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[0.90] Kerbin Shuttle Orbiter System v4.13


helldiver

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I asked about the diffrent Hyomoto screens and wether he would use the standard hyomoto pack rather than the customised KSO ones as wari screens are very good

Thought I had answered that. That would be a no.

The KSO system uses its own RPM folder setup. The KSOS project as of v1.13 shouldn't install RPM screens on default Command Pods or Cameras as I felt it was a bit intrusive to do that in a project that wasn't RPM specifically. I believe you can still install RPM or Hyomoto as normal to get the standard RPM screens on your default command pods. But the KSOs (both of them) will always refer to their own directories as it was becoming a nightmare to customize RPM while still pointing all over the place. I will be editing the HUD and ADI.

Going to clarify: I will be editing the ADI and the HUD to have speed and altitude tapes that give more information. Not only that but other stuff will get makeovers.

You are free to edit your installation, but I can't help with that.

@helldiver & Nazari:

I just stumbled across this WIP module for RPM in the Add-on Development forum called "Vessel View"... have you heard of it?

I think it looks really nifty and might make a fantastic addition to the KSO IVAs. Any thoughts on perhaps implementing it? Or at least, could you point a doofus like me in the direction of where I might Notepad++ it into KSO myself (was thinking the plugins screen... where SCANsat and MJ live)? :P

Thanks!

That is also a no.

Back to my first response; I know I said I would be working on the RPM stuff. I promise I will be visiting it again thoroughly. However, it is my opinion that the KSO 2.5meter is a bit more of a priority, so I bumped that up on my schedule.

I'm pretty sure most folks want to see the EWBCL (including myself) and can wait a bit for me to revisit all the RPM screens and bugs. :D

Edited by helldiver
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I'll tell ya what, my KSO program employees and kerbalnaughts are not too happy with the announced Super 25 EWBCL, seems like some of them are rebelling...

The 42nd of my STS KSO Shuttle Missions and 6th flight of Phase II! STS 142's objective is to deploy the Laythe Orbital Habitat and return to the KSC Runway. Jeb's little tantrum last mission has gained the attention of Kerbin's media. Many kerbal jobs will be terminated at the end of the KSO project. It seems none are too happy about being phased out in favor of the KSO Super 25 EWBCL!

Thanks to Green Skull Industries (forum user: Green Skull) for his custom space suits and ships and to forum user Doc Shaftoe for his flags!!

The KSO Manned Laythe Mission will run STS 141- STS 145.

Most of the footage shown in 4x speed for quicker viewing.

STS 143 will bring up the Laythe Transfer Fuel Module!

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Was also wondering about some built in cargo bay lighting for the next update? would be sweet!

That's a negative boss. Unless someone (Squad?) can fix the engine so that lights don't bleed through parts. Maybe something for the future. :D

EWBCL features are already locked in.

I'll tell ya what, my KSO program employees and kerbalnaughts are not too happy with the announced Super 25 EWBCL, seems like some of them are rebelling...

Jeb's little tantrum last mission has gained the attention of Kerbin's media. Many kerbal jobs will be terminated at the end of the KSO project. It seems none are too happy about being phased out in favor of the KSO Super 25 EWBCL!

In a recent interview regarding this controversy, Hellman Kerman CEO of Murika Superstellar, had this to say:

"Laying off fellow Kerbals in light of the deployment of the EWBCL is not recommended. A lot of the parts are interchangeable and it uses the same technology, maintenance pipeline, tooling, and even a similar parts catalog. Not to mention, same engines, lifter, and flight deck configuration. Having to retrain an entire green cadre of engineers and mechanics on practically the same system would be financial suicide. Flight deck crews already trained on the KSO Block 7 will feel right at home in the KSO EWBCL Block 1.

The EWBCL won't be eliminating jobs, it's going to create more jobs."

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Just a couple questions regarding the KSO Super 25 EWBCL.

Will it have a cargo bay capable of taking up 2.5m parts? And will the bay be longer as well as wider?

Will the larger shuttle have the dV to take crew and cargo up to a 250km orbit? I haven't been able to get the KSO beyond a 100km orbit.

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Was also wondering about some built in cargo bay lighting for the next update? would be sweet!

The N1 Omni Lights from the B9 Aerospace Pack (when placed strategically) do a fairly decent job of illuminating the cargo bay with minimal bleed-through. It's not perfect, and like helldiver, I too wish someone would fix it, but it's within bearable limits for me anyway. :)

HZ3cOSD.jpg

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You could tie those lights to the same action group (0) that opens and closes the cargo bay doors. That way, the doors open and the lights come on, the doors close and the lights go off!

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AR-KSO10 Autopilot System, for MechJeb2 Can I get this anywhere other than mediafire??????? I'm not going to download it only to have it install some downloader that I don't want to begin with.

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Using the Kerbin Shuttle Orbiter System v2.08 aka. Kerbin Mini Shuttle..

Hi All,

I’m probably just a little bit show or de3nse or just plain lazy. Given that I have not been able to figure out how to use the MecJeb2RPM that comes with the Kerbin Shuttle Orbiter System v2.08 aka. Kerbin Mini Shuttle.. Can anyone help me out or point me to some instructions?

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Using the Kerbin Shuttle Orbiter System v2.08 aka. Kerbin Mini Shuttle..

Hi All,

I’m probably just a little bit show or de3nse or just plain lazy. Given that I have not been able to figure out how to use the MecJeb2RPM that comes with the Kerbin Shuttle Orbiter System v2.08 aka. Kerbin Mini Shuttle.. Can anyone help me out or point me to some instructions?

Did you mouse over the button you wanted and click like the 1 though 8 ?

Edit My bad didn't read it all sorry don't think that is working at this time with any RPM depends on what one you have installed looks like http://forum.kerbalspaceprogram.com/threads/57603-0-23-RasterPropMonitor-make-your-IVA-a-glass-cockpit-%28v0-14%29-24-Jan?p=1080328&viewfull=1#post1080328

Edited by Mecripp2
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So I first must say I love this MOD so much. I have been downloading versions of this MOD since it was first released. I really have so much fun with it. That being said it seems like it is always "almost" perfect. There is always a little thing or a few little things wrong that just make it unreliable. So after downloading this version I have noticed a few things. First the KSO mechjeb doesn't work. No matter how I attempt to install it, it just doesn't work, the part doesn't show up. Second after I decouple a piece from the cargo bay the Kerbalnauts inside the piece don't show up in the bottom right corner even after I return to the Space Center and go back. I can still IVA and click on the hatch to EVA so its not a problem but it does seem like a glitch or bug worth mentioning.

This isn't exactly a problem but it seems like the light on the tug are overpowered? I haven't seen anyone else comment but I turned on the tug lights in the cargo bay and it lit up entire continents while flying over in orbit. So unless the intention is to create a new sun I doubt thats what you were trying to do. I took a screencap but for some reason I cant upload it. But it was pretty funny having an entire part of kerbin lit up but two lightbulbs.

Keep up the great work.

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Put the KSO mechjeb from the download into the MechJeb2 folder. The file extension looks something like this - KSP_win\GameData\MechJeb2\Parts\MechJeb2_KSO

im pretty sure I tried doing that but I will try again.

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So I first must say I love this MOD so much. I have been downloading versions of this MOD since it was first released. I really have so much fun with it. That being said it seems like it is always "almost" perfect. There is always a little thing or a few little things wrong that just make it unreliable. So after downloading this version I have noticed a few things. First the KSO mechjeb doesn't work. No matter how I attempt to install it, it just doesn't work, the part doesn't show up. Second after I decouple a piece from the cargo bay the Kerbalnauts inside the piece don't show up in the bottom right corner even after I return to the Space Center and go back. I can still IVA and click on the hatch to EVA so its not a problem but it does seem like a glitch or bug worth mentioning.

This isn't exactly a problem but it seems like the light on the tug are overpowered? I haven't seen anyone else comment but I turned on the tug lights in the cargo bay and it lit up entire continents while flying over in orbit. So unless the intention is to create a new sun I doubt thats what you were trying to do. I took a screencap but for some reason I cant upload it. But it was pretty funny having an entire part of kerbin lit up but two lightbulbs.

Keep up the great work.

Any light in general can have that effect. Usually during time warping.

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I'm so excited for the larger KSO. I hope it can fit the FusTek Expansion module parts, or are there going to be new station parts for the larger KSO?

Also, since the KSO includes an adapter to 2.5m parts, will the EWBCL include an adapter to 3.75m parts?

Edited by Z3R0_0NL1N3
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My newest station, it's in a 200 Km orbit with 46° of inclination. It took 12 shuttle and 5 rocket launches to finish. I used the welding mod to weld those pannels to the solar array truss sections to keep part count down.

q14nals.png

Edited by Lekke
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Hello to all.

I am having a problem where at launch only the LFRB's are 'burning' and when they die, the shuttle mains kick in. They are all in the original default stage ( as in .zip )... seems to look like power issue. not enough juice to keep all burning.... lol...

i am sure i have done something 'strange' and i hope someone can sort this out quick.

many thanks.

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Hello to all.

I am having a problem where at launch only the LFRB's are 'burning' and when they die, the shuttle mains kick in. They are all in the original default stage ( as in .zip )... seems to look like power issue. not enough juice to keep all burning.... lol...

i am sure i have done something 'strange' and i hope someone can sort this out quick.

many thanks.

Power... as in ElectricCharge? They don't use it. And they don't share fuel either. Did you check your staging?

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