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[0.90] Kerbin Shuttle Orbiter System v4.13


helldiver

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Sooooo....getting back to the mod...I have found the stack launch method to be the most effective. Credit goes to the wonderful decoupler that makes it possible.

DnfxG7z.jpg

rGJs4To.jpg

06SH0aO.png

This shuttle is infinitely compatible with anything.

Seriously I love this mod.

It would be cool though if the wings could fold...easily stuff this bird into a 5m fairing.

Edited by paramedicdoc
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Please, can we avoid the linux/windows arguments in here? They have a bad habit of getting threads locked, and I don't want that to happen to this one.
I agree. It's kind of taking away from the KSO discussions. Play KSP on whatever makes you happy.

Someone asked how to fix an error related to KSO, I was providing information that an OS upgrade would do the trick. Someone started spewing misinformation about the information I provided. I simply offered correct information to counter the incoherent misinformation.

Not offtopic, not talking about 'what makes you happy', simple discussion of facts related to high memory use mods.

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Have you thought about adding solar panels to the insides of the docking bay doors? Would make a neat way to deploy solar panels and still keep them out of the way.
I suggested this also, but I don't think I got a response to it. With the Cargo bay redo it "might" be possible to do but I feel the coding would be one heck of a mess.

I considered this. Unfortunately because the doors are animated, any solar panels you attach to them... Lets just say it was a mess. In fact the KSO Improved Cargo Bay coming in Phase II, I specifically redid the colliders on the cargo bay doors to support custom made solar panels that were supposed to attach there (those extra panels were going to come with Phase II).

Phase II is already finalized as I said earlier. Also in Phase II, you'll get Solar Panel Panes (as seen in my shot earlier) which you can attach to a module or anywhere you wish.

Solar Panel doors may be something for later Phases. In Phase II you use the KSO fuel module, plus the coupling extension which you can symmetry a bunch of solar panes on to (stock or the ones included in Phase II). At least as a temporary solution.

[Edit] An alternate method was to just declare the Cargo Bay as having Solar Panels and simply add the textures to the cargo bay doors. Early color studies I did back in the development thread didn't impress me and I felt they looked ugly and clashed with it. Hence the Cargo Bay has a generator as an interim solution.

Old development shot

F9S4lse.jpg

The ones that were coming in Phase II worked something like that; you attached them yourself on the cargo bay doors. Unfortunately, anything you attach in the VAB stays in the spot you attached it. Test this yourself by attaching stuff to the cargo bay doors and opening them. You'll notice they stay there floating in the air...

Edited by helldiver
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Enneract - That's fine. I really do wish all versions were up to 64 bit. I wasn't meaning your posts, they were informative and taught me some things I didn't know about how the game runs. I was just meaning some of the others that were getting a little off topic. No offense intended!

Paramedicdoc - I wasn't a big fan of the stack mounting at first, but that looks nice. :D Do you have rockets under the decoupler, or maybe a jet engine for re-entry?

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[Edit] An alternate method was to just declare the Cargo Bay as having Solar Panels and simply add the textures to the cargo bay doors. Early color studies I did back in the development thread didn't impress me and I felt they looked ugly and clashed with it. Hence the Cargo Bay has a generator as an interim solution.

Old development shot

http://i.imgur.com/F9S4lse.jpg

To be honest I like that idea since the cargo bay has a generator anyway (and I don't know if there is a means of activating the generator with the opening of the cargo bay, like extending the panels to activate them). EDIT: I take that back. I looked more closely at them and I think they look good in that image. But maybe it'd be possible to activate the generator with the activation of the doors.

Edited by qnistNAMEERF
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Paramedicdoc - I wasn't a big fan of the stack mounting at first, but that looks nice. :D Do you have rockets under the decoupler, or maybe a jet engine for re-entry?

I have 2 orbital engines behind the shroud, generally used for active descent and adjustments. No jet engines as all fuel usage comes from the propulsion module and the little thrust that the orbitals give me is just to add a little thrust for course correction, so there has been little incentive for me to add efficiency. The landing is usually full-proof anyway as the parachutes will usually "auto-correct" any landing. The launch vehicle I use is essentially a KW version of the Delta IV with some SRB's...it is grossly overpowered.

I am amazed at how well I can throw anything at this shuttle as it work so seamlessly with everything else. Really a nice job.

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What I've been working on

-All external 3D geometry for Phase II done. Missing in the pictures are the additional laboratories and the Observation Module. These use the same 3D mesh as the General Lab you see there with some minor modifications. I'll do that once everything is UVWed to save on time (since they share the same UVs more or less).

To do

-High Resolution 3D models where needed

-UVW's and textures

-Missing parts that depend on other parts (such as the General Laboratory being UVed).

What about IVA's?

-I'll be doing the IVAs later once the external geometries are done and textured and Nazari is getting them in game.

Some questions I get asked in PMs, on the thread, or brought up:

-Are you working on a 2.5m KSO?

Yes, it's called the KSO Super 25. Eta probably not for a while. The good news is, getting it completed won't take long, in fact I believe less time than Phase II or even the KSO itself. However, once I get to it I'll then discuss details. I'm not looking for suggestions. Its fuselage has already been lathed and the features are pretty much finalized.

-I want this part in Phase II, can you make this?

No, Phase II features are done. What you see here (minus what I said is still missing up above) is it for Phase II. I'm moving along. If you followed the old KSO development thread, I move along and hate getting bogged down by requests or feature creep.

-Can you do this and that to the 3D Geometry of the KSO?

That includes scaling, cutting, or extended cargo bays. The answer is No. This is my design vision. There are plenty of examples on this thread and others of players using it as I designed it. It's a Kerbal designed shuttle. Not a copy of NASA or Buran shuttles or a shuttle built by large 5'8"+ humans. As such it is Chibi, and designed for cargo less than 1.5m. Suffice to say the KSO Super 25 will have the same love and care the KSO had and may better suit your needs if you want that size of a cargo bay.

-Can you remove parts or separate them from the SST or the KSO?

No. A lot of them use complicated animations or are set up in a way that make it difficult to simply set up a node. That includes the RCS arms of the SST (Station Service Tug).

-Will the Improved KSO Cargo Bay in Phase II, damage my flights or render any craft file or shuttle unusable?

So far in all our testing, the new cargo bay went in seamlessly with no craft file or save game breakage.

http://i.imgur.com/riDMsZn.jpg

Solar Panel Comparison

http://i.imgur.com/yI4d9YW.jpg

oh my god i am puking rainbows

That is especially toward the station tug which is awesome

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I considered this. Unfortunately because the doors are animated, any solar panels you attach to them... Lets just say it was a mess. In fact the KSO Improved Cargo Bay coming in Phase II, I specifically redid the colliders on the cargo bay doors to support custom made solar panels that were supposed to attach there (those extra panels were going to come with Phase II).

Phase II is already finalized as I said earlier. Also in Phase II, you'll get Solar Panel Panes (as seen in my shot earlier) which you can attach to a module or anywhere you wish.

Solar Panel doors may be something for later Phases. In Phase II you use the KSO fuel module, plus the coupling extension which you can symmetry a bunch of solar panes on to (stock or the ones included in Phase II). At least as a temporary solution.

[Edit] An alternate method was to just declare the Cargo Bay as having Solar Panels and simply add the textures to the cargo bay doors. Early color studies I did back in the development thread didn't impress me and I felt they looked ugly and clashed with it. Hence the Cargo Bay has a generator as an interim solution.

Old development shot

http://i.imgur.com/F9S4lse.jpg

The ones that were coming in Phase II worked something like that; you attached them yourself on the cargo bay doors. Unfortunately, anything you attach in the VAB stays in the spot you attached it. Test this yourself by attaching stuff to the cargo bay doors and opening them. You'll notice they stay there floating in the air...

Helldiver, if you didn't know the real shuttle doesn't have solar panels in the doors. Those are heat radiators. The shuttle uses a fuel cell for power. There are serious downsides to getting all of your power from solar panels in a shuttle. One, it will hamper operations during the night side, and two you will loose SAS control during reentry after you use up all the stored charge and can't replenish. Please consider making those into radiators and not solar panels. You don't have to actually monitor heat buildup like the Interstellar mod, btw.

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Helldiver, if you didn't know the real shuttle doesn't have solar panels in the doors. Those are heat radiators. The shuttle uses a fuel cell for power. There are serious downsides to getting all of your power from solar panels in a shuttle. One, it will hamper operations during the night side, and two you will loose SAS control during reentry after you use up all the stored charge and can't replenish. Please consider making those into radiators and not solar panels. You don't have to actually monitor heat buildup like the Interstellar mod, btw.

Alternately have both! Solar Panels to use during day side ops and a fuel cell/battery power to use night side and during reentry.

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Alternately have both! Solar Panels to use during day side ops and a fuel cell/battery power to use night side and during reentry.

Battery power isn't going to cut it. And if you have a fuel cell there's no need for solar panels. If you have to have them, at least make them optional please?

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Battery power isn't going to cut it. And if you have a fuel cell there's no need for solar panels. If you have to have them, at least make them optional please?

Battery power may not cut it in real life, but it works just fine in the game.... that how most of my ships stay powered while night side. Of course they should be optional.

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I just sneak a few RTG's on the shuttle and have never had problems. Seriously, RTGs fix everything power related lol.

If you've researched that tech. Also there's not really a good place to put it. And if you're going to clip it inside the model, you might as well just modify the config file. I forsee a lot more tweaking with config files in the future. Seriously, this mod is already the most tweaked mod in my collection. :)

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If you've researched that tech. Also there's not really a good place to put it. And if you're going to clip it inside the model, you might as well just modify the config file. I forsee a lot more tweaking with config files in the future. Seriously, this mod is already the most tweaked mod in my collection. :)

You can very easily stick a 2x symmetrical set on either side of the little docking adapter and rotate them so they're tucked inside. Or, if you prefer not to clip, you can rotate them so they lie vertically on either side.

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You can very easily stick a 2x symmetrical set on either side of the little docking adapter and rotate them so they're tucked inside. Or, if you prefer not to clip, you can rotate them so they lie vertically on either side.

As I said, if you're going to clip parts inside you might as well just edit the config file and rationalize it that the Kerbals have a fuel cell built in. You can even make it use up fuel if you want. Of course you can play your game any way you like.

Edited by mdapol
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The Twelfth of my STS KSO Shuttle Missions and Eighth Flight of the Tenacious! STS 112's objectives are to complete KSO Space Station Construction Phase IV by deploying and installing the KSO Fuel Module #1, which can store 4,000 units each of liquid fuel and oxidizer, and then return to the KSC runway. The tanks will then be filled by an unspoken of and unheralded rocket. The KSO Space Station will contain four additional planned modules, which will be brought up in the next KSO shuttle missions. Upon completion, the KSO Space Station will hold 14 Kerbals, two green houses, one telescope, a single-kerbal science lab, and over 8,000 units each of liquid fuel and oxidizer.

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

STS 113 Will bring up the KSO Space Station Fuel Module #2.
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Sooooo....getting back to the mod...I have found the stack launch method to be the most effective. Credit goes to the wonderful decoupler that makes it possible.

http://i.imgur.com/DnfxG7z.jpg

http://i.imgur.com/rGJs4To.jpg

http://i.imgur.com/06SH0aO.png

This shuttle is infinitely compatible with anything.

Seriously I love this mod.

It would be cool though if the wings could fold...easily stuff this bird into a 5m fairing.

Cool pics :) But which mods did you use to build that space station in the last pic? It looks so awesome :cool:

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