MassDivide Posted February 27, 2014 Share Posted February 27, 2014 My god, this needs to be stock with KSP. I mean seriously squad, look at this beauty! Link to comment Share on other sites More sharing options...
Virtualgenius Posted February 27, 2014 Share Posted February 27, 2014 What solar panels are they Link to comment Share on other sites More sharing options...
Martin_Baker Posted February 27, 2014 Share Posted February 27, 2014 What solar panels are theyHi Virtualgenius, the panels are Salyut solar arrays from the Kosmos space station parts pack. The panels on the satellite being manoeuvred by the arm are called Salyut Lesser solar arrays. The panels on the small station are called TKS solar arrays. Hope this helps. Link to comment Share on other sites More sharing options...
Picard98 Posted February 27, 2014 Share Posted February 27, 2014 Hi Martin_Baker where can I found the configsfile with the rescale factor?? i don't found anything in this folders from the buranarm. can you help me? Link to comment Share on other sites More sharing options...
Martin_Baker Posted February 27, 2014 Share Posted February 27, 2014 Hi Martin_Baker where can I found the configsfile with the rescale factor?? i don't found anything in this folders from the buranarm. can you help me?Hi Picard I will try and explain it as best as I can. Go to your GameData\Romfarer\Parts\Romfarer_RoboticArmBuran\ folder and you should find a part.cfg file. In that file under the "// --- asset parameters ---" heading there is a line that says "rescaleFactor = 1.25", without the inverted commas. Simply change that line so that it says "rescaleFactor = 0.7", again without the inverted commas. For an extra bit of realism you can also change the following property; under the heading "// --- standard part parameters ---" there is a line that says "mass = 0.5", I reduced that to read "mass = 0.35", again without the inverted commas. I have no idea if I have used the correct figure for the mass reduction, but it all seems to work ok at this point.I hope this helps. If not, let me know and I will see if I can write it a bit better. Link to comment Share on other sites More sharing options...
luisair Posted February 27, 2014 Share Posted February 27, 2014 The KSOS is already FAR & DR compatible, right? Link to comment Share on other sites More sharing options...
Martin_Baker Posted February 27, 2014 Share Posted February 27, 2014 The KSOS is already FAR & DR compatible, right?I run Deadly Reentry and have no issues. I don't have FAR so can't help you with that one sorry. Link to comment Share on other sites More sharing options...
Virtualgenius Posted February 27, 2014 Share Posted February 27, 2014 Why is every second post about FAR or DR, Helldiver would it be possible to put on the first page wether its FAR or DR compatible Link to comment Share on other sites More sharing options...
Crater Posted February 27, 2014 Share Posted February 27, 2014 Why is every second post about FAR or DR, Helldiver would it be possible to put on the first page wether its FAR or DR compatibleUhhh, it is already there.-The KSO does not natively support MechJeb, Deadly Re-entry, or Ferram Aerospace. Compatibility with these mods was never intended. Users have reported that the KSO works alright with them but you may experience over-powered flight controls, parts breaking off during re-entry, or heavy-non responsive flight characteristics. Configurations are an ongoing process.Though the release notes (also in the first post) do say that in 1.06 an initial framework was added for support for both FAR and DRE, and in 1.09 a little more work was done on DRE.The actual current state is that there is a FAR compatibility config posted somewhere in the thread, and a mod for the DRE config was posted a couple of pages back. Link to comment Share on other sites More sharing options...
ndiver Posted February 27, 2014 Share Posted February 27, 2014 On my side, i'm hoping a version with lighter textures, because currently KSO is around 200Mb big ... Link to comment Share on other sites More sharing options...
Crater Posted February 27, 2014 Share Posted February 27, 2014 On my side, i'm hoping a version with lighter textures, because currently KSO is around 200Mb big ...You know that there already is a lowres texture pack on the front page? Link to comment Share on other sites More sharing options...
ndiver Posted February 27, 2014 Share Posted February 27, 2014 You know that there already is a lowres texture pack on the front page?Thanks, i did not realized ! I need to put glasses Link to comment Share on other sites More sharing options...
ebookah Posted February 27, 2014 Share Posted February 27, 2014 can you rescale the parts to make the bigger ? Link to comment Share on other sites More sharing options...
NitroeliteKillz Posted February 27, 2014 Share Posted February 27, 2014 Ok I've changed this for next time it's uploaded. For now, just open the dre_KSO.cfg file in KSO/FX and paste this over the current entry titled @PART[noseconekso]You can use this cfg to tune the difficulty of DRE for the KSO parts... as you can see they all have the same amount of shielding and reflect the same amount.I did some testing with this code but it seems that even though the nosecone gets ablative shielding it does not ablate when reentering... could it be pointed into the wrong direction? :S Link to comment Share on other sites More sharing options...
Initar Posted February 27, 2014 Share Posted February 27, 2014 could it be pointed into the wrong direction? :SYeah shield orientation is a bit weird on some parts like nosecone and landing gear, which have a particular orientation themselves (and also are moving parts). And a 45° angle is necessary, although hard to keep. Link to comment Share on other sites More sharing options...
rottielover Posted February 27, 2014 Share Posted February 27, 2014 Yeah shield orientation is a bit weird on some parts like nosecone and landing gear, which have a particular orientation themselves (and also are moving parts). And a 45° angle is necessary, although hard to keep.I've been trying to figure out why my nose gear and ailerons keep burning up... maybe that's why, I've been using the wrong angle... Link to comment Share on other sites More sharing options...
Starwaster Posted February 27, 2014 Share Posted February 27, 2014 (edited) I've been trying to figure out why my nose gear and ailerons keep burning up... maybe that's why, I've been using the wrong angle...Stock KSP or RSS?Ablative or non-ablative?And, btw, regarding the 45° angle thing, the way DREC works that technically means you're only using HALF of the shield's heat reflecting capabilities. Since the vector specified is the downward (bottom of fuselage) vector.So if you're using the reflective (non-ablative) config then at 45° you're rejecting 12.5% of incoming heat. Which should be ok for stock... I think. Not sure about RSSEdit: Just realized, there's probably a few KSO DREC patches floating around.... the value cited above assumes 25% reflectivity and no ablation, but the current KSO version ships with ablative that reject 12% incoming heat so 45° works out to 6% for that version and then you would be ablating the rest. Just some clarification and numbers... Edited February 27, 2014 by Starwaster Link to comment Share on other sites More sharing options...
nubcaker Posted February 27, 2014 Share Posted February 27, 2014 The tug looks nice, like every (planned) part in this mod.But why is it yellow? It makes it look like a 1 man submarine.I guess it's to add some diversity, instead of having only gray/white parts.Maybe it would look less like a (yellow) submarine if it's main colour was gray/white and have well placed yellow and black warning lines.http://i.imgur.com/5cModoB.jpgI love the yellow tug! Really makes it feel like a forklift... in space. Link to comment Share on other sites More sharing options...
Bomoo Posted February 27, 2014 Share Posted February 27, 2014 I love the yellow tug! Really makes it feel like a forklift... in space.Gotta say I'm also not a fan of the yellow or the KSP logo on the sides. I hope helldiver decides to do alternate skins for the tug, but if not that's cool too. Link to comment Share on other sites More sharing options...
Initar Posted February 27, 2014 Share Posted February 27, 2014 But why is it yellow? It makes it look like a 1 man submarine.relevant: http://www.youtube.com/watch?v=31uuplzegEoI'd love to ride this submarine in space as it is. Link to comment Share on other sites More sharing options...
nubcaker Posted February 27, 2014 Share Posted February 27, 2014 Gotta say I'm also not a fan of the yellow or the KSP logo on the sides. I hope helldiver decides to do alternate skins for the tug, but if not that's cool too.It's certainly a possibility, looking at the alt skins for the orbiter. Personally, I'd like another colour, as long as the yellow is still incorporated in it. Like a line of yellow, going along the vehicle. Link to comment Share on other sites More sharing options...
Jason Cox Posted February 27, 2014 Share Posted February 27, 2014 Gotta say I'm also not a fan of the yellow or the KSP logo on the sides. I hope helldiver decides to do alternate skins for the tug, but if not that's cool too.The yellow looks nice. It makes it look like a Workbee from Star Trek. Link to comment Share on other sites More sharing options...
qnistNAMEERF Posted February 27, 2014 Share Posted February 27, 2014 Hey FREEMANtsinq, just out of interest what sort of orbit do you have your space station in? As far as getting 6 kerbals and a payload into orbit, this shuttle has excellent fuel efficiency, but this means I little room for error when it comes to fuel management. I have an orbital Gas 'n' Go in a 102 km x 98 km equatorial orbit, and by the time I dock with it I've got about 30 - 50 m/s delta V remaining which is not enough for a deorbit burn. This is why I dock and take on more gas. I'm just wondering what sort of orbits and remaining delta Vs other people are achieving?That station is in a 250km orbit. All those shuttles were launched without payload, save for the docking port. Hope that helps. Link to comment Share on other sites More sharing options...
Martin_Baker Posted February 27, 2014 Share Posted February 27, 2014 The yellow looks nice. It makes it look like a Workbee from Star Trek.I like the yellow. It reminds me a little of Powered Work Loader that Ripley used in Aliens. It would be cool if there was an ORB (omnidirectional rotating beacon) on it. Link to comment Share on other sites More sharing options...
qnistNAMEERF Posted February 27, 2014 Share Posted February 27, 2014 http://i.imgur.com/PK040kP.jpgTried adding it to the album but wasn't able to since I don't have an imagur account Thanks Helldiver! You are awesome. Link to comment Share on other sites More sharing options...
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