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qnistNAMEERF

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Everything posted by qnistNAMEERF

  1. That moment when you go to observe some mystery goo... and it's a monoprop container (or the other way around). ... wha?
  2. Check out the original post. There's seperate packs and the windows installer is now live.
  3. I'm pretty sure if you run ATM it'll handle all that for you (so long as you use their CFG and not the one bundled in KSOS).
  4. The license on the OP says you may share (redistribute) so long as you don't modify the original. However, I believe helldiver would ask that you keep it to PM's when anybody wants to share stuff. EDIT: by the way, I believe the last KSOS version released for 0.23.5 was v309hf.
  5. If you just want the tug and nothing else from phase 2, that's pretty easy to pick yourself. \GameData\KSO\Parts\sstugmodulekso.cfg \GameData\KSO\Parts\sstugmodulekso.mu \GameData\KSO\Parts\kerbin_space_station.tga \GameData\KSO\Parts\kerbin_space_station_emis.tga \GameData\KSO\Parts\kerbin_space_station_norm_NRM.tga
  6. Currently the installer is split up by phases, goo lights, alt textures for phases 1 thru 3 (including the unnamed shuttles for making your own fleet), atm cfg file, and the mechjeb part. However, there is a bit of overlap between the first three stages for convenience. For instance, the shuttles will both include the round docking ports from phase 2, the S25 includes the oms engines from phase 1, the KSO includes the aux fuel tank and stack shroud from phase 2, etc. Just what makes sense. Now, personally, I don't think the alt cockpit parts for both shuttles are necessary and instead set it up to be a texture switch patch, so you get the benefit of all the cockpits but just one part. Less part catalog clutter and you don't have to rebuild your whole fleet craft files. Since a few people seem to be running out of ram I'm also wondering aloud whether alt textures for phase 4 should be optional too. But this is all subject to change until it's finalized and the more input from what everyone wants gives us a better idea of how to finalize it. Here's a of one of the first iterations of the installer. The options list has since been changed to match the OP and has been reorganized. The graphics are different too. The installer will also include an uninstaller for easy upgrading (but is not necessary to use if you don't want it and can be deleted), but does not modify the registry and does not create an entry in the Add Remove Programs list of windows. Also note, the installer will require to be run as admin if (and only if) you are installing to a location that requires it (such as C:\Program Files).
  7. Here's a craft file of the rover from KSOS with a stock lander. You will need at least pack 4 from the KSOS mod to load it. Launch from VAB, do nothing but zoom in to the rover and try driving. This one consistently reverses the left side wheels while the right side stay forward. Errors show up in the debug menu as well.
  8. What's stopping you from downloading a shuttle mod and trying it out? If you perform a title thread search you can find quite a few shuttles. You've already found this one (and some others that come to mind are Component Space Shuttle, Pteron Shuttle, the B9 pack, Spaceplanes Plus, MK3 refit pack,, TT's various packs, etc). The only one that can't haul cargo is the Pteron shuttle but it's not even released yet anyway. There's also a ton of various shuttles made from stock parts and several threads dedicated to them, such as the K Prize thread. So why not try one out? Or I guess you could wait until Spaceplanes Plus is rolled into stock. The KSOS Shuttles do everything you're asking about. They can be found on the first post of the thread individually or as a pack.
  9. Well, I leave that as an exercise for Mekan1k. I was just curious if that would allow him to control it with the navball up through mechjeb. @PART[sstruss2kso]:Final{ node_stack_topinside01 = 0, 1.326, 0, 0, 1, 0, 1 node_stack_bottominside02 = 0, -1.326, 0, 0, -1, 0, 1 }
  10. Snjo: I have a question about a particular thing I trying to track down with the firespitter plugin that is bundled with the KSOS mod. For the FSwheel module, I keep getting an error "[ERROR] Wheelcollider requires an attached RigidBody to function" and whenever this error pops up it toggles the FSwheel: reversemotorset function as . This error appears to happen upon launch. This sometimes causes the wheel motors to be reversed on one side of the vehicle while the other side is not. Then I get a vehicle that fights itself and struggles to move. Other times all the wheel motors end up becoming reversed. Is this because of the FSwheel module or is it a unity problem?
  11. Does mechjeb support "control from here"? If it does, then head to the second post in the thread and download the AR-KSO10 part. Once you've got that installed and KSP reloaded, assemble your helicopter and as a finishing touch, place the AR-KSO10 exactly as shown in . Make sure it snaps to an angle so it's perfectly flat on there and the battery on that part is facing forward. Then launch it and right-click on the AR-KSO10 part and select "control from here." Navball up.
  12. I believe that was his intention eventually. The windows installer will include the two round docking ports with each shuttle, but it's currently awaiting helldiver's blessing In the meantime while everything gets ironed out, you can check out this post, which contains the part lists for Phases 1 through 3 (which you'll find the ports in 1 and 3) and the Parts lists for the GOO lights if you feel inclined to manually add them in.
  13. The Active Texture Management plugin (ATM) does this on-the-fly. It is not necessary if you have that plugin installed. After placing the wheels/tires on your vehicle, swing the camera around and look at the inboard side of the hub. There should be an arrow pointing away from the vehicle body (or towards where the ground should be). If it is not pointing in that direction, the wheel is not attached correctly. If you are assembling the vehicle in the SPH, the easiest way to do this is to enable symmetry, select the wheel/tire after you place the chassis, and while selected press the W key once. This should rotate them so they are facing downward. Verify it after you attach them (since it's very hard to see if still selected because they are concealed in a green node ball).
  14. So, a tester had a similar issue from earlier in the thread where the firetruck wheels disappeared. Helldiver said it was usually because of an outdated craft file. Just about all the parts were updated prior to the release of phase IV. So it is possible the craft files might be outdated. So try rebuilding it and see if that clears up the problem.
  15. A little less gimme-gimme and a little more patience. We're all excited. However, helldiver has a high standard and he's probably his own worse critic. This mod is all the better for it. So please, in the interest of all, let's be patient.
  16. It's not the texture itself but the model file. When they are exported from Unity they are linked to their texture. That link appears to be the issue.
  17. It's no problem. Just what I came up with with stock parts that still fits in the S25 cargo bay. I'm gonna try a few more iterations when I get the chance to. The challenge with that rooftop node point is it throws the CoM off by a bit if any of the packs are placed on the back. I found it easier to balance by surface attaching with a radial decoupler, hence the carport-style lander. I'm gonna try and remake my original one that underslung the rover and used lander legs. It looked better than the one I posted.
  18. Nazari's lander has about half the deltaV required to land the rover from low mun orbit (14km). So you'll have to build your own. I posted my fully monoprop lander a few pages back.
  19. The installer works under the program WINE in linux. I understand WINE is also available on the Mac OS so it stands to reason it might work there as well, but this has not been tested yet. I have a phase 3 KSO VesselView installer linked in my signature where I posted the VesselView patches for the KSO. If you have WINE installed on your system, try downloading that installer and see if it works for you. If that one works, then the KSOS installer will too.
  20. Helldiver, here's my attempt at a fully monoprop rover lander. It can land the rover from low mun orbit (I tested it at a 20km Mun orbit). It uses a radial decoupler to attach the rover chassis to the lander. It can also return one kerbal to mun orbit.
  21. I know it's already been said a bunch, but congratulations again! I love this part pack and think they deserve to be part of the stock game. I, too, hope they don't modify them much beyond removing their dependancy on firespitter.
  22. Bahamuto Dynamics has a . It's pretty sweet. It would have to be scaled down to fit on the rover though. Those downloads will be separate once phase IV is released. Until then, they are the same download.
  23. Like irishmanerrant said, it's not that it won't run on 64bit, it's that the windows 64bit ksp client is just too unstable in its current form to support troubleshooting with it. If it crashes, was it actually due to KSO, ATM, some other mod, or the windows 64bit client? From all the random crashes I personally experienced, it's just not feasible to help anybody with the crashes on that client. Most of the time, the error log didn't even point to anything. That client convinced me to get the linux ksp client and it's amazing how stable it is in comparison and how much less memory it consumes compared to the windows version. Unfortunately, I now have to deal with the dark ADI bug, but it's worth it since I can actually play the game again. You can use ATM on the 64bit client, but it doesn't appear to actually do much on the windows version.
  24. Would it be possible for the system's "modified date" of the craft file to be a sort of checksum for whether to update the dimensions for the plugin? Say, if value for modified date is not exactly equal to value X, then load craft and save dimensions?
  25. I'm just thinking out loud here, so bear with me because I don't know if any of this is possible, but say on initial game load, VAB load, SPH load, hanger craft load, or even during craft save the hanger plugin stores vessel dimensions in a file (maybe in the craft file if possible, or a plugin text file, etc) and when we create a hanger and attempt to load a craft file into it, if it doesn't find the dimensions in the saved location then it loads, rotates, saves dimensions, and unloads (just in case the player adds a craft to their ships directory while the game is still loaded) as it currently does to determine if it fits. If that's possible then it could potentially, for crafts that it has stored dimensions for, could tell the player which ones will fit at a glance in the menu. But it also sounds like you'd have to program your own craft loader menu from what you're saying. And I have no idea how much work that would involve.
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