Endersmens Posted April 29, 2014 Share Posted April 29, 2014 Stock drag isn't good enough for you to flare the nose up to slow down properly. You need FAR for that. (not sure if to this day any decent FAR configs exist for the wings for proper compatibility)However, there's also Real Chute and there's a small stack point nestled in with the main engines that you could mount a cone or stack chute on. Configure the chute as a drag chute set to deploy on ground contact.With the chute thus configured there is no need for you to arm it or deploy it; it will go off as soon as you touch down so you can concentrate on flying and landing.Yeah i've thought of the realchutes, but i was more concerned with a cool landing. But you're saying that there isn't FAR compatability? will somebody add it sometime? Link to comment Share on other sites More sharing options...
Meridius Posted April 29, 2014 Share Posted April 29, 2014 There is 1 did you look at all the parts ?I agree with TerLoki.I meant a space "greenhouse," not the materials bay. Especially for space station and bases. Link to comment Share on other sites More sharing options...
Sochin Posted April 29, 2014 Share Posted April 29, 2014 If I remember correctly there is one with LLL lack luster labs. Link to comment Share on other sites More sharing options...
helldiver Posted April 30, 2014 Author Share Posted April 30, 2014 UpdateSorry guys for not having any updates that make sense. But a lot of it right now is technical stuff that looks like this:Basically the whole thing is split into elements and then welded into one huge object which makes UVW island setup much easier and efficient. Trying not to use a 4096x4096 but depending on the bakes I may have to. Not to worry, the ATM mod will come in handy for those that are out of resources .Once all the bakes and texturing is complete, the whole thing is punched out and reassembled like a jigsaw puzzle.For some reason this guy has been a bit more complicated. I think it's mostly because I've been a bit more diligent with it where as with the KSO I blew through it to get it out there.So I still need a bit more time. But it's getting there! Link to comment Share on other sites More sharing options...
qnistNAMEERF Posted April 30, 2014 Share Posted April 30, 2014 Update... http://i.imgur.com/idGaUHo.jpg...Looking great! I like seeing the dev shots like from the KSO's dev thread. Thanks for sharing. That new load-textures-on-demand plugin is looking promising for those with low system resources. Link to comment Share on other sites More sharing options...
TerLoki Posted April 30, 2014 Share Posted April 30, 2014 Woot! Just did my first glide landing from orbit in the Resolute! Granted, it was at the south pole since I was coming in from an 85 degree orbit, and hitting KSC accurately isn't something I think I'm ready for yet, but I managed a soft landing without parachutes and without losing a single piece. Link to comment Share on other sites More sharing options...
Westi29 Posted April 30, 2014 Share Posted April 30, 2014 No wonder Jeb's rebelling! Even in that state she is a rare beauty! haha Link to comment Share on other sites More sharing options...
Bomoo Posted April 30, 2014 Share Posted April 30, 2014 Looks good, man.Something I'm curious about: did you end up reusing any of the KSO's components (e.g. flaps, nose cone, landing gear) for the 25? Link to comment Share on other sites More sharing options...
Endersmens Posted April 30, 2014 Share Posted April 30, 2014 nobody answered when i asked this last, so ill ask one more time. Is the KSO not FAR compatible? and if not any guesses as to when it will be? Link to comment Share on other sites More sharing options...
qnistNAMEERF Posted April 30, 2014 Share Posted April 30, 2014 nobody answered when i asked this last, so ill ask one more time. Is the KSO not FAR compatible? and if not any guesses as to when it will be?Please see the first post of this thread or read below:......-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. Version 2.04 provides improved MechJeb and FAR support but it is still rudimentary. Please post on those mods threads for instructions on how to use those mods with the KSO.That's not to say there are not cfg's out there to support these mods. You'll just have to search for them. Link to comment Share on other sites More sharing options...
Endersmens Posted April 30, 2014 Share Posted April 30, 2014 Please see the first post of this thread or read below:That's not to say there are not cfg's out there to support these mods. You'll just have to search for them.Thank you, i did read the main page but i must've missed that part, my bad. Link to comment Share on other sites More sharing options...
helldiver Posted April 30, 2014 Author Share Posted April 30, 2014 Looks good, man.Something I'm curious about: did you end up reusing any of the KSO's components (e.g. flaps, nose cone, landing gear) for the 25?None.KSO Super 25 is now its own project. Once I'm done with the orbiter I'm going to do some art studies, and odds are it will have its own lifter as well. That's not final yet. Link to comment Share on other sites More sharing options...
Nazari1382 Posted May 1, 2014 Share Posted May 1, 2014 (edited) nobody answered when i asked this last, so ill ask one more time. Is the KSO not FAR compatible? and if not any guesses as to when it will be?http://cl.ly/code/2o2U2i2b1v2MThis was posted earlier in the thread, place it in the KSO folder and see how it works for you. If you find that any of the parts are overpowered or underpowered, adjust the values by referring to the FAR readme. Also, attachment nodes on craft files or existing saved craft may be off, but assembling a new craft should work fine. Edited May 1, 2014 by Nazari1382 Link to comment Share on other sites More sharing options...
Westi29 Posted May 1, 2014 Share Posted May 1, 2014 The 54th of my STS KSO Shuttle Missions and 10th flight of the Rebellious! STS 154's objective is to deploy the Laythe Colony 3D Rocket Parts Printer from Baha EPL! Jeb and the Rebels aren't happy about being phased out in favor of the KSO Super 25 EWBCL and have succeeded in lobbying Kongress to move the KSO mini shuttle program permanently to Laythe! The Rebel Colony on Laythe will initially house 12 kerbals and contain a micro smelter, micro 3d printer, two fuel generators, two nuclear power generators, two ore drills, and a mini EPL Launchpad2. Thanks to Green Skull Industries (forum user: Green Skull) for his custom space suits and ships and to forum user Doc Shaftoe for his flags!!Most of the footage shown in 8x speed for quicker viewing. STS 155 will deploy the Laythe Colony Smelter and Drills!The Colony Deployment and Transfer to Laythe missions will run STS 150 through STS 157. Link to comment Share on other sites More sharing options...
Endersmens Posted May 1, 2014 Share Posted May 1, 2014 http://cl.ly/code/2o2U2i2b1v2MThis was posted earlier in the thread, place it in the KSO folder and see how it works for you. If you find that any of the parts are overpowered or underpowered, adjust the values by referring to the FAR readme. Also, attachment nodes on craft files or existing saved craft may be off, but assembling a new craft should work fine.Thank you. i had someone tell me that KSO works fine with FAR, so ill try it by itself first, then ill try that config if it doesn't work Link to comment Share on other sites More sharing options...
nannerpuss Posted May 2, 2014 Share Posted May 2, 2014 I have a problem here, but first things first: THIS MOD IS ****ING EPIC. Seriously, the devs should hire you and the other KSO contributors. As for my problem, my "orbital" engines flame out immediately upon ignition. I added the fuel tank auxiliary attachments to the cargo bay so I could try and just use the three main engines to achieve orbit, but no dice. I need the two smaller ones for the last 100k meters or so. What am I doing wrong? I followed the video and the thing flies like a champ, but even with extra fuel the radial pop up hover thing says "liquid fuel deprived". This occurs after dropping the big orange tank near or beyond the apoapsis, during the final orbital burn. I know I probably missed something here. Keep up the good work. Thanks!Oh PS: do all the docking attachments extend outward? I don't understand how if the dock port fits inside the cargo bay, it can still dock relatively easily with any stock port? Seems like a very tight fit unless it extended out a meter or so, it would be perfect. Link to comment Share on other sites More sharing options...
nannerpuss Posted May 2, 2014 Share Posted May 2, 2014 Oh and also: This mod works perfectly with KW Rocketry and VOID HUD. I've also had no trouble using KW parts on top of the shuttle. I'm running the latest off Steam. Just so people know. Link to comment Share on other sites More sharing options...
Westi29 Posted May 2, 2014 Share Posted May 2, 2014 You should make the onboard fuel for the KSO not available to be used (X them out in the VAB). That way, your shuttle will run out of orange tank fuel, you can ditch it, and ignite the OMS (small two on KSO) to achieve orbit. The station or whatever you plan on docking to should have a docking node that won't get blocked by the cargo bay edge (if using the docking port attachments). Link to comment Share on other sites More sharing options...
SilentSkills Posted May 2, 2014 Share Posted May 2, 2014 Pretty sure I'm not the only one with this issue.How are you guys docking the shuttle? I'm having some difficulties since the docking adapter is a little too close to the edge of the cockpit and there are no parts, stock or included in the mod(to my knowledge), that can extend the small docking ports enough to dock without colliding with the shuttle. Link to comment Share on other sites More sharing options...
AntiMatter001 Posted May 2, 2014 Share Posted May 2, 2014 Pretty sure I'm not the only one with this issue.How are you guys docking the shuttle? I'm having some difficulties since the docking adapter is a little too close to the edge of the cockpit and there are no parts, stock or included in the mod(to my knowledge), that can extend the small docking ports enough to dock without colliding with the shuttle.there are some extenable bocking ports in tyberdynes shuttle mod which work ok...but then again i've never used them with this shuttle... (to be honest since it first came out i've only ever flown this 10 times then just went on to constructing my own shuttles) Link to comment Share on other sites More sharing options...
Woodstar Posted May 2, 2014 Share Posted May 2, 2014 (edited) Pretty sure I'm not the only one with this issue.How are you guys docking the shuttle? I'm having some difficulties since the docking adapter is a little too close to the edge of the cockpit and there are no parts, stock or included in the mod(to my knowledge), that can extend the small docking ports enough to dock without colliding with the shuttle.I dock with the nose cone, ( take the unmanned probe out an replace with small docking port) I never dock via the cargo bay without IR (IR)Anyone know how to turn a link into a name so it's not so long? Also name the KSO super "Helldiver" Edited May 3, 2014 by Woodstar Link to comment Share on other sites More sharing options...
panarchist Posted May 2, 2014 Share Posted May 2, 2014 I dock with the nose cone, ( take the unmanned probe out an replace with small docking port) I never dock via the cargo bay without IR (http://forum.kerbalspaceprogram.com/threads/37707-0-23-5-Magic-Smoke-Industries-Parts-Infernal-Robotics-0-14-stable%29)Anyone know how to turn a link into a name so it's not so long? Also name the KSO super "Helldiver"In the quick reply pane, write the text you want, then highlight it. On the toolbar, click the hyperlink button (globe with infinity symbol superimposed), pop the URL into the box and click "ok" - voila.Seconding naming the KSO super "Helldiver", or failing that, perhaps "Steadfast", "Reliant" or "Triumphant". Link to comment Share on other sites More sharing options...
schoff123 Posted May 2, 2014 Share Posted May 2, 2014 Pretty sure I'm not the only one with this issue.How are you guys docking the shuttle? I'm having some difficulties since the docking adapter is a little too close to the edge of the cockpit and there are no parts, stock or included in the mod(to my knowledge), that can extend the small docking ports enough to dock without colliding with the shuttle.I attach the stock 1.25-0.675 meter adapter onto the station with a junior docking port. This extends it enough so that the edge does not interfere. Link to comment Share on other sites More sharing options...
Bomoo Posted May 2, 2014 Share Posted May 2, 2014 Pretty sure I'm not the only one with this issue.How are you guys docking the shuttle? I'm having some difficulties since the docking adapter is a little too close to the edge of the cockpit and there are no parts, stock or included in the mod(to my knowledge), that can extend the small docking ports enough to dock without colliding with the shuttle.Super special docking adapter I brought up on an earlier trip. Tricky to dock to, but far from impossibru. I don't use the nose docking method because of reasons. Old school non-hinged nosecone represent! Link to comment Share on other sites More sharing options...
AntiMatter001 Posted May 2, 2014 Share Posted May 2, 2014 Super special docking adapter I brought up on an earlier trip. Tricky to dock to, but far from impossibru. I don't use the nose docking method because of reasons. Old school non-hinged nosecone represent!http://cloud-2.steampowered.com/ugc/795188170972743002/A8EB00DF7415BCA0A605D9408736FB5D4C438A4E/... i'm amased at how... compact... you guys can come up with things... i just dipped into blender and i came out with a sore throat and a head ache Link to comment Share on other sites More sharing options...
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