DoubleOSeven1 Posted February 28, 2014 Share Posted February 28, 2014 i'm very sorry to be a pian in the ass here helldriver but maybe could you make a shuttle (or atleast the command part of the shuttle) not have the RastaPropMoniter? i'm a very big fan of this but it's just too memory greedy (even with the reduction pack and the non hd texture pack) for my computer... and the fact that i never do IVAs on missions :/if you can't right now then please just keep this feature in mind ^.^ thanks.I think they are only supposed to be active when your in IVA, otherwise they don't exist.I think this was stated in the Rasterprop forum Link to comment Share on other sites More sharing options...
vardicd Posted February 28, 2014 Share Posted February 28, 2014 I think they are only supposed to be active when your in IVA, otherwise they don't exist.I think this was stated in the Rasterprop forumI see a big memory hit with this too, even if Im not in the IVA view. The shuttle seems to work fine if you just delete the RPM folders though. JSI and Hyomoto. just erase those two folders. works for me, and no performance hit. Link to comment Share on other sites More sharing options...
mdapol Posted February 28, 2014 Share Posted February 28, 2014 Two caveats...1) I am not sure how to deal with the end effector attachment point, there is an air gap that looks like it is proportional to the amount the arm was scaled. Hopefully some body will have input on this.2) The oscillation that plagues arms and shuttles is alive and well. I've blown up a few shuttles.Solved. 1) Modify the part config file and adjust the location of the attachment node. You'll probably have to experiment by trial and error to find the correct one and keep tweaking it until it attaches in the right place.2) From the Romfarer forum, use struts on the base of the arm to minimize wobble. Then when grabbing objects, switch to "fine control" mode with the CapsLock. It moves slowly but doesn't destroy the vehicle. Link to comment Share on other sites More sharing options...
helldiver Posted March 1, 2014 Author Share Posted March 1, 2014 I just picked up a new video card, here's hoping for a weekend release!!I'm fast but not that fast. I have other things I have to do during the day, even so, I'm going full steam. Fortunately the labs shouldn't take as long as the SST's cab is taking (which has actually been fast and hassle free). Fortunately once the art is done, it shouldn't take Nazari that long to get it in game. None of this is technical and demanding like the KSO was. And a lot of it is just being drag and dropped over.Wasn't going to post WIP shots, but just to keep you guys up to date on my progress here are some shots of the SST's cab. "Hey it's missing details and textures don't seem complete", that's because I'm not finished... Link to comment Share on other sites More sharing options...
mostlydave Posted March 1, 2014 Share Posted March 1, 2014 SST looks amazing! Thanks for the updates, I can't wait to start building my station! Link to comment Share on other sites More sharing options...
hieywiey Posted March 1, 2014 Share Posted March 1, 2014 Wow the SST looks VERY good Link to comment Share on other sites More sharing options...
TerLoki Posted March 1, 2014 Share Posted March 1, 2014 Ooo very nice, I'm digging the offset cockpit layout. Link to comment Share on other sites More sharing options...
qnistNAMEERF Posted March 1, 2014 Share Posted March 1, 2014 http://i.imgur.com/u1A857I.jpghttp://i.imgur.com/BJINot5.jpgYou have a knack for making these interiors look amazing. Great work and thank you for sharing your work in progress. The tug is looking great. Link to comment Share on other sites More sharing options...
skykooler Posted March 1, 2014 Share Posted March 1, 2014 That looks beautiful! There's a bunch of space in there; are you going to put things in or leave it empty? Link to comment Share on other sites More sharing options...
frizzank Posted March 1, 2014 Share Posted March 1, 2014 The KSP Logo is there to stay, same as the KSO or the KSO Super 25. That's also a no on the alternate skin thing especially for this thing. It's not meant to be a prime mover or a command pod really.I agree on the yellow. It was a joke really since it reminded me so much of a mining drone from Homeworld or like construction equipment (think Caterpillar). The SST is inspired by the various service vehicles you see in and around the VAB/SPH.http://i.imgur.com/xNaCYcU.jpghttp://i.imgur.com/6CjTsFK.jpghttp://i.imgur.com/XlEXI7M.jpgNote any similarities? http://i.imgur.com/sXUeQNb.jpgI think if you went with more of an orange or red orange for the tug part it could work Link to comment Share on other sites More sharing options...
Virtualgenius Posted March 1, 2014 Share Posted March 1, 2014 I actually liked the bright yellow but orange could work Link to comment Share on other sites More sharing options...
Starwaster Posted March 1, 2014 Share Posted March 1, 2014 I actually liked the bright yellow but orange could workI dont care as long as it makes loud beeping sounds when it backs up Link to comment Share on other sites More sharing options...
drtedastro Posted March 1, 2014 Share Posted March 1, 2014 I dont care as long as it makes loud beeping sounds when it backs upNo, can't do that. Not Kerbal enough.Makes loud beeping sounds ONLY as it runs over someone or hits something.... Link to comment Share on other sites More sharing options...
Starwaster Posted March 1, 2014 Share Posted March 1, 2014 No, can't do that. Not Kerbal enough.Makes loud beeping sounds ONLY as it runs over someone or hits something....sorry. my bad :/ Link to comment Share on other sites More sharing options...
LawnDartLeo Posted March 1, 2014 Share Posted March 1, 2014 Solved. 2) From the Romfarer forum, use struts on the base of the arm to minimize wobble. Then when grabbing objects, switch to "fine control" mode with the CapsLock. It moves slowly but doesn't destroy the vehicle.I take stuff out of the cargo bay and deploy it without problems, even at full arm extension. Plucking things out of orbit and placing them in the cargo bay... mmmm... not so hot. Link to comment Share on other sites More sharing options...
Starwaster Posted March 1, 2014 Share Posted March 1, 2014 I take stuff out of the cargo bay and deploy it without problems, even at full arm extension. Plucking things out of orbit and placing them in the cargo bay... mmmm... not so hot.I gave up on the arms long ago.It was counter productive to why I play KSP in the first place, to have fun and get away from the frustrations of my everyday life. Link to comment Share on other sites More sharing options...
SkyHook Posted March 1, 2014 Share Posted March 1, 2014 Wow. The SST and the other station modules are the best I've ever seen! I can't wait! Link to comment Share on other sites More sharing options...
Bartybum Posted March 1, 2014 Share Posted March 1, 2014 Why won't the RPM work for me? It says that there's some sort of initialization error and that I have to check the config. Link to comment Share on other sites More sharing options...
AntiMatter001 Posted March 1, 2014 Share Posted March 1, 2014 I'm fast but not that fast. I have other things I have to do during the day, even so, I'm going full steam. Fortunately the labs shouldn't take as long as the SST's cab is taking (which has actually been fast and hassle free). Fortunately once the art is done, it shouldn't take Nazari that long to get it in game. None of this is technical and demanding like the KSO was. And a lot of it is just being drag and dropped over.Wasn't going to post WIP shots, but just to keep you guys up to date on my progress here are some shots of the SST's cab. "Hey it's missing details and textures don't seem complete", that's because I'm not finished...http://i.imgur.com/u1A857I.jpghttp://i.imgur.com/BJINot5.jpgonce again thanks to those people who i've forgotten the names of that helped me with the rastaprobmoniter issue. i've noticed that you've put the stock gauges on the tug and rast prop moniter thingys... i'd like it if while your working on the issue of the blacked out HUDs (after phase two) that you might put the stock gauges in the KSO somewhere... (just asking i'm not saying you should do it) also now that i've uninstalled the rastaprobmoniter and rpm files from my kso gamedata file the light switch doesn't work.i'm going to try pull upmy old version of KSO and try hookwire it to work via the old button in the cockpit menu. Link to comment Share on other sites More sharing options...
qnistNAMEERF Posted March 1, 2014 Share Posted March 1, 2014 once again thanks to those people who i've forgotten the names of that helped me with the rastaprobmoniter issue. i've noticed that you've put the stock gauges on the tug and rast prop moniter thingys... i'd like it if while your working on the issue of the blacked out HUDs (after phase two) that you might put the stock gauges in the KSO somewhere... (just asking i'm not saying you should do it) also now that i've uninstalled the rastaprobmoniter and rpm files from my kso gamedata file the light switch doesn't work.i'm going to try pull upmy old version of KSO and try hookwire it to work via the old button in the cockpit menu.I'm not sure I follow you. The KSO has the exact same instruments. Link to comment Share on other sites More sharing options...
nubcaker Posted March 1, 2014 Share Posted March 1, 2014 I'm fast but not that fast. I have other things I have to do during the day, even so, I'm going full steam. Fortunately the labs shouldn't take as long as the SST's cab is taking (which has actually been fast and hassle free). Fortunately once the art is done, it shouldn't take Nazari that long to get it in game. None of this is technical and demanding like the KSO was. And a lot of it is just being drag and dropped over.Wasn't going to post WIP shots, but just to keep you guys up to date on my progress here are some shots of the SST's cab. "Hey it's missing details and textures don't seem complete", that's because I'm not finished...http://i.imgur.com/u1A857I.jpghttp://i.imgur.com/BJINot5.jpgOh, wow! I didn't realise you were going to orientate the tug like that. Looks great! Link to comment Share on other sites More sharing options...
MKSheppard Posted March 1, 2014 Share Posted March 1, 2014 While researching something else at the US Naval Academy yesterday, I found drawings of the most awesome thing ever:Shuttle Compatible Nuclear StageOf course; I don't know what "scaled down" factor Helldiver is using for the KSO project vs normal shuttles -- what's the size of the KSO Orbiter payload bay? I can then attempt to size a nuclear engine for it using Space Propulsion Analysis and Design. Link to comment Share on other sites More sharing options...
Starwaster Posted March 1, 2014 Share Posted March 1, 2014 While researching something else at the US Naval Academy yesterday, I found drawings of the most awesome thing ever:Shuttle Compatible Nuclear StageOf course; I don't know what "scaled down" factor Helldiver is using for the KSO project vs normal shuttles -- what's the size of the KSO Orbiter payload bay? I can then attempt to size a nuclear engine for it using Space Propulsion Analysis and Design.thx for that, I'm always interested in any nuclear rocket stuff. Link to comment Share on other sites More sharing options...
jhdgkss Posted March 1, 2014 Share Posted March 1, 2014 HI there i love this shuttle addon. I have not been following the thread fully but, this shuttle really needs a bigger cargo bay and arm so we can launsh satellites and build space stations. Link to comment Share on other sites More sharing options...
Westi29 Posted March 1, 2014 Share Posted March 1, 2014 HI there i love this shuttle addon. I have not been following the thread fully but, this shuttle really needs a bigger cargo bay and arm so we can launsh satellites and build space stations.Watch my videos. You do not need a bigger cargo bay! lol Link to comment Share on other sites More sharing options...
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