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[0.90] Kerbin Shuttle Orbiter System v4.13


helldiver

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Few things I noticed about the Stack mounted .craft file:

The KSO wasn't designed to be stack mounted. I don't really have any interest in a stack mounted version.

However... because a lot of folks prefer to mount it that way, I made a custom fairing to cover the rear end (engines, tail plane, OMS and all) so they could mount the KSO to their favorite stack mounted configuration. The rear stack mount shroud is a radial de-coupler and the fairings will fly off (similar to other fairing mods).

The stack mounted KSO is provided as is and only updates the main vehicle. The tank is just there so you know the purpose of it more or less.

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My thoughts for phases,

Firstly I would think about doing a KSO light version (install) with reduced textures very limited IVA and monitors so it cuts down on the install.

Helldiver what do you want to do with the KSO, what purpose did you see it been used for all those months ago. Orbital taxi, light transport etc etc. Once you know that you can develop modules to suit your projects needs.

May I suggest you ask around the community and develop a training programme for de-orbiting the KSO.

Forthly, if you are thinking about station parts could you go down the line of something akin to Verner Von Brauns ideas (toridial sections) for the space station. WHen I play this game its very reminiscent of what NASA was prior to the Apollo missions, probably around 1967. Von Braun did a fair few articles about what he percieved our next steps would be and after falling out with NASA over the next steps they got dropped. As you are trying to get away from what NASA and the rest have done this might be an ideal guide for you.

And lastly and probably the most contencious comment as I know you do want to go bigger is that you think about making the 'Mini Shuttles' big brother. The reason why I think this might be helpfull is that your starting to think about station parts and your going to start designing them and you are going to want that extra space. I dont think you were very happy with the 'Mini Guppy' that you posted images of a way back, it didnt look very elegant.

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My thoughts for phases,

Firstly I would think about doing a KSO light version (install) with reduced textures very limited IVA and monitors so it cuts down on the install.

Helldiver what do you want to do with the KSO, what purpose did you see it been used for all those months ago. Orbital taxi, light transport etc etc. Once you know that you can develop modules to suit your projects needs.

May I suggest you ask around the community and develop a training programme for de-orbiting the KSO.

Forthly, if you are thinking about station parts could you go down the line of something akin to Verner Von Brauns ideas (toridial sections) for the space station. WHen I play this game its very reminiscent of what NASA was prior to the Apollo missions, probably around 1967. Von Braun did a fair few articles about what he percieved our next steps would be and after falling out with NASA over the next steps they got dropped. As you are trying to get away from what NASA and the rest have done this might be an ideal guide for you.

And lastly and probably the most contencious comment as I know you do want to go bigger is that you think about making the 'Mini Shuttles' big brother. The reason why I think this might be helpfull is that your starting to think about station parts and your going to start designing them and you are going to want that extra space. I dont think you were very happy with the 'Mini Guppy' that you posted images of a way back, it didnt look very elegant.

very true...

all in all this mod is very good but the shuttle (for my taste) is too small... i'm launching stuff the size of the stock science lab into space so the shuttle won't do. i've got B9 so until i'm happy until this small shuttles big brother comes out ^.^

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Firstly I would like to say this is an awesome project.

The question I have is this, when I try to launch the VAB craft version with the boosters and EFT, it burns through all the fuel before I can circularize my orbit, what am I doing wrong?

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very true...

all in all this mod is very good but the shuttle (for my taste) is too small... i'm launching stuff the size of the stock science lab into space so the shuttle won't do. i've got B9 so until i'm happy until this small shuttles big brother comes out ^.^

Just set rescaleFactor to 1.1 in all the part config files. Then it can take 2.5m modules (Fustek) as a tight fit.

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Hello again! and thank you for your support.

My thoughts for phases,

Firstly I would think about doing a KSO light version (install) with reduced textures very limited IVA and monitors so it cuts down on the install.

No, I don't have any desire or plans to do this and I'm against this idea. If there are issues with memory handling or engine optimization, that is something the community as a whole needs to bring up to Squad. The game relies heavily on the modding community for content and I would think the memory issue should be a priority.

Regarding the alternate textures download, it is provided as is. My hope is to eventually integrate it with the texture reduction mod (I don't recall the name at the moment), or at least provide configuration files for it.

Helldiver what do you want to do with the KSO, what purpose did you see it been used for all those months ago. Orbital taxi, light transport etc etc. Once you know that you can develop modules to suit your projects needs.

I'll try and again make it clear as my original post and the old development thread stated so we're all up to date. The Kerbin Shuttle Orbiter is a space shuttle as if the Kerbals designed one. In other words, here on earth... humans made the space shuttle (or buran on the other side of the pond).

In Kerbin, they designed the KSO. At least that is the story.

That is why the KSO is small. It is designed, inspired by, and modeled as if little 1 meter tall green men designed a space shuttle. Would it have a 2.5 meter cargo bay, or a 3 meter cargo bay? I don't know. I don't think so. Artistically it wouldn't make sense (and there were 2.5 meter versions of the KSO, in fact the first KSO had a 3 meter wide cargo bay!). Visual tests at different scales made the Kerbals look off next to it.

In the end the decision was based on community feedback and my own artistic slant. As mentioned several times; The Kerbin shuttle orbiter is a chibi "Kerbalized" space shuttle. All of the station components and accessories are being designed to fit the cargo bay.

I do not have any interest, enthusiasm, or time to model realistically sized components, 2.5 meter parts, modifying the shuttle to do so, or anything of the mater. There are several community projects that have shuttle parts that allow you to make larger shuttles or more capable ones (personally I used to run B9's mod).

And lastly and probably the most contencious comment as I know you do want to go bigger is that you think about making the 'Mini Shuttles' big brother. The reason why I think this might be helpfull is that your starting to think about station parts and your going to start designing them and you are going to want that extra space. I dont think you were very happy with the 'Mini Guppy' that you posted images of a way back, it didnt look very elegant.

No extra space is needed or anything. The artwork has a set style and direction as well as concept art done already. You'll start seeing the first module masters next week hopefully as right now we're taking a break. The only problem I'm having with the Cargo Bay in terms of size is a technical one regarding its center of mass and its floor when mounting something centerline. However this is a simple fix involving minor editing.

Players who download the KSO project, will have no need for the default game's lab, as the KSO system will include multiple fully IVAed Labs and accessories all fitted to the cargo bay of the KSO. Trusses, solar panels, power modules, will all be made so you can take up payloads in the KSO. You may have to do more than one trip on the KSO to build a fully functioning station, but that has been my plan all along.

May I suggest you ask around the community and develop a training program for de-orbiting the KSO.

Excellent idea. Myself or Nazari will put up videos soon with that.

Regarding the KSO Super 25; It will follow the same chibi style the orbiter does and be kerbalized just the same. It is close to being mastered and although it has a lot of improvements over the KSO, will be a lot more limiting parts wise than the KSO. So for those wishing for a KSO inspired parts pack, I don't want to get your hopes up or hype something that won't come. I target the art and look first, not how well it will combine with other mods or parts.

Edited by helldiver
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Well I wasnt thinking of a video, have you seen what Blizy78 does for his tutorials, something like that.

Regarding the rest, you have answered your won question in what needs developing. You need a fair amount of micro sized pods that can be assembled in orbit (as you are doing with the satelite pack). If you are going to make station parts then the station would be a MOL sized vehicle for one or two Kerbals.

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Well I wasnt thinking of a video, have you seen what Blizy78 does for his tutorials, something like that.

Regarding the rest, you have answered your won question in what needs developing. You need a fair amount of micro sized pods that can be assembled in orbit (as you are doing with the satelite pack). If you are going to make station parts then the station would be a MOL sized vehicle for one or two Kerbals.

Hrm, not really. The current lab I'm working on, fits plenty of Kerbals. Don't judge it based on the 1meter to 2meter size thing, it doesn't work and throws off everything. You have to literally put a Kerbal in your IVA to know if it is too large or too small. The decision to make it 2 Kerbals per lab wasn't do to size (I've yet to receive a complaint that a kerbal doesn't fit in the KSO's IVA...).

And my lab modules are spot on :D

The question was to get community feedback on what components are needed to get a station going. So far I think that went pretty well and I like some of the ideas. The escape pod will have to wait for the mun lander phase as it may be a part of that. I don't have the time to be modeling so many IVAs for too many vehicles when the same vehicle can do the same thing.

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Hrm, not really. The current lab I'm working on, fits plenty of Kerbals. Don't judge it based on the 1meter to 2meter size thing, it doesn't work and throws off everything. You have to literally put a Kerbal in your IVA to know if it is too large or too small. The decision to make it 2 Kerbals per lab wasn't do to size (I've yet to receive a complaint that a kerbal doesn't fit in the KSO's IVA...).

And my lab modules are spot on :D

The question was to get community feedback on what components are needed to get a station going. So far I think that went pretty well and I like some of the ideas. The escape pod will have to wait for the mun lander phase as it may be a part of that. I don't have the time to be modeling so many IVAs for too many vehicles when the same vehicle can do the same thing.

As someone who thrives on beautifully done IVA's and rarely will download a cockpit or lab without one I appreciate all the work and effort you are putting into these. I can't wait to see these new models after your much deserved break.

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Firstly I would like to say this is an awesome project.

The question I have is this, when I try to launch the VAB craft version with the boosters and EFT, it burns through all the fuel before I can circularize my orbit, what am I doing wrong?

bump anyone

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Why no bigger shuttle? It seems that a big brother is just what the KSO needs: something visually different to but basically the same as the KSO, but scaled up. The one advantage that every other shuttle mod has over yours is one and the same: a larger size for more practical applications. And yes, while the Kerbals may have designed this shuttle according to their needs, wouldn't they also want to build a bigger one to handle more heavy duty jobs?

If you want an idea of a really good shuttle mod (that, truth be told, is possibly the most practical of all), look at Tiberion's Shuttle Booster System, which includes parts to build an entire family of shuttles, ranging from a Buran equipped with jet engines to a NASA Ares style launcher.

Also, given the results with the KSO, I'm pretty sure that its big brother would look and perform equally as well.

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Still have a problem attaching anything other than the docking adapters to the bottom and top nodes. Example, I have the small docking adapter with a docking port jr attached to a small probe on the top node, I want to add extra fuel on the bottom node,but it will not attach to the node instead it attaches radial to the doors or the floor or clips through the engine fuel tanks but will not snap to the bottom node.

just found a simple fix, the toroidal tank snaps right to it.

Edited by Woodstar
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Still have a problem attaching anything other than the docking adapters to the bottom and top nodes. Example, I have the small docking adapter with a docking port jr attached to a small probe on the top node, I want to add extra fuel on the bottom node,but it will not attach to the node instead it attaches radial to the doors or the floor or clips through the engine fuel tanks but will not snap to the bottom node.

Editor Extensions resolves that issue with toggling global radial/node attachment.

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Why no bigger shuttle? It seems that a big brother is just what the KSO needs: something visually different to but basically the same as the KSO, but scaled up. The one advantage that every other shuttle mod has over yours is one and the same: a larger size for more practical applications. And yes, while the Kerbals may have designed this shuttle according to their needs, wouldn't they also want to build a bigger one to handle more heavy duty jobs?

If you want an idea of a really good shuttle mod (that, truth be told, is possibly the most practical of all), look at Tiberion's Shuttle Booster System, which includes parts to build an entire family of shuttles, ranging from a Buran equipped with jet engines to a NASA Ares style launcher.

Also, given the results with the KSO, I'm pretty sure that its big brother would look and perform equally as well.

Hmmm ... this question comes up A LOT. Maybe ... maybe ... it's because he didn't design his shuttle to booster forty tons into space. It's actually a little larger than Bac9's Mk2 fuselage internally. It damn near fits two meter parts. You can always get Bac9 if your dream is a plane the size of a building instead of asking Helldiver to stop making things he wants to and make things you want him to. Plus, I have a practical reason for him to avoid this kind of request. .There are a large number of part packs that focus on larger and larger and larger ships/rockets. 0.24 is supposed to have 6m+ pieces. This fits the bill for anyone who wants a smaller space program. It fills a void other mods don't.

Edited by Hyomoto
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I love this mod, somehow I discovered it one day before modding mondays. It seems to be getting extra attention now which is awesome.

I really like the current size of the orbiter system, but the only reason I'm interested in a bigger KSO is because I want to build a station with only KSO launches now :)

I did some experimenting with rescaling and 1.2x fits 2.5m parts well 1.1 just barely works, but the part might get stuck. I'm going to try resizing the orbiter parts to all 1.1 or 1.2 tonight and keep the boosters and eft stock. My only conundrum is if I scale up the orbiter then I should add some extra mass to make up for it and extra fuel since the main tank is bigger now. If I do all of that, well will the stock boosters be enough? By the time I'm done I'll have a completely different animal...

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a quick question that may have been answered. When at the VAB i open the cargo bay to install various parts. I only have two connection points one at the the top and one at the bottom of the cargo bay. But there is also an artwork for a connection (just like the other two connection nodes of the cargo bay) at the center of the cargo bay without any connection node. Is this intentional?

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