nubcaker Posted February 5, 2014 Share Posted February 5, 2014 I have noticed that with DeadlyReentry enabled:1. Orbiter survives reentry (yay!)2. However, during ascent main engines overheat and blow up EVERY. SINGLE. TIME.You have been warned.No, I think FAR causes this. I wasn't able to get my shuttle into orbit (and my engines kept overheating) so I deleted FAR, and voila, max thrust and no more overheating. DeadlyReentry still installed. Odd. Link to comment Share on other sites More sharing options...
ferram4 Posted February 5, 2014 Share Posted February 5, 2014 Nope, FAR doesn't affect the max temperature or heat production of engines at all. You must have changed something else in the process. Link to comment Share on other sites More sharing options...
RoboRay Posted February 5, 2014 Share Posted February 5, 2014 I had zero overheating during launch using both FAR and DRE. Link to comment Share on other sites More sharing options...
tygoo7 Posted February 5, 2014 Share Posted February 5, 2014 thank you so much for this helldriver and nazari. I've been waiting along time for this.this is my first flight: http://imgur.com/a/HLDzRand my 2nd which put the CactEye Space Telescope into orbit: http://imgur.com/a/7nZQ6Can you give me that rescale for the CactEye? Link to comment Share on other sites More sharing options...
DisarmingBaton5 Posted February 5, 2014 Share Posted February 5, 2014 These boosters are great:...if slightly OP Link to comment Share on other sites More sharing options...
Gojira Posted February 5, 2014 Share Posted February 5, 2014 No matter what I do I can't keep the shuttle nose forward on reentry or in a glide. Why is this?...nevermind. It's the amount of fuel I use.However when I try to deorbit with the OMS, I spin uncontrollably. Why is this? Link to comment Share on other sites More sharing options...
Nazari1382 Posted February 5, 2014 Share Posted February 5, 2014 hen I try to deorbit with the OMS, I spin uncontrollably. Why is this?your OMS engines should be moving with your pitch controls. What method did you use to activate them? Action groups? Link to comment Share on other sites More sharing options...
enneract Posted February 5, 2014 Share Posted February 5, 2014 Are there any other mods required for this? After reinstall, I can't spawn the example craft, says parts are missing or locked. Link to comment Share on other sites More sharing options...
Naten Posted February 5, 2014 Share Posted February 5, 2014 Do to popular demand of this setup, in the future (Phase II) I will be releasing a rear end shroud/cowling that will allow you to do this.Keep in mind that I hate it. Helldiver, did you get my PM? I have some questions for you. Thanks. Link to comment Share on other sites More sharing options...
Nazari1382 Posted February 5, 2014 Share Posted February 5, 2014 Are there any other mods required for this? After reinstall, I can't spawn the example craft, says parts are missing or locked.All mods required for KSO will always be in the DL. You've got some other bug going on. Is "KSO V-004" the one thats invalid? Link to comment Share on other sites More sharing options...
helldiver Posted February 5, 2014 Author Share Posted February 5, 2014 (edited) For those crazy Kerbals on the other side of Kerbin that don't know better. And no, this can't come out soon as it requires direct feedback from Nazari so I know where to properly center the circular mounting point in the rear of it, before it gets textured and baked. Edited February 5, 2014 by helldiver Link to comment Share on other sites More sharing options...
enneract Posted February 5, 2014 Share Posted February 5, 2014 (edited) All mods required for KSO will always be in the DL. You've got some other bug going on. Is "KSO V-004" the one thats invalid?Yep. Invalid. It cannot be 'some other bug', honestly. I tested it by resetting my steam install, removing all non-squad mods, and installing KSO.That being said, I went through the .craft file manually, and didn't find any parts which I don't have... so it can't *not* be another bug, either. Edited February 5, 2014 by enneract Link to comment Share on other sites More sharing options...
Nazari1382 Posted February 5, 2014 Share Posted February 5, 2014 I'm filing it under "caused by helldiver" Link to comment Share on other sites More sharing options...
Raptor831 Posted February 5, 2014 Share Posted February 5, 2014 For those crazy Kerbals on the other side of Kerbin that don't know better. And no, this can't come out soon as it requires direct feedback from Nazari so I know where to properly center the circular mounting point in the rear of it, before it gets textured and baked.http://i.imgur.com/VnfpQ2h.jpgLooks good. But you really don't have to add this if you don't want! It is your mod after all. Crud, you can slap one of those on with Procedural Fairings and call it good, at least that's what I'd do. Link to comment Share on other sites More sharing options...
helldiver Posted February 5, 2014 Author Share Posted February 5, 2014 Helldiver, did you get my PM? I have some questions for you. Thanks. I cannot answer PM's at the moment unrelated to technical issues or bugs as I'm very busy answering people's questions and any technical issues.If you would like a peek as to how a lot of the KSO was done, see the original Kerbin Mini Shuttle thread and look for the External Fuel Tank modeling from start to finish posts I made.What modeling program, art program, etcetera to use is way beyond the scope of this or that thread. However there are numerous resources on the web dealing with several modeling programs including Blender or MilkShape as well as student licenses for 3DMax or Maya. There are numerous tutorials on how to get started modeling in such programs. Link to comment Share on other sites More sharing options...
MDBenson Posted February 5, 2014 Share Posted February 5, 2014 (edited) For those crazy Kerbals on the other side of Kerbin that don't know better. And no, this can't come out soon as it requires direct feedback from Nazari so I know where to properly center the circular mounting point in the rear of it, before it gets textured and baked.http://i.imgur.com/VnfpQ2h.jpgYou're a goddamned hero, helldiver, thank you. I can use ProcFairings for now so don't panic Any chance of a conical one (ala NASA) so we can fly it around on the back of a plane too, or am I REALLY pushing my luck too far? I don't use the full engine setup when I'm launching from an in-line stack so I just use the attach point closest to the centre on the back engine mount, with 4 OMS engines around it, if that helps any Seeing as it doesn't like landing with fuel left in the tank, a dump valve would be a good addition, too. I currently use the one from the Smart Parts kist, but I'm pretty sure the module could be copied to the engines? I'll give it a try and report back. Edited February 5, 2014 by MDBenson Link to comment Share on other sites More sharing options...
OrianCEV Posted February 5, 2014 Share Posted February 5, 2014 I really like that you can send the shuttle unmanned as well as manned, It makes it easy to do rescue and test missions. Thanks! Link to comment Share on other sites More sharing options...
enneract Posted February 5, 2014 Share Posted February 5, 2014 So, reduced to Squad + KSO in /GameData/, the craft file is invalid. Manually building the orbiter reveals that the engines do not have any gimbaling tweakables, if that is informative...^ Ignore that, I'm stupid. More testing. Link to comment Share on other sites More sharing options...
helldiver Posted February 5, 2014 Author Share Posted February 5, 2014 Yep. Invalid. It cannot be 'some other bug', honestly. I tested it by resetting my steam install, removing all non-squad mods, and installing KSO.That being said, I went through the .craft file manually, and didn't find any parts which I don't have... so it can't *not* be another bug, either.Re-clean your GameData directory (leaving Squad alone).Download the latest version of the KSO (v1.08), and try again. Get back to us on that. Link to comment Share on other sites More sharing options...
enneract Posted February 5, 2014 Share Posted February 5, 2014 Directly after that is the point at which I first posted.Doing it again, though, in case you've uploaded some changed file in the interim. Link to comment Share on other sites More sharing options...
Vesparco Posted February 5, 2014 Share Posted February 5, 2014 I may congratulate the OP and the team developing the KSO. It seems a very neat mod with a lot of work behind.I would like to try it but currently my laptop is already screaming due to the ram of the mods (even with memory saving mod).I would leave it at pending, but not for too long .P.D: Has anyone made a video showing the functionalities of the mod (building/flying/landing)? It would be much appreciated. Link to comment Share on other sites More sharing options...
enneract Posted February 5, 2014 Share Posted February 5, 2014 Re-clean your GameData directory (leaving Squad alone).Download the latest version of the KSO (v1.08), and try again. Get back to us on that.I am unspeakably dumb. I've been looking at the KSO-002 craft. Link to comment Share on other sites More sharing options...
Nazari1382 Posted February 5, 2014 Share Posted February 5, 2014 I am unspeakably dumb. I've been looking at the KSO-002 craft.That's why I asked about 004 because the old pod part was changed, and you would need only the newest craft he built. There are other very weird bugs with craft files that I have encountered though. If you run into problems you usually want to get rid of what you have and grab a new version of the part in the building process. Link to comment Share on other sites More sharing options...
enneract Posted February 5, 2014 Share Posted February 5, 2014 Yea. I thought I had cleaned the old craft files out. My mistake :\ Link to comment Share on other sites More sharing options...
Razorcane Posted February 5, 2014 Share Posted February 5, 2014 I was never good at landing, but I was able to land this thing. Ignore the HyperEdit window, I had it open in case the shuttle collided with my station(which happened the first time I tried to de-orbit). I wonder what the chances are of a shuttle de-orbiting from 550km and hitting a station at 100km. Link to comment Share on other sites More sharing options...
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