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helldiver

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Everything posted by helldiver

  1. Uh... Check the OP, I posted videos on page two and the download even includes a quick start guide. Read the craft files as they show you all the various action group assignments. In the VAB make sure the OMS engines have their Pitch Trim set to 14 and Speed is 100. The rest is in the guide or you can watch the launch and descent video guides on the second post right after the OP.
  2. None I think it's internal or programmed (the emissive is grey). Goo Lights are going to get an open license once I get around to separating them from the docking module texture. They will become an alternate download.
  3. We didn't change anything in RPM. You're getting the same folder since 2.04 pretty much. The Laptop changes was in the collider models and on laptops only which use their own configs. Odds are you may be suffering from lights out. Which is strange since 2.07 didn't change any values like 2.05 to 2.06 did. Run a test. Build a dummy space station in the SPH and put it on the runway. Attach a KSO cockpit, SST and all the other modules to it fill it with kerbals and test it. If it works, then it means your persistence file got fudged and active spacecraft using KSOS are fudged.
  4. -Loved the idea originally and the KSO's robotic arm was supposed to work like this. And then my dreams were dashed when Nazari informed me that without a Plugin, you can't animate decouplers. In other words, although the 3D visual model will rotate outwards, your payload will still be coupled in the same spot you put it in the VAB. -You will need the Robotics plugin to do that sort of thing. I've entertained the idea of putting together a KSO specific robotic arm, "Kanadarm", but it would require clearance from that mod's team. Like the AR-KSO10 AP system, you'd have to have that mod installed for it to function. The other issue is VAB bloat. The only reason you'd want a smaller lab than the KerbaLab is if you wanted a Standard Docking port in there. The KerbaLab plus KSOAFM should fit perfectly in the cargo hold and I believe you can slap a stock docking port on top of the KerbaLab (KSOS Docking ports require nodes I believe). No they don't do that. The Cameras in the laptops or MFDs are linked to cameras built into the various KSOS components (KSO or the SST). If you download JSI RPM it comes with an actual Camera part that you can place all over your spacecraft. The Laptops and the MFDs should pick those up. No, you're not using the SST correctly. It requires practice and a bit of learning to use it well. -You should only extend the arms if you'll be maneuvering a heavy weight (greater than 1.5tons. The Trusses included in KSOS Phase II are really light (as they should be) and do not provide enough mass to balance out the SST with its arms extended. If maneuvering these light pieces, retract the arms instead. -Do to RCS on same part buggy behavior by KSP, you shouldn't rely completely on RCS. Practice shutting it on and off and uses SAS to pitch, roll, and yaw the SST until you're aligned with the target. Activate RCS for final translation adjustments and to push yourself in. Every config file is built and tested by Nazari and later scrutinized by me. We know about the less torque on the tug. I believe Naz left it that way so that the tug was smoother and not so jerky. But I agree, we can look into bumping up its torque. The stock game SAS Torque wheels are like super extreme (3 times the power of anything you'd find in the KSOS parts). Personally, I kind of like the challenge of maneuvering parts into place. I mean half of us are already using automated systems to do rendezvous maneuvers so if we completely zero out the SST we've got very little "game" left. Follow me? The current SST provides a little bit of challenge and takes some skill to learn it and but not so much that it's impossible to use. I think its difficulty is about a 6 which isn't so bad (compared to the KSO's 7, a 10 being Lego-Land easy). Cost is a fake number that isn't used. In other words ignore it. And by ridiculous cost you mean, "Ridiculous cost in the Real World with government contractor beaurocracies and political interest lobbying?" then yes.. that doesn't apply to Fantasy Kerbal Land at all. Think about it... do you honestly think a realistic space program would allow that many accidents, ignore safety standards, insurance, and everything else that's involved? If that were true the entire KSP would balloon up to be more expensive than their entire military budget. When the Cost number is finally relevant, and if you've kept track of the descriptions of each KSO part (I don't expect you to since you said you don't use it?), the KSO Consortium (Murika SuperStellar, Orbitz Aerospace, Kerbal Materials Corp., and so on) made the KSO and its parts to be competitive with any other system. Think of them as a private venture similar to Scaled Composites. Their analogs being: Murika Superstellar: Boeing Orbitz Aerospace: BAE Aerospace Kerbal Materials Corp: Scaled Composites or Textron VEG Design Group: General Dynamics or Lockheed Martin For its weight, size, cargo capacity the whole purpose of the KSO consortium was to design a lifter that was cheaper but that at the same time allowed for an orbiter that could safely land at any prepared runway, used civilian navigational systems (hence the various nav radios on the side panels), and pretty much handled like a true aircraft once in the proper atmospheric pressure. The KSO does not handle like a NASA Shuttle or Buran orbiter at all. It handles like a glider and flies and lands similar to a 737 as opposed to a falling rock. Westi29 rated its stall speed at about 75 mph, landing speeds are about 90 to 100mph with 120mph being more common. Then we have the issue of program costs versus real world stuff. Obviously the startup cost for any Kerbin nation or Corporation (the KSO was designed to be a commercial vehicle, not just a publicly funded vehicle) will be a lot more expensive than a similar disposable conventional rocket program (1.2 Billion US compared to 100-250 Million for traditional capsule return system). That means that for 1.2 Billion (plus options) any Kerbin nation, Corporation, or shoot... very rich individual could own their very own KSO with lifter (support systems, maintenance program sold separately). Those are my figures for Kerbal land, not real world figures. And then we have construction and reusability. The KSO uses kerbon-graphite monocoque construction on top of titanite or alium frames. Its wings use kyrofoam cores with polykerbon honeycomb sheeting (similar to an F-16's control surfaces). Hence they are super light, but very strong. Its heat shield uses an advanced aerogel that requires very little maintenance if any (replacement of some of the tiles begins at around the third launch). Again keep in mind size of Kerbin, atmospheric density, and the size of the KSO. Also, the rest of the KSO's internal components are off the shelf, significantly reducing its cost further. Need to replace its tires? Any aviation grade radials of the same size will do. Need to replace an actuator? Same thing. Servos? Same thing. It's multi-function displays break? Order a new one from a variety of companies (Anatid Robotics, RPM Industries, etcetera). The lifter itself is currently disposable, but I'm sure various programs or companies have their own lifter version that may be reusable. Keep in mind that the KSO can be purchased standalone (800 million for a Block 7) and you can provide your own lift vehicle. I haven't worked out what the launch cost is compared to the real world. I've figured given the entire program, you'd be looking at 100million for your first launches and slowly that price would reduce down to about 40-50 million per launch. Anyhow, just some fluff! Yes, that KSO you're flying costs about 800 million US.. Think about that next time you roll it around on the ground....
  5. I suppose we're at a point where I may include an alternate parts pack that includes the four other cockpit segments. As long as you folks are ok with the parts bloat in the VAB since you'll have five cockpits show up in the VAB? Going to edit the Alternate Names pack to include cockpits. Folks that just want the texture, can simply drag and drop the texture they want to replace their stock texture. Everyone else that wants all five cockpits in the VAB can just install as normal. Do you guys want a blank cockpit in the VAB as well?
  6. Gorgeous video. Tip: Once you're in the magnetic affect of a docking port, immediately shut off RCS and SAS. If you lined up perfectly like you did in your video, you can turn off SAS and just let your spacecraft move into the docking port with inertia. Nazari and I discovered that if the two spacecraft docking have different Torque strengths, it will bounce all over the place and can sometimes cause the final pieces to not be aligned properly (such as a Phase II module). You just have to practice hitting R and T just at the right moment I align myself uses SAS only, until both vehicles are perfectly relative to each other on all three planes (x,y,z). I'll then turn on RCS and zero out any movement. Once I'm perfectly aligned with the target docking port, I then do a gentle RCS thrust towards it making any final adjustments. Finally I shut RCS and SAS off and just let the craft coast the final 10 or so meters.
  7. Here are the reasons why I didn't do that although I was planning it: -I was going to split them a while back. But then I got word from Nazari that having it split into three or more parts would have thrown off a lot of the data values he has set (same for the LRBs). So for now they are one part. It was also done in an effort to reduce the parts counts most folks are experiencing. -It would have significantly complicated things, particularly the launch and balancing. I think part of the simplicity and ease of use of the KSO compared to other shuttles is the solid EFT and LRBs which solved the whole fuel tank location problem. -There are numerous fuel tank mods out there as it is. The KSO is fully compatible with the stock jumbo Rockomax stock tank as well as KW Rocketry series of parts. If you recall way back when, the KSO wasn't even going to have a lifter but was going to rely on KW Rocketry parts. Adding another set of general use tanks to the pile, I kind of felt was just, I dunno. So instead I made these specific to the KSO. -With the use of the KSO Top Mounted, I decided that eventually I'll include an alternate Noseless EFT (cut at the top grey ring just above the fuel radiator) since the EFT has a mounting point on the bottom. This EFT will be specifically targeted at Top Mounted users. BTW, LOVE the Procedural Fairings mod and it's among the three mods I always install!
  8. Use {imgur]XrjT0[/imgur} (replace the {} with []) For KSO plus MechJeb2 users Requirements: You must have MechJeb2 latest version installed. Download: http://www./download/fm4yvd055555ym2/KSO_MechJeb2.zip Installation: Unpack archive. Drag and drop the Parts folder contained in the archive into your Kerbal Space Program/GameData/MechJeb2 folder. -Support for MechJeb2 is a work in progress. A default KSO Block 7 will require a bit of experience and skill to work well with MechJeb. You may need to customize your KSO to take full advantage of MechJeb features. I've tested the KSO plus MechJeb thoroughly and it powers all my missions building the KSS (using Phase II parts). It has not given me any issues and I really didn't add or change anything to a stock KSO Block 7 craft file (aside from my payload). Make sure RCS is off when using MechJeb and the KSO as well as have both the KSO Avionics and the KSO Hinged Radome as they both provide additional needed torque that helps MechJeb torque properly. -Make sure that the OMS engines are set to Pitch Trim 14 and Speed 100, otherwise MechJeb will not be able to properly control your KSO in vacuum. -You can place this part anywhere, it does not have to be radially mounted and functions the same as a stock MechJeb2 AR202. License Permission is granted to the MechJeb team, to use, modify, re-upload, redistribute, as well as include this asset in their mod package.
  9. Gorgeous shots! And love the use of the various parts Anyway you can PM me which mods as well as which setup specifically (since it seems that mod is a bit complicated) so I can make some of my crew female? I kind of want to break things up a bit once the station is operational. Responded, and thanks, I'll try that setup on my next flight
  10. You guys are way more ahead than I am. It takes me hours to get a module in place. Here's my humble album: Regarding additional modules and station parts. -Guys just have to be a little patient. I'll make more modules and parts in future phases, I think this is a good start. -Phase III will mostly be focused on the KSO EWBCL, moon lander, and rover. -Additional station parts may be something for Phase IV since it would be things not needing an IVA. Phase III details -KSO EWBCL, a 2.5 meter rated KSO. -Moon lander will really only be about three parts; capsule, fuel tank, and end frame. -Moon lander will include a new engine; the Orbitz 64 -Struts in game are perfectly fine as it is. I don't see the need to make struts for it. -The rover is a kit that will allow you to construct it how ever you want. Will include a wheel, a frame, and a motor.
  11. Notice! The KSO Block 7 Craft files contained in 2.07 may have "forgotten" the Pitch Trim to 14, speed to 100 for the OMS engines. It seems that changing plugins or something seems to affect craft files and for what ever reason, Shuttle Engine mod will sometimes forget settings. Before launch make sure your OMS engines are both at Pitch Trim 14 and Speed 100.
  12. -What's the difference between the Habitat in Phase II and a Logistics Module? I'm assuming you mean the MPLM or PMM on the ISS, which really is just another Hab but with more boxes and cargo bags. Unless you want a module that has a blank name on the side of it? Didn't know that was a function in KSP. I asked Nazari and he said that's part of a different mod that isn't stock. Part of the problem with a greenhouse is to get a reasonable affect you'd have to be able to look inside. That's a no (regardless if there are plugins that let you do that). As such I made the GreenLab which works fine as a greenhouse since it's 50/50. An actual sci-fi type greenhouse or one you'd see down here on earth is probably something way down the line (as in phase 7+). Octagonal Truss Hub is already made. It's coming in Phase III with the KSO EWBCL 2.5 I agree a square hub would be good if only to match the stuff you have already. No artwork is harder or easier. In fact, the more complicated the model the easier it is actually since it generates more shadows and makes textures a lot more interesting. The Simpler models require more hand-drawn work since you have to be creative in bringing detail to a simple model. The MechJeb part for MechJeb2+KSO users awaiting permission. It is just the artwork and config file. You will have to have MechJeb2 already installed.
  13. If only we could do that. There's no plugin that allows that, and we'd have to add another plugin to the download. I mean we could just make a Kerbal habitable part and make it look like a hatch, but that would be cheesy. Get Crew Manifest Mod. It allows you to easily transfer crew between parts of a spacecraft without having to EVA
  14. Will pass along the suggestion to Nazari, thanks!
  15. Lovely shots and station man! Mine's coming along pretty nicely, just been so busy testing new values and such that haven't had a chance to get it further than the Habs. I'm really loving the alternate uses for the KSO you guys are coming up with. Even if it isn't your prime mover In fact I don't refuel my station with the KSO and instead made a stock fuel spacecraft which I take up with the Kerbal X. Dock with the KSS (Kerbin Space Station), and then destroy it on re-entry (it's unmanned).
  16. Well I can't really help much on custom installations plus MechJeb. It has its own thread. As you can see we'd be here until the cows come home discussing setups and such with each persons KSP plus Mod setup and all the different variables and bugs that affect the KSO. I don't have anything custom besides KSO 2.06 plus MechJeb2. Maybe I'm not understanding what you're asking. But MJ gets me to within 45m every time using the Rendezvous AP. That's all I need. Might not be 0.0m/s (usually leaves me at 1-2.0 m/s. Also, I don't turn on RCS at all. Make sure the KSO RCS is off throughout the whole thing. I don't have RCS or SAS on when MJ does the Rendezvous AP. 2.07 will include fixes to the Hab and all modules that should fix the issue of maneuvering it with the SST. As well as numerous other updates. Regarding KSO translation -The KSO RCS translation has been working perfectly for me since version 1.09 (since January). You guys get the exact same one Nazari and I are using. Neither of us is touching the KSO short of compatibility with KSP v0.24.
  17. 1- On your first issue, I can't reproduce it. My KSO works perfectly fine with MechJeb2's Rendezvous Autopilot. I just leave it alone and let it do its thing. It even gets me as close at 45m. My Setup: --Turn OFF all reaction wheels on your payload. --Use the KSO Avionics plus the KSO Hinged Radome. They both have torque on them and improve the KSO's overall torque. This will help MJ. --You must do the staging manually as well as engine switching (although advanced users are using certain mods that allow them to program engine shutdown/start procedures. --Before hitting MJ Rendezvous Autopilot, make sure SSMEs are shut down, OMS are turned on and their Pitch Trim is 14, Speed 100. --There's at least two or more KSO users who can give you more help in the thread: http://forum.kerbalspaceprogram.com/threads/12384-PART-0-23-Anatid-Robotics-MuMech-MechJeb-Autopilot-v2-1-1/page562 I've also been posting there. If you're doing the above already, then odds are you're not being patient and letting it do its thing? 2- I know the issue. Have you tried putting up an Observation Module and did you have a similar problem of it spinning in place? Normally I translate ventrally (downward) with the KSO just enough so the part floats above the vertical fins. I then come in with the SST and scoop it up. --The Habitat gave me the same problem you are having in regards to getting it maneuvered into place with the SST. Going to be looking into it tonight.
  18. My apologies for not getting back to you. Gotten swamped with bugs and issues. You have my permission to use the RPM JSI specific assets found in: Kerbal Space Program/GameData/KSO/RPM/Hyomoto Kerbal Space Program/GameData/KSO/RPM/KSO_ADI Kerbal Space Program/GameData/KSO/RPM/KSO_HUD_LEFT Kerbal Space Program/GameData/KSO/RPM/KSO_HUD_RIGHT Kerbal Space Program/GameData/KSO/RPM/KSO_PFD Kerbal Space Program/GameData/KSO/RPM/KSO_SSTMFD All other assets in the other folders are covered by the same license as the KSO. However, making alternate screens should be very easy and feel free to use the ones in there as a guide in making your own
  19. -Jump into the first seat in the OM. -Turn your view around to the Right until you see the handi-cam up in the corner (top right). -Double click that camera until you get a view of the OM cabin from the right, it should be pointing at seat 2 of the OM. -Turn your view to see the panel on your Left. You should see a button that reads "LGT". Click it
  20. Yup I discovered tonight (I let MechJeb2 do everything) that it has issues staging the LRBs in 2.06. In 2.04 it was good, but since engine efficiency values got tweaked something got fudged and now I get 0.47 Oxidizer remaining. I have to manually stage them. Going to do more tests and have Nazari tweak it so they zero out properly. Are you guys using the Rendezvous Autopilot or the Rendezvous Planner? If the former, can you do a quick 5 step how to use the Rendezvous Planner? Do I set my new orbit height and then just click each step one by one and let it complete it?
  21. We did quite a lot of testing to fix that. In the end it seems it's a visual bug. I even went as far as putting markers on the EFT to see if the LRBs was causing it by being off center, but both were dead on. Nazari re-exported the wings and such and we still had the same issue. End the end we chalked it up to the display being bugged. Nazari could probably give more details. Bugs -Had a terrible time moving the Habitat into place tonight. We'll be looking into what is causing it. I had no trouble moving other parts into place that had Reaction wheels. -Laptop in the Observation module still not working on the numbers 1, 2, 3, 4. Works on the ground but the one I have in space seems to be bugged or something
  22. I have the same issue, we're looking into it for 2.07. Update They're fixed for 2.07, shouldn't cause issues if you have them up in space already. We're having a visual issue in the VAB (their thumbnail appears really small). Also noticed that since we upgraded the efficiency of the LRBs, we didn't adjust its ratios, so MechJeb2 has issues staging the LRBs. Manually stage them for now, this should be fixed in 2.07
  23. My station is at 91km. I think my first time I was at 74km and it still did a 189 orbit... Think I'm going to manually fly to 80km, set my engines up (OMS only) and then let MechJeb2 do the rest. I'm trying to avoid having to take up the KSOAFM when ever I can. I have my own MechJeb2 KSO model (it's the KSO Avionics) I put up on the nose. Will PM the authors to see if it's ok to have that as an alternate download in the KSO thread for those that wish the part on their KSO that uses MechJeb2. Are you able to stage properly with v2.06 plus MechJeb2 doing all the work?
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