Bomoo Posted March 17, 2014 Share Posted March 17, 2014 Quick question: will all of the different size included docking ports work with each other, and are they compatible with the stock ports?I, too, would be interested in knowing this. Modules are lookin' good, guys. Link to comment Share on other sites More sharing options...
mostlydave Posted March 17, 2014 Share Posted March 17, 2014 I do care. I donøt see a problem with threads going a little offtopic - it happesns all the time, and they always get back on track again. Dragon01 just commented on Razorcane's opinion, which he should be allowed to do. It's much easier to do it here, than to go over to the MechJeb thread, where they'll just drop in with a mechjeb discussion that noone else in that thread knows where came from. If the discussion goes to over ~10 posts, then yes, they should take it somewhere else. But as long as it's just a few posts, there's no problem in them discussing mechjeb.The problem is it ends up burying legitimate questions like the one I asked on the last page (about docking ports), and instead we have a page and half of what everyone thinks about mechjeb use! Link to comment Share on other sites More sharing options...
mostlydave Posted March 17, 2014 Share Posted March 17, 2014 I'm hoping the standard round port it least compatible with the stock port and the SDMI combo port/chute. I'm also wondering If I'll have to launch the tug with an adapter attached to one of it's ports that can be docked somewhere on the station when not in use. The adapter would allow the tug's standard round to move something like a small square port with truss and solars. Link to comment Share on other sites More sharing options...
colmo Posted March 17, 2014 Share Posted March 17, 2014 Loving the functional microscopes - I'm trying to think of a use for them. I wonder when we'll be able to collect science in IVA? At the least, some more authentic slides to look at?It would be fun if it was a pass through to an online virtual microscope (e.g. http://virtual.itg.uiuc.edu/) or randomly displayed a slide from an open library (e.g. http://openslide.org/demo/), though I appreciate either could be very problematic for such a trivial fluff item. I've no idea if it's even possible to import things into KSP from the internet on the fly!Also looking forward to a dedicated telescope - a resized CactEye unit, perhaps, or something else? Maybe that's for Phase III. Link to comment Share on other sites More sharing options...
qnistNAMEERF Posted March 17, 2014 Share Posted March 17, 2014 Update-Minor bugs to clean up.-Testing Very nice guys! I am just as excited for this as I was for the shuttle. Looking great! Link to comment Share on other sites More sharing options...
tygoo7 Posted March 17, 2014 Share Posted March 17, 2014 You guys really did a great job this time. I can't believe the detail you put into all this! You guys make IVA on stations look interesting. I love the fact that you can actually do science in the IVA and the laptops are awesome. I also think the cameras are really cool. I can't wait to use this, great job guys! Link to comment Share on other sites More sharing options...
Specialist290 Posted March 18, 2014 Share Posted March 18, 2014 (edited) The problem is it ends up burying legitimate questions like the one I asked on the last page (about docking ports), and instead we have a page and half of what everyone thinks about mechjeb use!As the local moderator who's just passing through, I can vouch that this exactly is one reason among several for why we enforce on-topic discussion. If we didn't, timely and relevant information that could help others' experience with the game would be overwhelmed by off-topic posts that would be difficult to wade through. Let's try to keep this thread on track, shall we?EDIT: Had to clean up a few more off-topic posts after this one. For the record, continuing the discussion in question after the moderator has told everyone to take it elsewhere is probably a bad idea. Edited March 18, 2014 by Specialist290 Link to comment Share on other sites More sharing options...
Jethro Bodine Posted March 18, 2014 Share Posted March 18, 2014 Loving the functional microscopes - I'm trying to think of a use for them. I wonder when we'll be able to collect science in IVA? At the least, some more authentic slides to look at?Was thinking the same thing myself. Not sure how feasible it would be, but adding the capability to take instrument readings from say a thermometer or gravioli detector via the laptops would be amazing.Absolutely love what you guys are doing Helldiver and Nazari! Thank you! Link to comment Share on other sites More sharing options...
Unikraken Posted March 18, 2014 Share Posted March 18, 2014 Maybe when you're done with the KSO you might consider doing a rover? Please? Would love to drive a vehicle around on Duna with your awesome aesthetic. Link to comment Share on other sites More sharing options...
helldiver Posted March 18, 2014 Author Share Posted March 18, 2014 This bug is news to me. What are the circumstances for triggering it (on the ground, in flight, ???)? When it happens, is there anything out of the ordinary in the KSP logs? I've tinkered with JSIOrbitalDisplay a bit since the 0.14 release, so, if someone is willing to give it a go, please tell me if the latest RPM dev build changes the outcome.Thank you so much for your work on this. I'm going to be tackling RPM and the HUD Screens once I get Phase 2 out of the way. Nazari and I did various experiments and we still can't fix the issues. My original theory was that each prop had to be unique and you couldn't share props, but so far that still doesn't work.There is a bug with RPM that it forgets what background texture it uses. This was very evident with the Laptops which use the RPM. When first loading a laptop, RPM will forget its background screen so the user will see a strange rogue texture. Hitting menu or cycling the RPM pages will clear the bug.I just sent the first Phase 2 distributable which included your updated RPM Dev build to our testers to see their results. I'm still having the Blue ADI bug with your dev build I will send you a link to our latest mod build which is being tested. Keep in mind that release is very soon, so although the mod may release I plan to continue hunting down the RPM bugs post release. Link to comment Share on other sites More sharing options...
AntiMatter001 Posted March 18, 2014 Share Posted March 18, 2014 Thank you so much for your work on this. I'm going to be tackling RPM and the HUD Screens once I get Phase 2 out of the way. Nazari and I did various experiments and we still can't fix the issues. My original theory was that each prop had to be unique and you couldn't share props, but so far that still doesn't work.There is a bug with RPM that it forgets what background texture it uses. This was very evident with the Laptops which use the RPM. When first loading a laptop, RPM will forget its background screen so the user will see a strange rogue texture. Hitting menu or cycling the RPM pages will clear the bug.I just sent the first Phase 2 distributable which included your updated RPM Dev build to our testers to see their results. I'm still having the Blue ADI bug with your dev build I will send you a link to our latest mod build which is being tested. Keep in mind that release is very soon, so although the mod may release I plan to continue hunting down the RPM bugs post release.thanks alot for all your hard work and all the bug sqaushing your doing i don't really mind about the props becuase you can't see the shuttle from inside the cockpit. (well you CAN but.... only a lil) and the shuttle is a bad ass... Link to comment Share on other sites More sharing options...
qnistNAMEERF Posted March 18, 2014 Share Posted March 18, 2014 (edited) Thank you so much for your work on this. I'm going to be tackling RPM and the HUD Screens once I get Phase 2 out of the way. Nazari and I did various experiments and we still can't fix the issues. My original theory was that each prop had to be unique and you couldn't share props, but so far that still doesn't work....Is the bug present in a vanilla installation of v023 KSP and with v113 KSOS as the only mod? I never noticed it until I installed some additional mods recently. I'll have to play around with it some more and see if that's the case.EDIT: Nevermind. It's still there. No change. Edited March 18, 2014 by qnistNAMEERF Link to comment Share on other sites More sharing options...
sharpspoonful Posted March 18, 2014 Share Posted March 18, 2014 I have noticed the black screen as of late when I was tinkering around with the MFD folder, but I cannot replicate it with any accuracy. Could it be the way the .tgas are packaged, or pathed? Link to comment Share on other sites More sharing options...
AntiMatter001 Posted March 18, 2014 Share Posted March 18, 2014 (edited) uhm a random stab in the dark but WHY do we need the MFD as well as RPM? i'm trying some fresh installs of KSO and rastaprob moniter with and without MFD and i'll report back.EDIT1: nope RPM and 1_1f file has the black Hud and the Black display... will try without 1_1f now.EDIT2: ok i'm a dimwit that didn't work either... if i have time i'll try repaint the textures and see what happens... Edited March 18, 2014 by AntiMatter001 Link to comment Share on other sites More sharing options...
MarcGraham Posted March 19, 2014 Share Posted March 19, 2014 So are there fixes in the works for MJ/DRE/FAR? I use all three, but I really like the way this shuttle works, and have a lot of interesting ideas for it. Link to comment Share on other sites More sharing options...
qnistNAMEERF Posted March 19, 2014 Share Posted March 19, 2014 (edited) So are there fixes in the works for MJ/DRE/FAR? I use all three, but I really like the way this shuttle works, and have a lot of interesting ideas for it.This gets asked every few pages or so. If I remember correctly the next version (2.0) is supposed to have mechjeb support and DRE and FAR support are in the works (by fans). Anybody feel free to chime in and correct me if that's wrong.(EDIT) FROM PAGE 116: ...Deadly Reentry is not part of this mod. Support for mods comes in the form of community support by the various folks following this thread (which I really appreciate). Nazari gave all KSO parts re-entry shielding. If you want the KSO to work with your favorite mod, post on that Mod's thread so the author or posters in that thread can explain what values you need to add or change in the CFG files.In the case of FAR and MechJeb, they were really simple fixes (thanks to the community) which when implemented did not change the stock KSO numbers and setup (FAR has its own variables, the MechJeb LRB fix was simple). Edited March 19, 2014 by qnistNAMEERF Link to comment Share on other sites More sharing options...
helldiver Posted March 19, 2014 Author Share Posted March 19, 2014 So are there fixes in the works for MJ/DRE/FAR? I use all three, but I really like the way this shuttle works, and have a lot of interesting ideas for it.Like FREEMANtsing mentioned, the KSO in v2.03 should work with MechJeb when launching. Unfortunately the SST hates MechJeb.More Phase II testingJavascript is disabled. View full album Link to comment Share on other sites More sharing options...
Jason Cox Posted March 19, 2014 Share Posted March 19, 2014 Unfortunately the SST hates MechJeb.Just out of curiosity, but how much does the SST hate MechJeb? Are we talking about it just not liking to follow maneuver nodes during burns or is it having issues with the RCS placement (i.e. no docking AP)?And speaking of RCS, will we be able to toggle the SST's RCS off in the VAB or will this need to be done on the pad? Link to comment Share on other sites More sharing options...
fusty Posted March 19, 2014 Share Posted March 19, 2014 More Phase II testingLooking super sexy! I'm unnaturally excited for this release. Especially since I'll have a spankin' new rig to play it on in its full glory. WOO!How does it land with that sucker in the bay? I've found I can wrestle the KSO down with full fuel with very little issues now that I've flown a good 40-50 missions up to my station. I've only missed the runway twice! I'm playing the KSO so much I'm getting kinda bad at building rockets though . . . that's a bit scary. Link to comment Share on other sites More sharing options...
qnistNAMEERF Posted March 19, 2014 Share Posted March 19, 2014 More Phase II testinghttp://imgur.com/a/S4yBKI really like this tug. I am very excited to build a station with it. I see you put legs and engines on it during your test. Did you try re-entry? Link to comment Share on other sites More sharing options...
ShasOFish Posted March 19, 2014 Share Posted March 19, 2014 Just out of curiosity, but how much does the SST hate MechJeb? Are we talking about it just not liking to follow maneuver nodes during burns or is it having issues with the RCS placement (i.e. no docking AP)?And speaking of RCS, will we be able to toggle the SST's RCS off in the VAB or will this need to be done on the pad?It tends to be a bit sloppy at the very end of the burn, pushing the blue node around to the point that it'll burn another 20-30 delta-V trying to fix it, often unsuccessfully. If you control the last little bit by hand, then it's okay, but it's just annoying enough to cause problems for longer flights. Link to comment Share on other sites More sharing options...
mostlydave Posted March 19, 2014 Share Posted March 19, 2014 It tends to be a bit sloppy at the very end of the burn, pushing the blue node around to the point that it'll burn another 20-30 delta-V trying to fix it, often unsuccessfully. If you control the last little bit by hand, then it's okay, but it's just annoying enough to cause problems for longer flights.Are you talking about the SST (space station tug) or the shuttle? Did it get released somewhere and I missed it? Link to comment Share on other sites More sharing options...
wasmic Posted March 19, 2014 Share Posted March 19, 2014 Are you talking about the SST (space station tug) or the shuttle? Did it get released somewhere and I missed it?Nope, it didn't get released. He probably just confused the KSO and the SST. Link to comment Share on other sites More sharing options...
IsamuHigashi Posted March 19, 2014 Share Posted March 19, 2014 So are there fixes in the works for MJ/DRE/FAR? I use all three, but I really like the way this shuttle works, and have a lot of interesting ideas for it.You can Actually fix it for Far by urself with a litel bit of part editing,atleast for me it works.when i used the shuttle in the beginning the problem was its instabiliti other then that it worked great, so i guess you guys now but just to say the problem is that the controll surfaces are to strong so neither sas nor you the palayer could control the shuttle sensitiv enough.to fix that you go to the gamedata folder of ksp and go to kso/Partsthere you will find a ton of cfg files importent are the tailrudderkso.CFG rightelevkso.CFG rearplanekso.CFG and leftelevkso.CFGthose you need to edit so open them using note or somthing and scroll down until you find somthing like this MODULE{ name = ModuleControlSurface dragCoeff = 0.5 deflectionLiftCoeff = 1.45 ctrlSurfaceRange = 11 ctrlSurfaceArea = 0.67}this is allready a editet one so what you need to edit in all of them is the ctrlSurfaceRange valueas you can stear the streang of the seatring with it.so at the begining the values are way to high so reduce them you will have to test fly it a coupel of times to get the values you like, as it depens on how strong or weak you want the controls to be but i would say keep the values around 10.As you can see i have them at 11 and the stering is still quiet strong but ok for me.hope that helped. i will make a new post about DRE Link to comment Share on other sites More sharing options...
IsamuHigashi Posted March 19, 2014 Share Posted March 19, 2014 So are there fixes in the works for MJ/DRE/FAR? I use all three, but I really like the way this shuttle works, and have a lot of interesting ideas for it.SO the DRE Fix is nothing you can do in CFG files or so you just need to fly the plane diffrently.the thing is DRE as awesome as it is it works diffrently from actuall real life reentry, in real life you want a step decent to reduce speed quikly and not let the heat transfer into the space ship (not gonna explain as it works in detail)DRE on the other hand wants a flat reentry witch in real life would be the real reasson for spaceships to burn up.So to stop the shuttle from burning up on reentry you need a flater decent as usually performed with the kso in stock.to be more percice if your periaps is under 20km (hope you use km in the American version) your shuttle or at least the tyres will blow up.so instest of buring at the begining of the desert and coming in direct you should burn on the other side of the planet so that your pe of aroun 25-28km is somwhere after ksp (at least i do it that way)and as soon as im in the atmosphere i heat the windbreaks to reduce the speed as fast as possibel until the trrijectory goes directly to ksp, after witch its mostly a keeping an eye on hight and speed as you will over shoot if you use your windbreaks to less or come to short if you use them to mutch.Training will make you a master in that one im not that good yet either but my last 5 landing atempts where sucsefull so it should be kinda ok.best thing is to use the map mode here and there to point the trajectori on ksp as it will change since you have lift, and i usually have around mach 3 at the mountans in front of ksp at around 20'000m.so i hope my two post helped a bit sorry for the spelling mistakes i suck at writing english. Link to comment Share on other sites More sharing options...
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