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[0.90] Kerbin Shuttle Orbiter System v4.13


helldiver

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Really great mod but it would be perfect if you would implement the firespitter texturechanger for the command module then we could change the names for the shuttles ingame :D

He said that he would like to do it but it would take up to much memory

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That is an RPM thing. Raster Prop Monitor adds cameras to docking ports and hence you'll see a blue arc coming from them.

I don't like them either, I don't find any use for them since we all know which way a docking port is pointed.

Will see what we can do in our version of it.

Nice! Can't praise the excellent work you guys are doing enough.

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Ok Phase II

Naz and I have been discussing ideas regarding Phase II and nothing is set in stone.

Before I start drawing concepts and putting things together, I really need to know what constitutes a space station from a Kerbal perspective. What do you need to put together a working, fun, and game content filled Space station?

-What parts do you suggest?

-What Laboratory Modules?

-What working game elements that can be made into parts?

-What basic parts do you suggest are needed for a basic working space station?

What I am not looking for.

-Anything involving real world space stations (ISS, Mir).

-Anything involving 2.5 meter or greater than 1.5 meter diameter.

-"Fluff" parts; I.e. parts that have no function.

Rules

-Try and keep your suggestions functional, should have some game function.

-Stock plugins or plugins used by the KSO.

-May not be greater than 1.5m

-No robotics (unless doable using Firespitter).

Currently Planned

1x General Laboratory Module, including IVA (as laboratory, 2 Kerbals)

1x Observation Module, including IVA (multiple windows, camera views and copula, 2 Kerbals)

1x Hydroponics Module, including IVA (as laboratory, 2 Kerbals)

1x Habitat Module, including IVA (fluff component containing beds, up to 4 Kerbals)

1x Docking Module, allows you to attach a Clamp-o-tron Junior to it. Long extension to make it easier to dock with the KSO.

1x Power Module, generates, manages, and aggregates power.

1x Truss (square)

1x Truss (octagonal)

1x Solar Array

What am I missing?

If you had to take everything up in one go, what are all the parts that a Module would need to not only be released from the KSO, but be moved into place?

Docking ring, Probe Core, RCS?, SAS Ring?

thanks everyone for your suggestions!

Edited by helldiver
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Ok Phase II

Naz and I have been discussing ideas regarding Phase II and nothing is set in stone.

Before I start drawing concepts and putting things together, I really need to know what constitutes a space station from a Kerbal perspective. What do you need to put together a working, fun, and game content filled Space station?

-What parts do you suggest?

-What Laboratory Modules?

-What working game elements that can be made into parts?

-What basic parts do you suggest are needed for a basic working space station?

What I am not looking for.

-Anything involving real world space stations (ISS, Mir).

-Anything involving 2.5 meter or greater than 1.5 meter diameter.

-"Fluff" parts; I.e. parts that have no function.

Rules

-Try and keep your suggestions functional, should have some game function.

-Stock plugins or plugins used by the KSO.

-May not be greater than 1.5m

-No robotics (unless doable using Firespitter).

Currently Planned

1x General Laboratory Module, including IVA (as laboratory, 2 Kerbals)

1x Observation Module, including IVA (multiple windows, camera views and copula, 2 Kerbals)

1x Hydroponics Module, including IVA (as laboratory, 2 Kerbals)

1x Habitat Module, including IVA (fluff component containing beds, up to 4 Kerbals)

1x Docking Module, allows you to attach a Clamp-o-tron Junior to it. Long extension to make it easier to dock with the KSO.

1x Power Module, generates, manages, and aggregates power.

1x Truss (square)

1x Truss (octagonal)

1x Solar Array

What am I missing?

If you had to take everything up in one go, what are all the parts that a Module would need to not only be released from the KSO, but be moved into place?

Docking ring, Probe Core, RCS?, SAS Ring?

thanks everyone for your suggestions!

How about some sort of multi-seat escape pod for emergencies?

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Ok Phase II

Naz and I have been discussing ideas regarding Phase II and nothing is set in stone.

Before I start drawing concepts and putting things together, I really need to know what constitutes a space station from a Kerbal perspective. What do you need to put together a working, fun, and game content filled Space station?

-What parts do you suggest?

-What Laboratory Modules?

-What working game elements that can be made into parts?

-What basic parts do you suggest are needed for a basic working space station?

What I am not looking for.

-Anything involving real world space stations (ISS, Mir).

-Anything involving 2.5 meter or greater than 1.5 meter diameter.

-"Fluff" parts; I.e. parts that have no function.

Rules

-Try and keep your suggestions functional, should have some game function.

-Stock plugins or plugins used by the KSO.

-May not be greater than 1.5m

-No robotics (unless doable using Firespitter).

Currently Planned

1x General Laboratory Module, including IVA (as laboratory, 2 Kerbals)

1x Observation Module, including IVA (multiple windows, camera views and copula, 2 Kerbals)

1x Hydroponics Module, including IVA (as laboratory, 2 Kerbals)

1x Habitat Module, including IVA (fluff component containing beds, up to 4 Kerbals)

1x Docking Module, allows you to attach a Clamp-o-tron Junior to it. Long extension to make it easier to dock with the KSO.

1x Power Module, generates, manages, and aggregates power.

1x Truss (square)

1x Truss (octagonal)

1x Solar Array

What am I missing?

If you had to take everything up in one go, what are all the parts that a Module would need to not only be released from the KSO, but be moved into place?

Docking ring, Probe Core, RCS?, SAS Ring?

thanks everyone for your suggestions!

A method to dock the KSO to an orbitally-constructed craft for interplanetary missions. Deployable rear centerline docking ring, perhaps?

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What about an emergency pod / container that could be deployed and perhaps flown down to stranded or crashed kerbals or left in orbit contains a small amount of fuel, radio beacon, basic survival package how many times have you miscalculated fuel reqs when taking off can make orbit but cant get back or landed and cant get back this emergency package could save save them

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Finally got it in career mode, for some reason the .craft had locked/invalid parts, so I built it myself. I got into orbit on the first try... barley.

"Sunrise"

MevZjYZ.png

"Re-entry"

cJ5gUiI.png

"I can still land this!"

xvJuDhr.png

"I need practice"

4EdrELE.jpg

EDIT: Retryed, but the shuttle decided to backflip and fly the WRONG WAY. I assume it's because I still had half a tank of fuel in the back, but it makes no sense.

Edited by The Destroyer
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IhUkl1l.jpg

Nyeka Nyeka :D

Reward for Nazari for putting up with me all night and my obsession with fixing the landing gear cracks...

Yes you can open and close it, yes you can assign the action in an Action Group, and yes a Clamp-o-tron Jr fits perfectly in there. Yes the Nosecone/Radome has the same avionics value the avionics has so you still get the torque benefits when RCSing. Yes the old nose cone will still be available for a while and the old avionics.

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I know you said no robotics without being able to use currently used plugins, but I feel that the KSO needs a robotic arm that can be uses to snag inoperative satellites and space junk. As for other station parts I think you pretty much hit them all. Except general fuselage parts yes they have no game function other than allowing larger space stations to be put up and allow space between useable station parts.

I second escape pods for the station, as with maybe placing solar panels on the backside of the shuttle bay doors. So when there are open the shuttle can gain some electricity. As for the station I think maybe you'll need a core piece that holds the main control pod, RCS tanks, and RCS thrusters. The RCS around the core would need to be centered perfectly and will be able to move the station around one fully built. Basic electricity generations via solar panels, or other means, as with power storage. A way for the other modules to be docked to the core piece. Then each separate piece of the station should include small power storage, generation, and most likely reaction rings over RCS to help prevent sudden part separation, and allow Kraken attack survivability, and maybe each part have handholds for Kerbals to do there hyperactive gerbil routine all over the stations outside via EVA's.

I may not have much experience with stations for function other than a few refilling stations I have put up on my own. But that is what i tend to do, and feel might be right for this.

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Alright, so I tried the shuttle out with the FAR fixes that were posted some pages back, and while the wings suddenly provide drag, it becomes very unstable, even during launch. I'll do some more testing, maybe I just have to learn to fly it properly.

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I'd love to see a set of KSO auxiliary fuel tanks with dimensions better suited to the cargo bay.

For example, let's say something with roughly the dimensions of the docking adapter, but stackable, and possibly with separate LFO and monopropellant variants. If they were circular or angular all the way around (i.e. roughly symmetrical in two axes instead of one, as with the docking adapter), they could double as space station fuel tanks/structural segments if built with docking ports/solar panels.

Another part type that I think would serve well as a space station component is a simple stackable octagonal structural girder of similar dimensions described above (maybe with a 1.25m access tube going through the middle, and potential clamp-o-tron attachment point on either end? - snazzy!). Hell, you could use a part like that for anything from larger interstellar craft to space stations to surface bases. *drool*

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Would you consider some deployable solar panels on the inside of the cargo doors

The angled sides of the docking adapter makes a pretty good place to mount the stock ones, but something not dependent on that part being installed would be nice.

gCvVFbc.png

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Ok Phase II

Naz and I have been discussing ideas regarding Phase II and nothing is set in stone.

Before I start drawing concepts and putting things together, I really need to know what constitutes a space station from a Kerbal perspective. What do you need to put together a working, fun, and game content filled Space station?

-What parts do you suggest?

Previously I mentioned a smaller passenger-only shuttle with no cargo bay and accordingly smaller wing area (since it's lighter)

But one thing that would be awesome if you're sticking to just parts that go into the cargo bay is....

Upper Stages for interplanetary payloads or whatnot:

Shuttle Centaur:

copy-of-artist-rendering-scusjpg-7f4348a16bfe485b.jpg

or

Shuttle IUS

Link since it's a huge image

Passenger Module(s)

Rockwell

the_space_tourist.15.gif

the_space_tourist.16.gif

the_space_tourist.17.gif

That reminds me, some sort of modified, kerbalified SpaceLab Module would be nice.

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Stick a couple of RTGs within the docking adapter and pow, all your electricity needs taken care of.

And one more module that might pair nicely with a KSO lab might be a combination goo canister/materials bay with integrated ladder for easy data extraction.

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