Unikraken Posted March 22, 2014 Share Posted March 22, 2014 All ships (KSO related) I had on orbit become unusableIndeed changes on JSI caused that, some cameras were removed... same happened to my game after latest KSO update.Now the KSO as it stands, it can't take a payload even to 100Km orbit without running out of juice to achieve a stable orbit. Boosters probably need a bit of a kick or the minions need to come up with better engines efficiency to hold the orange-belly a bit more time with juice. I hate to complain, but yeah, the KSO's amount of go-juice is lacking. Link to comment Share on other sites More sharing options...
mike9606 Posted March 22, 2014 Share Posted March 22, 2014 I just did my first successful KSO mission! KTS 001's mission was to deploy the core of the Vangaurd Space Station and return to KSC. The station core was successfully deployed and the shuttle landed without any damage. I do admit I abused the infini-glider bug a little as I overshot KSC and ran out of fuel attempting to get back.I actually overshot by about 50 km but the crew returned safely. I wanted to get all 6 kerbals out for a screenshot but a kraken attack jammed the hatch (switched to launch clamp and launch clamp pinged off into space while exploding, and when I switched to the KSO and tried to EVA it said "Hatch is obstructed, can't exit." Link to comment Share on other sites More sharing options...
Woodstar Posted March 22, 2014 Share Posted March 22, 2014 I finally hit the runway (after extensively studying helldivers video), Now time to blow up the station and update and restart the project. How long you think the testers will take before you get 2.06 out? just don't want to get to far on progress and have to do it all over again LOL! But with this mod thats ok!! Great Mod. Link to comment Share on other sites More sharing options...
Lekke Posted March 22, 2014 Share Posted March 22, 2014 I just did my first successful KSO mission! KTS 001's mission was to deploy the core of the Vangaurd Space Station and return to KSC. The station core was successfully deployed and the shuttle landed without any damage. I do admit I abused the infini-glider bug a little as I overshot KSC and ran out of fuel attempting to get back.I actually overshot by about 50 km but the crew returned safely. I wanted to get all 6 kerbals out for a screenshot but a kraken attack jammed the hatch (switched to launch clamp and launch clamp pinged off into space while exploding, and when I switched to the KSO and tried to EVA it said "Hatch is obstructed, can't exit."Better to overshoot then to hit the mountains , hit those several times during my first landings. Link to comment Share on other sites More sharing options...
CFIRickM Posted March 22, 2014 Share Posted March 22, 2014 (edited) For those who're working on getting a >100Km orbit, I recommend practice! Here's a shot from a flight this morning up to my test station (same station depicted in earlier posts). It's orbiting at 150Km. I sent up another shuttle w/ a habitat module and the additional KSO fuel module. Upon arrival, there was *just barely enough* delta-V to return to earth w/o the habitat module.At what altitude should a station be declared operational? Should stations be constructed >100km? What's the payload each KOS should deliver during station construction? What's the payload of an unmanned, automated launch system? You're experiencing the same challenges that NASA worked thru dating back to the 60s before the STS existed. Even the STS and its payload abilities were the result of a "design by committee" approach between NASA, USAF, Congress, etc - and don't forget how budgets impacted it all. I still need to post my station thoughts that I alluded to yesterday... Will do so this weekend.Enjoy KOS everyone - I'm off to the airport for the rest of the day. Edited March 22, 2014 by CFIRickM Link to comment Share on other sites More sharing options...
helldiver Posted March 22, 2014 Author Share Posted March 22, 2014 Update-We're working on LRB efficiency.-I've already identified an issue with mass and weight when hauling things into orbit and Naz has made corresponding fixes.-Fuel on several components (Station Power Module Monopropellant, and KSO Auxiliary Fuel Module) is being reduced.Version 2.06 will break your game because it changes mass and data on several parts.This has nothing to do with JSI RPM. KSP has problems with its Persistence File if the data in it is not the same as the data in a part. Some of you that upgraded to later version (2.05) may experience this because the SST had its numbers tweaked and RCS fixed. There is nothing we can do about this.We are not SquadThe changes we make are simple data number changes that Nazari makes directly to our part *.cfg files. Something as simple as changing the Mass number f***s up a save? How are we to update the mod and tune it then?The other method would have been to delay the mod for the next six months while we make all the balance changes and slowly trickle in testers. Let us know which you'd prefer. Link to comment Share on other sites More sharing options...
Lekke Posted March 22, 2014 Share Posted March 22, 2014 http://therightscoop.com/wp-content/uploads/2014/03/iraqi-information-minister.jpgUpdate-We're working on LRB efficiency.-I've already identified an issue with mass and weight when hauling things into orbit and Naz has made corresponding fixes.-Fuel on several components (Station Power Module Monopropellant, and KSO Auxiliary Fuel Module) is being reduced.Version 2.06 will break your game because it changes mass and data on several parts.This has nothing to do with JSI RPM. KSP has problems with its Persistence File if the data in it is not the same as the data in a part. Some of you that upgraded to later version (2.05) may experience this because the SST had its numbers tweaked and RCS fixed. There is nothing we can do about this.We are not SquadThe changes we make are simple data number changes that Nazari makes directly to our part *.cfg files. Something as simple as changing the Mass number f***s up a save? How are we to update the mod and tune it then?The other method would have been to delay the mod for the next six months while we make all the balance changes and slowly trickle in testers. Let us know which you'd prefer.Wichever method is easiest for you guys. The minor inconvenience it will cause us we'll gladly endure. Keep up the good work. Link to comment Share on other sites More sharing options...
Jason Cox Posted March 22, 2014 Share Posted March 22, 2014 The other method would have been to delay the mod for the next six months while we make all the balance changes and slowly trickle in testers. Let us know which you'd prefer.I vote that you just keep releasing items as you've been doing. If users choose to download the updates, they'll just need to know that they'll need to recover/terminate any active KSOS vessels and debris.What you could possibly do is have two release channels; a stable channel with the download is hosted on Spaceport, and a dev channel with the latest bits for people like me who don't mind recovering/terminating flights every couple days if it means playing with the latest changes. Link to comment Share on other sites More sharing options...
Jason Cox Posted March 22, 2014 Share Posted March 22, 2014 Better to overshoot then to hit the mountains , hit those several times during my first landings.That's why I've installed an "emergency recovery system" to my KSO's... i.e. a few RealChute radial parachutes attached to the upper hull for those times that I don't have the patience to reload a quick save or those times when I need to just land my mission because I need to be up for work in five hours. Link to comment Share on other sites More sharing options...
ayana Posted March 22, 2014 Share Posted March 22, 2014 (edited) If you want some quick entertainment, turn off the reaction wheels on the tug and activate SAS. Then try to fly it somewhere.It can't rotate at all with RCS alone. Once it starts tumbling it can't do anything about it. Edited March 22, 2014 by ayana added picture Link to comment Share on other sites More sharing options...
Woodstar Posted March 22, 2014 Share Posted March 22, 2014 Starting over is not a problem for me, I'll just practice my re-entry's so I can hit KSO consistantly with version 2.04 until you release 2.06. Link to comment Share on other sites More sharing options...
Lekke Posted March 22, 2014 Share Posted March 22, 2014 Starting over is not a problem for me, I'll just practice my re-entry's so I can hit KSO consistantly with version 2.04 until you release 2.06.My problem on re-entry is I run out of fuel before I can finish my burn . A bit more go juice would be welcome so I don't have to glide it all the way back to the runway, luckely when empty it can glide pretty far. Link to comment Share on other sites More sharing options...
Lekke Posted March 22, 2014 Share Posted March 22, 2014 That's why I've installed an "emergency recovery system" to my KSO's... i.e. a few RealChute radial parachutes attached to the upper hull for those times that I don't have the patience to reload a quick save or those times when I need to just land my mission because I need to be up for work in five hours. At the moment my safety net revolves arround me not messing up my burn . If I do mess up, well those brave Kerbals will end up on the wall of fallen heroes . But I'm carefull about what mods I install, I'm running a pretty heavily modded game. My last install crashed and burned because of it. Link to comment Share on other sites More sharing options...
Damaske Posted March 22, 2014 Share Posted March 22, 2014 I Love what your doing here, and I am for the Stable version and a Developmental version. In the short run it WILL be a little more work for You. BUT I do feel it is what we need so those that already have huge massive stations, craft, or what ever up can still play with them till a stable balance is meet. Link to comment Share on other sites More sharing options...
GentleHeaven Posted March 22, 2014 Share Posted March 22, 2014 Sounds fine to me, honestly, I've ~500 hours poured into the game by this point, I've built countless ships, many more stations and run several stages. With this mod, I'm more than happy to loose some ships and stations in order to help you guys make it awesome. For all those who feel they can't possibly loose all the time they spent building station, may I suggest hyper edit?You built it already, why not just put it all back up after updating? I wouldn't call it cheating if you are just putting your station or flight back Link to comment Share on other sites More sharing options...
Legendary Emu Posted March 22, 2014 Share Posted March 22, 2014 Can we just get a little hotfix for the update because it takes absolutely forever for it to download the main file for me. Link to comment Share on other sites More sharing options...
BigD145 Posted March 22, 2014 Share Posted March 22, 2014 Very cool. Lots of new bits and pieces.Mods break themselves. Nothing really new here. Link to comment Share on other sites More sharing options...
North Posted March 22, 2014 Share Posted March 22, 2014 Could You make this work with mechanical jeb? And when I burn specific nodes it keeps on moving out of place. And i have to realign it each time which is a pain. Last issue is capturing of spacecraft when i put it inside the cargo bay it clips out of heads out into orbit after closing it. If all this issues are fixed this would be the Best Mod. Link to comment Share on other sites More sharing options...
Woodstar Posted March 22, 2014 Share Posted March 22, 2014 Could You make this work with mechanical jeb? And when I burn specific nodes it keeps on moving out of place. And i have to realign it each time which is a pain. Last issue is capturing of spacecraft when i put it inside the cargo bay it clips out of heads out into orbit after closing it. If all this issues are fixed this would be the Best Mod.You will have to re-dock it in the bay, you cant just fly in and capture in the bay and fly home with it loosely inside. Link to comment Share on other sites More sharing options...
qnistNAMEERF Posted March 22, 2014 Share Posted March 22, 2014 ...Let us know which you'd prefer.I am cool with the simple updates as you have already been doing. Probably better than maintaining multiple versions, while getting constant bug reports from the community. I have no problem with completely wiping my save for this mod. It's worth it. Link to comment Share on other sites More sharing options...
CaptRobau Posted March 22, 2014 Share Posted March 22, 2014 I think it's best to just hit us with the savegame incompatibility. These are changes that need to be made to get KSO to its full potential. Link to comment Share on other sites More sharing options...
helldiver Posted March 22, 2014 Author Share Posted March 22, 2014 Notice Upgrading to version 2.06 from 2.04 or 2.05 will cause the lights out bug!-Recover any important flights that are using KSOS Space Station parts or the KSO Auxiliary Fuel Module before upgrading.-The KSO proper shouldn't be affected.The lights Out bug has the following symptoms:-Kerbin planet texture may appear white (textureless)-Extreme frame rate drop and game may become unplayable as you approach an affected spacecraft using KSOS Station parts.-Active Spacecraft or Stations become duplicated to infinity (this is what causes the frame rate death).-Active Spacecraft or Stations cannot be accessed or docked with or targeted.-Abnormal RPM MFD displays or strange behavior where you can't access keys.Solutions-Recover any flight before upgrading from 2.04 to 2.05 or 2.06.-Backup your KSO installation into a temporary folder. Not everyone experiences the bug or all its symptoms. Rolling back to version 2.04 will fix your game. Recover any important Kerbals or flights, and then upgrade to 2.06.-This bug does not affect all players, and its symptoms vary.Cause-Mass and Quantity information is saved in your Persistence File. If this information is changed in the Parts configurations, KSP goes crazy and corrupts the persistence file.-Other data such as engine efficiency, node locations, 3D Geometry, collider information, Raster Prop Monitor edits do not cause this bug.Humble Request-Please as a community ask Squad to not save part data in the persistence file or to use a different persistence file saving scheme to prevent this issue. Alternatively, the engine should check all parts and update persistence files to match new part data.Upgrading to 2.06 from 1.13-Users upgrading from 1.13 to 2.06 will not be affected as well as users installing 2.06 standalone (no prior KSOS mod installed)-Users upgrading from 1.13 to 2.06 will not have their KSO affected even if it is in flight. However, I strongly recommend to bring it down and recover before upgrading.DownloadSpace Port Download Mediafire Mirror of KSOS v2.06Old Mediafire Mirror of KSOS v2.05 Link to comment Share on other sites More sharing options...
Jethro Bodine Posted March 22, 2014 Share Posted March 22, 2014 Could You make this work with mechanical jeb? And when I burn specific nodes it keeps on moving out of place. And i have to realign it each time which is a pain...Re: MechJeb...Make sure you're using the smaller Omnimax 40T engines and NOT the large Thrustmax 200s when in orbit (only use the latter for getting into orbit when the giant orange tank is still attached). Then, go to the Maneuver Planner settings window in MechJeb and change the default tolerance value (0.1) to 6.0 m/s (yes, 6.0 not 0.6). That should help stop it from chasing the node markers. Hope that helps! Link to comment Share on other sites More sharing options...
GentleHeaven Posted March 22, 2014 Share Posted March 22, 2014 Cause-Mass and Quantity information is saved in your Persistence File. If this information is changed in the Parts configurations, KSP goes crazy and corrupts the persistence file.-Other data such as engine efficiency, node locations, 3D Geometry, collider information, Raster Prop Monitor edits do not cause this bug.-snip!-Question then. If we were to then get the mass and quantity data from the cgf file and then put them into the persistence file, would this cure the bug? Its a big, pointless act, but makes me curious as to how KSP operates Link to comment Share on other sites More sharing options...
The Space Man Posted March 22, 2014 Share Posted March 22, 2014 The new station parts are great. Link to comment Share on other sites More sharing options...
Recommended Posts