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Everything posted by helldiver
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[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
At the last minute this morning as we were uploading I made changes to the cfg's as I fixed some minor issues and cleaned up the extra files we frantically included in the download. We've made everything compatible so that both Nazari and I have the same files and can update things more efficiently. This update will also add some Deadly Re-entry support, although that will be a work in progress. We also began rudimentary FAR support and laying out the framework. However that will be a work in progress for a while as we tweak the values. I do not expect any more craft file or craft losses after this point. My apologies for this change, as I did mention in the original thread, don't get too attached to the first KSO as we may make some changes early on. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
There are no OMS issues. I tested them thoroughly this morning (last night? I can't remember). You should not be using the OMS engines while still attached to the tank. Use the OMS engines only after separation from the EFT. Make sure their pitch trim is 14. If you have the tank, use the main engines instead. -When first trying the KSO, save often throughout your stages (default F5 to quicksave, and F9 to reload a save). I recommend using a test save game while you learn and practice with it. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Are you playing the game in a window? I experience bugs with RPM when I alt+tab or when I play in windowed mode (SLI NVidia 680's). In fact my whole game will turn blue and the MFD's will sometimes go hay-wire. Wondering if you a similar issue as I do when playing in a window. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
You're right, KSO-001 was done very fast. V002 In version 1.05 should be much better... I still need to sit down and slowly fix the setup. You don't need the airbrake, it looks cool... And a craft like the KSO would have one. I've used the airbrake numerous times however. Trust me when I say, you want it. The airbrake has saved me several times by allowing me to slow down my airspeed on a bad descent burn. Additionally it is a remnant left over from the early flight models that required it in order to achieve proper angle of attack on re-entry. The newer more efficient flight model doesn't need it unless you overshot your landing target. Have you tried the alternate low resolution textures? Has it helped? (a link to the download can be found in the OP right under the main download link). -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
What is a flag? Do you mean to put on planets and such? -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
The current reports is that it does support FAR but requires lowering the fuel in the EFT by about 50%. Although most folks claim it works just fine as it is. We may have a cfg file to allow for compatibility in the future. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Deleting any of those folders will break the KSO. The current version being uploaded cleaned up the download by removing some of the extra files in the Firespitter directory. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Thank you so much for the feedback! It seems that a single piece is just not possible without all sorts of flight characteristic problems. Hence it was split the way you see. I don't know why you're having issues with the EFT. Normally I attach the EFT after I finish building the KSO. I then attach the LRBs using angled symmetry. I'll look at it again just to make sure. I admit that I've only verified the download to make sure you can successfully launch and de-orbit. I have not built a new KSO. As for the installation folder, we're going to clean that up throughout the week to cut down the size. At the last minute we pretty much took everything we had in the project and put together the final download. This was because we encountered a major bug just a few hours before release. To play it safe, we simply zipped up everything, including newer versions of plugins exactly as you download them. I'll be cleaning up the download throughout the week. Again, thank you so much for your help, support, and feedback! -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
I will be making a low resolution texture pack available shortly. I'm too tired at the moment to do that. Please wait until later tomorrow. Both of us stayed up all night pretty much to get this out the door. The KSO is very easy to fly, simple enough I can do it and I have very little experience or knowledge flying spacecraft in KSP. You really need to follow the flight guide included at the bottom of the OP or the guide included with your download. It assumes you're using the default craft. Although the Sepratrons are placed slightly off (we ran out of time), simply remove them and place them in a more efficient manner so as to reduce the LRB's spin on separation (they should be moving the LRB's away from the KSO). Even as they are, I've had no problems with the LRB's separating. In order to have a successful launch you must follow the guides and numbers closely: 1) Launch at a 30-44 degree angle leaning back on the KSO's back (Cargobay facing the ground), but not greater than 45 degrees. Pay attention to the LRB's fuel supply, as soon as it's 0, hit spacebar to separate. Continue to ascend and hit M for map mode and watch your apoapsis. As soon as it is roughly 75km, cut power off. Create a circularization maneuver exactly at Apoapsis making sure both ends are above 70km. Burn to the target once your nearing apoapsis. The docking port is simply a mounting bracket. I'll be redoing the docking port in later phases to be more useful and not take up so much space. Keep in mind that it is a remnant from back when it was going to hold crew. The extra crew are now part of the cockpit since the opening of the Crew Deck area. Junior docking ports work best. -
This thread is now closed, as we cannot track two threads at once. Please continue the discussion at: http://forum.kerbalspaceprogram.com/threads/68429-Kerbin-Shuttle-Orbiter-System Thank you everyone for the tremendous enthusiasm and support! Moderator feel free to sage or lock thread.
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Make sure you installed the plugins included in this download. We're using the latest version of all those plugins.
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[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
We're trying to figure this bug out. Shouldn't have killed your Jebediah however, hrm... -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Are you installing things separately? You need to extract the GameData folder included in the download. Simply drag and drop that GameData folder into your KSP installation and overwrite your GameData folder. That should place all the required files into the proper folders. -
[0.90] Kerbin Shuttle Orbiter System v4.13
helldiver replied to helldiver's topic in KSP1 Mod Releases
Launching the KSO with a small satellite Landing the KSO KSO Patch creation Kit Because I've been asked a lot how I've made the patches, as well as permission to use the patches or make new ones, I'm including the KSO Patch creation kit so you can make your own! It is in PSD format and requires Photoshop CS5.1 or later or suitable program that can read and handle PSD files. Included is the BN Elements font used in the patches. Feel free to display them in your signatures and KSO related mission screenshots! Download: http://www./download/06hnltl5hiu2421/KSO_patch_creation_kit.zip KSO Alternate Christening Names with Cockpits. The default KSOS download contains the Resolute already. Download: http://www./download/6fazcwab5x47xo4/Alternate_Cockpits_v407.zip Installation: Option A: If you just want to replace your default name Resolute to something else or if you just want the blank texture to edit it yourself; Unpack the archive and navigate to the folder GameData/KSO/Parts/altnames inside you will find all three alternate textures. Pick the one that you want and rename it to kerbin_orbiter.tga making sure it's all lower case. Drag and drop this chosen texture into Kerbal Space Program/GameData/KSO/Parts replacing your default kerbin_orbiter.tga. Option B: If you want all four cockpits in the VAB, simply drag and drop the GameData folder (that you got after extracting the archive) into Kerbal Space Program/GameData/ overwriting any folder needed. In the VAB all four cockpits will appear (Resolute, Adamant, Tenacious, and Dauntless) KSO EWBCL Super 25 Alternate Christening Names with Cockpits. The default KSOS download contains the Ascension already. Download: http://www./download/hwdfjtekx91eiff/KSO_25_Alt_Textures.zip or if you would like to have all four cockpits visible: http://www./download/c01alla2e52lit6/altnames_super25.zip -alternate config file by bwheatley Installation: If you just want to replace your default name Ascension to something else or if you just want the blank texture to edit it yourself; Unpack the archive and navigate to the folder with name you want. Drag and drop the GameData folder contained in the chosen folder into your KSP installation folder (replacing all folders and the KSO_25.tga as needed). Alternatively you can download the second file which allows you to have all four fuselage names in the VAB. Extract the archive altnames_super25.zip and drag and drop the GameData folder into your KSP installation folder. AR-KSO10 Autopilot System, for 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. KSOS Mod Kit, for Advanced Modders Only. Notes: -The Mod kit is provided as-is. Please do not PM me regarding how to make mods, mod support, help making a mod, or for additional assets. The kit provided is more than enough for a seasoned KSP modder that already has parts made to be able to scale their parts to fit the KSO, or to create new parts that fit both KSO cargo bays. -I'm just a graphic artist, I don't do any plugins or anything technical. That means that although your part may fit and be designed to function in the KSO cargo bays, there is no guarantee that they will function properly with a KSO in game. Nazari and I cannot provide technical support for your mod, neither can we change the mod to cater to various 3rd part mods made for it (that includes changing the CoM, weights, torques, etcetera). Download: http://www./download/7qgybqqqnr97646/KSOS_Mod_Kit.zip Files Included: Included are various versions of the kit, in 3ds, Blend, DAE, and OBJ. Use which ever works best for you. License -Textures: You are free to use the textures included in the kit in your project, redistribute, modify, etcetera. -3D Meshes: Use the meshes as a guide when creating your own parts. -Otherwise any part you make using this kit, you are free to distribute, modify, release, etcetera. -
Get the most recent update here: http://forum.kerbalspaceprogram.com/threads/68429-0-90-Kerbin-Shuttle-Orbiter-System-v4-13?p=1943619&viewfull=1#post1943619 This mod, contains the work of: Dtobi, Space Shuttle Engines Gimbal Plugin Mihara, Raster Prop Monitor Snjo, Firespitter Plugin Hyomoto, Customized Raster Prop Monitor screens Sarbian, SmokeScreen Extended FX Plugin Special thank you for their support, permission to use their plugins and making this thing possible. Changelog 4.13 -Fixed an issue where previous version didn't get updated. -Changed Space Shuttle Gimbal plugin folder name (Klockheed_Martian_Gimbal) to standardize it with the current version floating around. 4.12 -Fixed KMW Sedan to fix a missing texture reference. -Fixed KMW Rover wheel to fix a missing attachment direction. -Fixed Hydrolab ID bug. -Fixed KSO EWBCL Navball text showing up. -4.10-4.12 restores several files to their original Firespitter module usage. Skipped animations should now be fixed. 4.11 -Updated Klockheed Martian Space Shuttle Engine Gimbal plugins to the January 11th version. -Updated craft files (EWBCL Block 4 and KSO Block 9) to make sure X trim is 14. Double check that the trim is 14 before launch. 4.10 -Updates plugins to the latest compatible ones where available. -Updated Firespitter to the February compatibility fix. -Updated JSI RasterProMonitor to the latest compatibility compile. -Updated SmokeScreen to the latest version. -Updated Module Manager to 2.5.9 4.09 Hot Fix -Fixed: replaced FSanimateGeneric firespitter animation modules with stock ModuleAnimateGeneric. -Fixed: Hotfix for rover wheel CFG that corrects arrow orientation and animation direction. -Fixed: Hydrolab experimentId correction. -Updated RPM (JSI) to 0.18.3 (for KSP 0.25). -Updated Smokescreen to 2.5.0.0. -Updated ModuleManager to 2.5.1. -Updated: Klockheed Martian latest plugins. -Updated: Firespitter latest plugin. 4.09 -Fixed: NRE Errors caused by the Fire Truck and the Patrol Sedan have been fixed. This error caused the lights out bug as well as terrible frame rates do to CPU/Memory usage. -Fixed: Siren animations have been restored to both the Patrol Sedan and the Fire Truck. -Fixed: All new craft files will be included. -Fixed: Rover Wheels have a temporary fix that should prevent them from inverting when attaching a rover to a larger sub-assembly. Please report any bugs you may have. -Disabled: Water Gun on Fire Truck has been disabled until further notice do to bug. Known Bugs -You may have issues with craft files when installing individual Packs. If you have a missing part, install the Complete Pack above, and please report the missing part in this thread. -KSO 25 may have RCS Yaw control issues while in Zero-G. This is an ongoing balancing process like all previous phases. Turn off Rudder RCS (should be in action group default Key 7) for improved Yaw control in space. -KSO 25 Moon Door docking coupler may be flipped in the RPM Docking CAM. -EVA option may be unavailable on a module when first docking it. You will have to quicksave and either reload the save or exit the scene, and then return to the space craft using the Space Center. -Observation Module Laptop buttons 1,2,3 (Numpad) will sometimes not work. EVA in and out of the Observation Module, or EVA into another module should clear the bug. -Laptop screens may show an "Error Bad Redirect" notice when first loading. Hitting the Menu key should return you to the RPM main screen. If you are unable to access pages or the laptop becomes stuck, Quicksave. Exit the scene (goto the Space Center) and reload the spacecraft with the laptop, this should clear it. -Some Linux and Mac users may experience a bug where their ADI and HUD are dark and almost not visible. We have not found a solution to this bug but are working on it. You can turn off the HUD by looking at the pit panel shroud and clicking on the PWR button. -Due to how fuel flows in KSP, when constructing a new Standard KSO you must start with the Cockpit, when building a Super 25 you must start with the EFT first. This is not a bug, but intended. -Station Service Tug will not fly straight or translate properly with its RCS Arms extended. This is working as intended. If you want to maneuver the tug around, you must retract its arms. It will only maneuver properly with its arms extended if it has a weight,.. duh... -The KSO Deadly Re-entry, or Ferram Aerospace. Compatibility with these mods was never intended. Users have reported that the KSO works alright with them but you may experience over-powered flight controls, parts breaking off during re-entry, or heavy-non responsive flight characteristics. Configurations are an ongoing process. Version 2.04 provides improved MechJeb and FAR support but it is still rudimentary. Please post on those mods threads for instructions on how to use those mods with the KSO.
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Hrm, I should probably cancel this download...
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Answering some final concerns and then it's back to crunch time. Could be doable in the future. Default download includes one name, we'll have a thread where we'll post alternate named shuttles. I'm not cluttering up people's VAB menu. Just one command pod with a texture swap: Adamant, Tenacious, Resolute, and Dauntless. No. We're done with Phase 1. We're finalizing permissions, descriptions, and configs. Doing that would require messing with plugins and more permissions, lets leave that for Phase 2. My understanding is Firespitter gives the ability to do this. Again, Phase 2. Phase 1 is mastered so no more features being added in. Glad you brought this up. I was talking to Nazari about it the other day and I'm on the fence about it. The KSO support program (Phase 2) will give you a Lab, the beginning of satellite parts that fit the bay, a better docking module and so on. You can simply put a crew module in the cargo bay. I'm not sure I want to create parts that alter the KSO proper, its silhouette, or its primary role. Definitely something I'll think about in future Phases of the project (Phases 4 and higher). Not right now though. I completely understand. I feel the same way as well. But I didn't want to just release a "mod" but essentially an expansion. Believe it or not the KSO will add quite a lot of gameplay to KSP, more than Nazari and I expected. The reason for the final fine tuning (getting the CFGs right, the Kerbal portrait cams square, texture inspections, smooth construction in the VAB) is because I want to release a professional grade result. Believe me when I say Nazari has put up with a lot of my obsessive nature. I think we're at a point now where we're both happy with what we have, and the community will appreciate. In the end you will be getting a solid mod that hopefully doesn't feel like a mod but a polished expansion or DLC to KSP. At the same time my hope is that it will be a vehicle to showcase other awesome mods out there such as Raster Prop Monitor, Dtobi's awesome shuttle engine mods, Firespitter and so on. Currently one permission still hasn't cleared; the engine flame and smoke contrail effects you see in some of the screenshots. Nazari is still trying to contact the author. Photoshop, and gratuitous use of the Stroke layer effect.
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Semi final update: -KSO Phase 1 is now mastered. -All art for Phase I and all technical items are complete. -As a heads up, there will be changes after release (possible config changes, and possible art/texture swapping). That means you may have to delete your craft files or may be incompatibilities. We don't think there will be, but just a heads up before you get too attached. -Release will include high resolution textures. A low resolution alternate download will be available soon after. -Although the shuttle is easy to fly and pretty "new KSP user" friendly, it still requires some practice and skill. Nazari and I will compile a tutorial which will make available with the download and/or the thread in the add-on release forums once we release this thing. Still to do: -I'm doing the descriptions now (Superbowl tied me up most of the day). -Plugin permissions and release authorizations. [Edit] Just had a perfect IVA Landing. HUD worked perfectly. Although right before touchdown I switched to the external view since I wasn't certain if the gear extended and I got scared... By the way, no twitch or shaky cam, or anything. Smooth ride into final with a lovely flare. It's all in the launch. If your launch is good and efficient you'll have a perfect descent. I even came back with some fuel to spare. We're leaving it like that to compensate for missions, circularizations, and some margin of error. This thing is dialed!
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It wouldn't. It would be a disaster. It's balanced the way you see it. Trust me, if I can fly it, you can fly it. Also, it's my understanding it will support MechJeb. Trust me when I say it's Helldiver proof. Now repeat after me: I will make sure Pitch Trim is set to 14 for each main engine before launch. If 1 was impossible, and 10 was "I win button", the shuttle right now is about a 7. I specifically instructed Nazari to put the difficulty at about a 7 (if you're using B9 and other mods to make a shuttle, your difficulty is about a 5 sometimes 4 depending on experience). Sometimes the KSO can be a 6 on reentry depending on how you do your burn. Gliding is a solid 7 while landing is an 8. This assumes you burn to the specific spot from orbit before hand. Now you might say "7 is too easy". Trust me, even at a 7 there are still mishaps, running out of fuel, weight problems if you load things wrong in the cargo bay and so on. As I said at the beginning of this project; I want to have fun with this thing, not fight it and get frustrated and then uninstall. The difficulty curve is what Nazari is actually working on right now and we're both testing it. I give him feedback on several things: How difficult it is to put it together as seen in the screenshots, and how difficult it is to launch, circularize, deorbit, land at KSC.
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Just make sure engine pitch trim is 14.
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Just one edition. Not sure what you mean here. No technical stuff is is being done. Shaders are working fantastic. What I meant by a lighter shade, is so that it doesn't fight the baked ambient occlusion causing banding.
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I know a lot of you guys want this out now. We're still fixing some last minute bugs that came up mostly having to do with the LRB separation behavior, as well as bugs with the elevon attachments. Most of this has been squashed. As long as the lower deck slides in without any issues (if it gives us issues, Nazari will just remove it in one simple step) we should have this in the bag very shortly. Nasa style interior http://i.imgur.com/eNc9Zr3.jpg http://i.imgur.com/aRGfH9V.jpg The reason why I did a lighter color is so that it doesn't fight the shadowing, is a lot more compatible with a laboratory environment, and doesn't look so much like an airliner interior. The Velcro strips also breaks up the bare panels and in general makes the interior look a lot more spacecraft-like instead of a Ford Explorer. In case you're wondering if this adds any more time to the project, that's a no. It's a simple texture swap. The crew deck is also going to add just a few days. The crew deck will not have a lab as that is going to be put in phase 2 of the project. The reason I decided not to declare the crew deck a lab, was because then your cockpit (a command pod) will have too many modules and labels. Therefor the crew deck is just going to be art. Although it will expand the crew size to 6.
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It's all good ClimberFX The KSO proper is done done now. As in in-game flying. Right now we're tweaking CFG's and getting our weights right in different configurations. Had to model a de-coupler which will be included in the project. Going to be doing descriptions over the weekend (starting now soon as I get the latest build with the recent changes). -A lot of the changes going on right now are what they call "ease of use" (or Quality of Life). It means making it easier for an average player to put one together, and or be able to use parts on another project, and be able to fly it. So that meant going back and fixing some of the Collision geometry so that the pieces respect my artistic wishes, while at the same time making it so that those parts can be used in other non-KSO projects. An example of that is the rudder. You can put the rudder now where ever you want, and do symmetry in the SVH. Even though the KSO is designed to be built in the VAB (the default craft file will be in the VAB, but there will also be on in the SVH).
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Ok, I forgot that the test payload that's aboard, has fuel. However, the connection does not have fuel pass-through capability. I should have plenty of monoprop as well. Didn't think of that either. I've seen Scott Manley and videos of folks transferring fuel between stuff. Hrm. Yes the lifter portion is part of the shuttle now. It's balanced assuming you'll be using the KSO LRBs. And yes you can use the EFT and LRBs in other projects. The EFT even has an engine mounting point in the bottom for other projects.
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Sounds good. There are several parts pack like you mentioned. B9 is pretty good as well as others. This mod probably isn't for you (and I'm not making the KSO proper into a parts pack). Although I do plan on releasing parts compatible with it and generic parts. Going to end that discussion there since we've already gone over it and I've discussed it before. And there is nothing stopping you from just using the various pieces of it and attach it to your favorite parts pack or even the stock pieces. I'll be updating the OP to reflect that since I'd discussed it early in the project and didn't think the thread would get this far. My apologies for not clarifying that in the OP. The KSO is in pieces but it's designed to snap together as one.