perfectly on the T in space. The reality is they handled like ****, and took years of training in a simulator to even begin to get a basic grasp. Even then, they never tried anything risky and only flew by hand the final few minutes of it. Launch and pretty much everything else, 90% of a flight, was done by computers MechJeb style because of those reasons. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
I've dabbled in aviation throughout my life. Was a UH-60 mechanic in the army. The guys at my unit including my CO wanted me to go to US Army flight school, but that would have meant a longer contract and Iraq '03 was on the horizon. So I just let my time come and went my way. Once out, I got my VFR and later IFR certification. At the time I was thinking of getting into commercial aviation but slowly lost interest. It was too much responsibility and it just wasn't my thing, you really have to love it to get into it fully. It was one of those things where I loved it on the computer but the real thing just didn't tickle my fiddle, follow me? -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Gorgeous video as always Westi! Can't want to see how you handle the Super 25! Phase III Update -Taking a break. Playing the game and catching up with other non-KSP related things -Phase III is being pushed back. Instead I will be doing Phase 2.5, and you can guess what it includes. -Three weeks minimum before you see the first screenshots. I don't like sharing screenshots of things in progress do to too many experts and aviation professionals on the forum. Once it has its first texture passes I'll share shots. will try and get everything lathed and mastered (exterior) by wednesday, I'll take some size comparison shots, but no promises. -I rebuilt many systems, hence instead of 80% complete it's about 65% complete now. -Our plan is to use the same Thrustmax 200s. During testing we'll see how well our testers can handle getting 2.5 cargo loads into orbits. The KSO EWBCL Fuselage has about as much fuel as a KSOAFM. So when you attach the rear end (uses the same one from the KSO) you'll have about as much fuel as a KSO+KSOAFM. -If they have issues getting payloads into orbit, then I'll have to build a new SSME which would push the project back longer. -Has its own IVA which is not shared with the KSO and vice-versa. The reason being the dorsal mounted KSOS docking port node. -Possible window from crew deck (below flightdeck) into cargo bay, possible, but not certain. -Large bay windows. -Design inspired by C-17. In fact it looks a lot like a cross between a C-17 and the KSO. (KSO was inspired by 737). -2x2 trucks might not make it. I have to see how it looks. Also, although Naz says it's possible, I've a feeling it won't be. So it may use a 2-0 configuration on its main gear like the KSO uses (main gear similar to a 737 instead of a 767 for reference). -Main wings may be compatible with B9 parts, we'll have to wait until it's finished. Odds are textures and style won't match. -Cargo Bay and Cockpit is welded as one, and will continue to be unless Nazari ends up with animation module limitations. In the VAB it'll appear as KSO EWBCL Fuselage. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
No friend not at all. KSO EWBCL (KSO Super 25) is just about 10% larger than the KSO you have now. Cargo bay is 25% longer or 5.1 Meters long (5.2 from Pad to Pad). Cargo bay is rated at 2.6 Meters (2.65 to outside). Plenty of space for 2.5 components. Cargo Bay cannot fit a Rockomax Jumbo tank inside it. Built in Standard Docking Port from KSOS Phase II on top. No need to take up space in cargo bay for docking port accessories, the Super 25 has a built in Moon Roof (MunRoof) Built in Standard Docking Port can be placed in the front. Front of nose opens to reveal node for KSOS Standard Docking port. 2 Kerbals Flight Deck 6 Kerbals Crew Deck All new IVA -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Yes you have my permission to use the Mission Patches on your mod Also, you can download the patch creation kit (it's in PSD format) which already has the right font and layers in it (BN Elements which is a free license font), and make your own varieties. The patch creation kit is on the alternate downloads page, the second page after the OP. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
I wish I could help you. But having seen several of your posts, I think it might not work out for you? Another option is to check your settings and adjust your sensitivity. I have the cheapest keyboard ever and you can even hear it in my videos. I believe your issue is: -You're not following the re-entry instructions as shown in my videos or in the manual included in the download. Burn at the mountain range in the desert until the target spot is aligned with the island NE of KSC. Must have 90 Liquid Fuel or less. -You have an aerospace mod that is changing values such as Ferram Aerospace or Deadly Re-Entry. -You have customized the shuttle in a way that it wasn't designed for? Alternatively the best solution I can offer is to put a bunch of parachutes all over it and just do a traditional re-entry. Several folks on here do it that way and you'll be fine if you absolutely must use the KSO If you're using Ferram Aerospace, I can't help you. I also don't accept feedback based on physics changing mods. I mean FAR and DRE are awesome mods and I already contacted Ferram regarding an alternate KSO Config download. But the KSO stock is not designed to be used with those mods. That doesn't mean it won't work with them, it just means I can't help you and neither of us is making adjustments based on them. Several folks on the FAR thread can help you with configuration files and the like. No idea but more than likely not. Please ask in the threads specific to the mod that you are trying to edit (Hyomoto or RPM). KSO uses it's own look up system as the RPM and Hyomoto assets are tied in with the various screens I customized, which are getting customized further as more phases come in. Any customization you do is on your own and you would have to drag and drop them into the KSO/RPM folders as well as do configuration file editing and file renaming. In other words, probably not. And if they do, I can guarantee that by Phase 3, all of that will be changed again since I will be redoing how the ADI and HUD displays and functions. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Upgrading to 2.08 won't break your game, if you just replaced your folders, not only will you update all files, but get the new parts. The old KSO Radome will still be in your KSO/Parts directory unless you delete it. The hinged nose cone is now the same as the old one, but opens up. I left it like that just to have some variety, but it's an easy change. Probably not for a long while though. Just released v2.08. No, not without remodeling and recasting. I never really have one. I don't discuss my design ideas fully or open them up to the community. The main reason being very rarely do folks understand the concept of a unifying theme or art direction. Ideas that I do implement suggested by KSO users in this thread and the old thread, were because they fell within the scope, role, purpose, art aesthetic, time budget and available plugins examples: Station Service Tug Various Docking Ports KSO Auxiliary Fuel Module Hinged Nosecone 6-Way Octagonal Hub 6-Way Square Hub KSO Rear End De-Coupler fairing for Top Mounted KSO stack. Alternate Cockpits Pack AR-KSO10 Autopilot System (MechJeb2 KSO specific part). Most folks making suggestions for some reason or another are in real world land. Nothing wrong with that, but there are already numerous mods out there that provide ISS parts, real NASA or Buran space shuttles, realistic spacecraft, and so on. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
2.08 on the Spaceport Adds these three items as well as several fixes and changes Difficulty attaching and using the various 6-way hubs? You need to rotate them! In fact, if you have problems with the docking ports or hubs, you have to rotate them to align them properly (default keys are WASD and QE in the VAB). Don't expect parts to auto align or symmetry. Particularly parts such as these. Gorgeous! -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Nope. Doesn't do that in any of our stuff. If you can't right click the part and turn it off, I don't know what to tell you If you used Phase II parts in your KSO, yes you will have to remove the parts (KSOAFM for example), or if you had a payload that uses Phases II parts (such as trusses, docking ports, couplings and so on). Too many parts had their masses and quantities adjusted in 2.07 for me to recall. 2.06 is no longer up. If you're going to update to the latest version (2.07), remove all prized Kerbals and recover them. Land and recover any KSO in flight (even though the KSO parts were not modified but just to be safe) and backup your save. You WILL experience the Lights Out bug if you upgrade to 2.07 on top of any version prior to 2.06 And for the record: We have tested persistence file condition extensively, they can get corrupted very easily. -Changing of Masses and Quantities in configuration files (*.cfg) will corrupt a Persistence File and cause unusual behavior (including texture bugs) if there is a space craft containing such a part in the save. -Changing of Plugins including updating to newer versions will corrupt a Persistence File and can cause Craft files to forget settings. -In regards to this Modification to KSP, if I report that an update will screw up your save, put it on good faith that it will, since both Nazari and I test changes thoroughly before uploading. -In regards to this modification, if you don't feel safe upgrading, ask here and I will do my best to clarify. Also, when I update the KSOS I will almost always put a note under the download as to how safe it is for save files. You can also check the changelog which will almost always have a warning in bold. The corruption doesn't happen all the time and can manifest in various ways. Keep in mind that updates won't always corrupt a save. For example, if we add a part, change the artwork (texture of 3D Geometry), or edit RPM files, all such updates and changes are safe. Any update that changes the mass or quantity of a part already in flight runs a high risk of corrupting your save. Some plugins don't affect saves at all and are pretty safe to upgrade. On the other hand the plugin that drives the KSO's engines will fudge the craft files if we upgrade it and don't go back in and reset all the engines (craft files forget engine settings). Do not confuse this "lights out" bug with a Craft file error bug, the two are different. The symptoms of the lights out bug: extremely low frame rates until game crashes to desktop, missing texture on planet kerbin, objects suddenly repeat to infinity, spacecraft becomes inaccessible. Wasn't aware there was a bug with it, so far mine has worked fine. Will verify to see if I can reproduce the bug. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Proof that a Kerbal can fit through the Small Docking Port included in KSOS Phase II. Even with the helmet, although a tight squeeze. More then likely they'd not have helmets on when moving between modules that are connected via a small docking port (like moving between the ISS and Soyuz, see youtube Videos). Without the helmet, a kerbal can easily float through. http://wsn.spaceflight.esa.int/data/thumbs/W51a75e2d76559.png -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
No EFT, and you're using the OMS, Pitch Trim must be at 14, Speed at 100. Block 7 files in 2.07 got their OMS screwed and I don't know what causes it but they are at 0. Hence when you staged and dumped the EFT, the OMS got activated and were at zero. Load up your craft file in the VAB (or the SPH if that's what you're using) and set the OMS engines to 14 pitch trim, speed 100. Save your craft files. Delete the Stock ones and replace the ones you just saved. That way those OMS engines are set to 14. Keep in mind that sometimes for what ever reason, KSP forgets that those engines are 14 (even though if you look in the craft files it says 14). Will talk to Nazari about it so he can get a hold of Dtobi and see if it's on our end. Alternate Cockpits Alternate names and the alternate cockpits are now incorporated as one. See the second post below the OP for instructions on extracting the textures only if you just want to replace your default texture and not have the other 3 cockpits in the VAB. Blank texture is included in the download. http://www./download/hmeyvb3xx83kbe6/Alternate_Cockpits_v207.zip -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
At Martin said, you can put the AR-KSO10 AP (found in the alternate downloads on the next post after the OP) anywhere. Cargo bay, on the wings, where ever you wish for MJ2. Doesn't have to be centerline or balanced or anything, it's simply a computer. Gorgeous idea! Hrm, definitely on the next satellite and parts update. I've discovered how many times I'm luggin up KSOAFMs and extra fuel. Never thought the SST would be blowing through mono so quickly.