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[0.90] Kerbin Shuttle Orbiter System v4.13


helldiver

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FYI for those like me. Go over to the dev threads and pickup HGR's "Soy-Juice". I just attached an "Onion" supply module to my KSO station. Very satisfying! The HGR parts are on scale with the stock parts and have a stock look, but it still fit right in to my station design.

I just can't wait for the ARM pack to roll, between KSO, that, the HGR stuff, I'm going to be in heaven compared to where I was in the .19 days.

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FYI for those like me. Go over to the dev threads and pickup HGR's "Soy-Juice". I just attached an "Onion" supply module to my KSO station. Very satisfying! The HGR parts are on scale with the stock parts and have a stock look, but it still fit right in to my station design.

I just can't wait for the ARM pack to roll, between KSO, that, the HGR stuff, I'm going to be in heaven compared to where I was in the .19 days.

They keep teasing us with stuff from v0.23.5 :P I can't wait to start building an asteriod base with these station parts.

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About "smart parts".....

I have the Drainex set to stage and attached to one of the LFO boosters. It never kicks. The booster tanks are bone dry. Am I misapplying it in some way? Anyone use this part successfully on the KSO?

I want to use KOS to make programmed launches but I need this part to work properly to make my program run as it should.

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Kinda tongue in cheek but given the ARM pack on the way, what about your take on "Armageddon" with an orbiter that can mount the CLAaawwwW!(â„¢) (sorry couldn't resist)

Good luck tackling one of those class e asteriods with the kso :P

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Requesting permission to release KSO Phase 1 and 2 EVA and IVA Suits.

KSOIVASuits_zps62bb2cac.png

KSOPhase1EVASuit_zpsf055ddfb.png

KSOPhase2EVASuit_zps7085db9a.png

Yes my KSO is called Mayhem. Her sister Chaos is in the shop after an emergency landing involving a mountain and Jebediah. He got a ribbon for surviving!

P.S. I all ready have Kerbalgeddon Suits out for when this asteroid thing hits!!!!!!!!!!!!!!!

Edited by Green Skull
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About "smart parts".....

I have the Drainex set to stage and attached to one of the LFO boosters. It never kicks. The booster tanks are bone dry. Am I misapplying it in some way? Anyone use this part successfully on the KSO?

I want to use KOS to make programmed launches but I need this part to work properly to make my program run as it should.

This has kinda been an on-again, off-again problem with the OA-850s, but personally I haven't had any issues since KSO v207.

The LFO boosters won't auto-stage (at least from my experience with MechJeb... not sure about KOS) unless every single vapor of LiquidFuel and Oxidizer has been thoroughly exhausted. Even as little as 0.001 LiquidFuel remaining will be enough to prevent auto-staging.

However, one module from Klockheed Martian's Smart Parts Pack that *does* work on boosters experiencing this issue is the altimeter. It's perhaps not exactly the solution you're looking for, but if you run a few test flights and get a decent handle on what altitude your boosters typically flame-out at, you can use the "ALT-Pro Altimeter and Action Group Trigger" to auto-stage 'em. Just be sure to give yourself a little wiggle-room so they don't stage prematurely.

Alternatively, you can try my previous solution. Attach the LFO boosters to the big orange tank with fuel lines. (Make sure you're going from the booster(s) to the orange tank though, not the other way around!) Then they should properly exhaust every drop of fuel and stage as expected, even with the Drainex.

Hope that helps! :)

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Requesting permission to release KSO Phase 1 and 2 EVA and IVA Suits.

Yes you have my permission to use the Mission Patches on your mod :D

Also, you can download the patch creation kit (it's in PSD format) which already has the right font and layers in it (BN Elements which is a free license font), and make your own varieties. :D

The patch creation kit is on the alternate downloads page, the second page after the OP.

Edited by helldiver
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Download for the KSO suits is up and on my main page also link here - KSO-Pack-v0.37

Please direct all questions on how to use at my main page Green-Skull-Inc-Custom-Design-Spacesuits

All developement ideas go on my developement page -WIP-Green-Skull-Inc-Developement-Thread

Going to make up a station patch tomorrow for a station crew suit! Currently taking suggestions for names for the station crew to go on patch e.g. Station Maintenance or Station Crew... Best / most common suggestion on my development thread wins the name on the patch with credit.

Edited by Green Skull
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Downloaded yesterday...WOW! What a fantastic mod. I only have about 3 hours time in the KSO and I've finally figured out how to land it (w/o mechjeb). Now, I need to figure out orbital ops without spinning every time I maneuver (I use mechjeb: I view my role as mission control). Any suggestions?

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Due to Mavericks (the new "better" OSX 10.9) eating so much RAM, I was forced to recover my laptop to an older back up, thus losing all of my screenshots and saves.

hdefbtX.png

Bob, Jeb, and Bill pose in front of the KSO for a shot in the new save. (even after reverting, I'm seeing a massive chunk of RAM being eaten up by my kernal_process. I need to figure out how to further optimize OSX 10.7.5)

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Downloaded yesterday...WOW! What a fantastic mod. I only have about 3 hours time in the KSO and I've finally figured out how to land it (w/o mechjeb). Now, I need to figure out orbital ops without spinning every time I maneuver (I use mechjeb: I view my role as mission control). Any suggestions?

The node dancing is a known issue, what helps is in maneuver planner set the tolerance from 0.1 to 6.0. Your burns aren't as precise but it improves the node dancing.

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Due to Mavericks (the new "better" OSX 10.9) eating so much RAM, I was forced to recover my laptop to an older back up, thus losing all of my screenshots and saves.

Interesting. On my system I saw an overall performance increase with Mavericks. Do you have any weird third party daemons running in the background?

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