GoldForest Posted July 12, 2014 Share Posted July 12, 2014 KSO SkylabThe Saturn V was way too much rocket to get it into orbit but it looks cool, I was going for historical accuracy, and it got into space really fast. http://imgur.com/a/JBFwVI launched a Skylab on a laztek falcon nine with 6 KSO S25 boosters. Lol. Surprisingly no wobble at all, though I did strut it a lot. Link to comment Share on other sites More sharing options...
Westi29 Posted July 12, 2014 Share Posted July 12, 2014 The 73rd of my STS KSO Shuttle Missions! STS 173 is the third flight of the Super 25! Ascension files again wearing the Limited Edition Corporate Livery Paint Scheme! STS 173's objective is to deploy the Colony Core Module on Asteroid Kerpophis, which has been finally wrangled into an equatorial(ish) orbit at 500km! The asteroid threat has brought the Rebels and Loyalists closer together, but for how long?STS 174 will deploy the Kerpophis Colony Docking Module! Link to comment Share on other sites More sharing options...
Djolox Posted July 12, 2014 Share Posted July 12, 2014 Too lateThe Turbax A-311 Turboshafthttp://i.imgur.com/tDcfiUs.jpgTurbax EW is proud of its new partnership with Murika Superstellar. Turbax was the chosen partner to provide the turbines that'll power Murika Superstellar's next big project. The Turbax A-311 powers the Gyronautics Corp. "Kerbostar".Weee! Thx so much for this great mod.That part looks complicated and awesome. Link to comment Share on other sites More sharing options...
Avalon304 Posted July 12, 2014 Share Posted July 12, 2014 Weee! Thx so much for this great mod.That part looks complicated and awesome.I think I know exactly where that engine will sit, and what it will do on the Kerbostar. Top of the chopper, powering the main rotor. Link to comment Share on other sites More sharing options...
Kerbal01 Posted July 12, 2014 Share Posted July 12, 2014 KSO SkylabThe Saturn V was way too much rocket to get it into orbit but it looks cool, I was going for historical accuracy, and it got into space really fast. ~snip~the variant of Saturn v that launched the Skylab IRL did not have the 3rd stage. Link to comment Share on other sites More sharing options...
montyben101 Posted July 12, 2014 Share Posted July 12, 2014 The third stage WAS Skylab, it was actually an old third stage cleaned (i guess) and then installed with stuff and even a telescope. Link to comment Share on other sites More sharing options...
Guest Posted July 12, 2014 Share Posted July 12, 2014 Nope, Skylab wasn't made out of Saturn V parts. It was planned to be, but it fell through and it was more or less made from scratch. It did have similar dimensions, as only the top part was actually under the fairing (the bottom part was exposed and looked like an S-IVB). Link to comment Share on other sites More sharing options...
Djolox Posted July 12, 2014 Share Posted July 12, 2014 I think I know exactly where that engine will sit, and what it will do on the Kerbostar. Top of the chopper, powering the main rotor.Yes you are right!I know it because it is a standard turbine thingy for almost every helicopter (Mi-17, Mi-24,Mi-28 have it) Link to comment Share on other sites More sharing options...
qnistNAMEERF Posted July 12, 2014 Share Posted July 12, 2014 (edited) KSOS Shuttle Textureswitch PATCHESNo modification necessary. Just save the following code as CFG files in your parts or gamedata folder. Reload KSP and enjoy. @PART[KSO_Cabin]:Final{MODULE{name = FStextureSwitch2moduleID = 0objectNames = fuselage_cockpittextureRootFolder = KSO/Parts/textureNames = kerbin_orbiter;altnames/adamant;altnames/dauntless;altnames/tenaciousmapNames = kerbin_orbiter_Norm_NRMtextureDisplayNames = Resolute;Adamant;Dauntless;TenaciousnextButtonText = Next LiveryprevButtonText = Previous LiverystatusText = Current LiveryswitchableInFlight = false//additionalMapType = _BumpMapmapIsNormal = truerepaintableEVA = trueshowPreviousButton = falseuseFuelSwitchModule = false//fuelTankSetups = 0updateSymmetry = trueshowInfo = falsedebugMode = falseshowListButton = false}}@PART[KSO25_Cabin]:Final{MODULE{name = FStextureSwitch2moduleID = 0objectNames = KSO_25_Fuselage;Left_Cargo_Door;Right_Cargo_Door;Mun_Door_Left;Mun_Door_RighttextureRootFolder = KSO/Parts/textureNames = KSO_25;altnames/providence;altnames/reliant;altnames/steadfastmapNames = KSO_25_Norm_NRMtextureDisplayNames = Ascension;Providence;Reliant;SteadfastnextButtonText = Next LiveryprevButtonText = Previous LiverystatusText = Current LiveryswitchableInFlight = false//additionalMapType = _BumpMapmapIsNormal = truerepaintableEVA = trueshowPreviousButton = falseuseFuelSwitchModule = false//fuelTankSetups = 0updateSymmetry = trueshowInfo = falsedebugMode = falseshowListButton = false}}DOWNLOAD Edited July 27, 2014 by qnistNAMEERF Link to comment Share on other sites More sharing options...
MK3424 Posted July 12, 2014 Share Posted July 12, 2014 I figured some around here might find this useful. If you have the alternate cockpit names for the KSO and the Super 25, but you hate the clutter in your part catalog, you can add the following code to the commandkso.cfg and the super25commandkso.cfg files respectively. This will require you place the alternative textures within the KSO/Parts/ folder. This adds a button to the right-click menu of the part to toggle between textures in-game. One part, but all the cockpit names. If you've renamed your alternative textures or added your own, just add/remove/rename the filenames to the line that say "textureNames = " and make sure the "textureDisplayNames = " are in the same order as your texture filenames. MODULE{name = FStextureSwitch2moduleID = 0objectNames = fuselage_cockpittextureRootFolder = KSO/Parts/textureNames = kerbin_orbiter;adamant;dauntless;tenaciousmapNames = kerbin_orbiter_Norm_NRMtextureDisplayNames = Resolute;Adamant;Dauntless;TenaciousnextButtonText = Next Paint JobprevButtonText = Previous Paint JobstatusText = Current Paint JobswitchableInFlight = false//additionalMapType = _BumpMapmapIsNormal = truerepaintableEVA = trueshowPreviousButton = falseuseFuelSwitchModule = false//fuelTankSetups = 0updateSymmetry = trueshowInfo = falsedebugMode = falseshowListButton = false}MODULE{name = FStextureSwitch2moduleID = 0objectNames = KSO_25_Fuselage;Left_Cargo_Door;Right_Cargo_Door;Mun_Door_Left;Mun_Door_RighttextureRootFolder = KSO/Parts/textureNames = KSO_25;providence;reliant;steadfastmapNames = KSO_25_Norm_NRMtextureDisplayNames = Ascension;Providence;Reliant;SteadfastnextButtonText = Next Paint JobprevButtonText = Previous Paint JobstatusText = Current Paint JobswitchableInFlight = false//additionalMapType = _BumpMapmapIsNormal = truerepaintableEVA = trueshowPreviousButton = falseuseFuelSwitchModule = false//fuelTankSetups = 0updateSymmetry = trueshowInfo = falsedebugMode = falseshowListButton = false}Please enjoy.http://i.imgur.com/yrHjqUn.gifI can't take credit. I got the idea from the phase4 parts.That's really amazing, wich mods do i need to use this? Link to comment Share on other sites More sharing options...
qnistNAMEERF Posted July 12, 2014 Share Posted July 12, 2014 That's really amazing, wich mods do i need to use this?It's already included in KSOS: Firespitter. Link to comment Share on other sites More sharing options...
MK3424 Posted July 12, 2014 Share Posted July 12, 2014 (edited) Nope, Skylab wasn't made out of Saturn V parts. It was planned to be, but it fell through and it was more or less made from scratch. It did have similar dimensions, as only the top part was actually under the fairing (the bottom part was exposed and looked like an S-IVB).Read:On August 8, 1969, the McDonnell Douglas Corporation received a contract for the conversion of two existing S-IVB stages to the Orbital Workshop configuration. One of the S-IV test stages was shipped to McDonnell Douglas for the construction of a mock-up in January 1970. The Orbital Workshop was renamed "Skylab" in February 1970 as a result of a NASA contest.[3]:115The actual stage that flew was the upper stage of the AS-212 rocket (the S-IVB stage - S-IVB 212). The mission computer used aboard Skylab was the IBMSystem/4Pi TC-1, a relative of the AP-101 Space Shuttle computers. A Saturn V originally been produced for the Apollo program before the cancellation of Apollo 18, 19, and 20, was repurposed and redesigned to launch Skylab.[10] The Saturn V's upper stage removed, but with the avionics remaining in the same position.Source:http://en.wikipedia.org/wiki/Skylab Edited July 12, 2014 by MK3424 Link to comment Share on other sites More sharing options...
Starwaster Posted July 12, 2014 Share Posted July 12, 2014 (edited) I figured some around here might find this useful. If you have the alternate cockpit names for the KSO and the Super 25, but you hate the clutter in your part catalog, you can add the following code to the commandkso.cfg and the super25commandkso.cfg files respectively. This will require you place the alternative textures within the KSO/Parts/ folder. This adds a button to the right-click menu of the part to toggle between textures in-game. One part, but all the cockpit names. If you've renamed your alternative textures or added your own, just add/remove/rename the filenames to the line that say "textureNames = " and make sure the "textureDisplayNames = " are in the same order as your texture filenames. phase4 parts.EDIT:looks like the texture files don't have to be moved according to the documentation. they can stay in the altnames folder.EDIT2: nevermind. it lied. it didn't work leaving them in the altnames folder.EDIT3: Ok it does work. Just gotta add the folder name in there too. See below if you don't want to move ]What would be really great is if instead of switching between multiple huge ass textures: would be if the main shuttle texture stayed the same and if the name were a quad with the name textures and you just switched between those. You could have lots more names for a lot cheaper. Edited July 12, 2014 by Starwaster Link to comment Share on other sites More sharing options...
roboc99 Posted July 12, 2014 Share Posted July 12, 2014 I figured some around here might find this useful. If you have the alternate cockpit names for the KSO and the Super 25, but you hate the clutter in your part catalog, you can add the following code to the commandkso.cfg and the super25commandkso.cfg files respectively. This will require you place the alternative textures within the KSO/Parts/ folder. This adds a button to the right-click menu of the part to toggle between textures in-game. One part, but all the cockpit names. If you've renamed your alternative textures or added your own, just add/remove/rename the filenames to the line that say "textureNames = " and make sure the "textureDisplayNames = " are in the same order as your texture filenames.MODULE{name = FStextureSwitch2moduleID = 0objectNames = fuselage_cockpittextureRootFolder = KSO/Parts/textureNames = kerbin_orbiter;adamant;dauntless;tenaciousmapNames = kerbin_orbiter_Norm_NRMtextureDisplayNames = Resolute;Adamant;Dauntless;TenaciousnextButtonText = Next Paint JobprevButtonText = Previous Paint JobstatusText = Current Paint JobswitchableInFlight = false//additionalMapType = _BumpMapmapIsNormal = truerepaintableEVA = trueshowPreviousButton = falseuseFuelSwitchModule = false//fuelTankSetups = 0updateSymmetry = trueshowInfo = falsedebugMode = falseshowListButton = false}MODULE{name = FStextureSwitch2moduleID = 0objectNames = KSO_25_Fuselage;Left_Cargo_Door;Right_Cargo_Door;Mun_Door_Left;Mun_Door_RighttextureRootFolder = KSO/Parts/textureNames = KSO_25;providence;reliant;steadfastmapNames = KSO_25_Norm_NRMtextureDisplayNames = Ascension;Providence;Reliant;SteadfastnextButtonText = Next Paint JobprevButtonText = Previous Paint JobstatusText = Current Paint JobswitchableInFlight = false//additionalMapType = _BumpMapmapIsNormal = truerepaintableEVA = trueshowPreviousButton = falseuseFuelSwitchModule = false//fuelTankSetups = 0updateSymmetry = trueshowInfo = falsedebugMode = falseshowListButton = false}Please enjoy.http://i.imgur.com/yrHjqUn.gifI can't take credit. I got the idea from the phase4 parts.EDIT:looks like the texture files don't have to be moved according to the documentation. they can stay in the altnames folder.EDIT2: nevermind. it lied. it didn't work leaving them in the altnames folder.EDIT3: Ok it does work. Just gotta add the folder name in there too. See below if you don't want to move the textures. MODULE{name = FStextureSwitch2moduleID = 0objectNames = fuselage_cockpittextureRootFolder = KSO/Parts/textureNames = kerbin_orbiter;altnames/adamant;altnames/dauntless;altnames/tenaciousmapNames = kerbin_orbiter_Norm_NRMtextureDisplayNames = Resolute;Adamant;Dauntless;TenaciousnextButtonText = Next Paint JobprevButtonText = Previous Paint JobstatusText = Current Paint JobswitchableInFlight = false//additionalMapType = _BumpMapmapIsNormal = truerepaintableEVA = trueshowPreviousButton = falseuseFuelSwitchModule = false//fuelTankSetups = 0updateSymmetry = trueshowInfo = falsedebugMode = falseshowListButton = false}MODULE{name = FStextureSwitch2moduleID = 0objectNames = KSO_25_Fuselage;Left_Cargo_Door;Right_Cargo_Door;Mun_Door_Left;Mun_Door_RighttextureRootFolder = KSO/Parts/textureNames = KSO_25;altnames/providence;altnames/reliant;altnames/steadfastmapNames = KSO_25_Norm_NRMtextureDisplayNames = Ascension;Providence;Reliant;SteadfastnextButtonText = Next Paint JobprevButtonText = Previous Paint JobstatusText = Current Paint JobswitchableInFlight = false//additionalMapType = _BumpMapmapIsNormal = truerepaintableEVA = trueshowPreviousButton = falseuseFuelSwitchModule = false//fuelTankSetups = 0updateSymmetry = trueshowInfo = falsedebugMode = falseshowListButton = false}Thank you, this will save a lot of clutter for me. I do have one question though, can you create a module that would allow me to do the same thing as this with the KSO wings? I currently use textures that have the shuttle name amongst other things on the right wing (KSO) and left wing (Super 25).Ive tried copying the module code across the the right wing object for the KSO but it doesnt work, I think because I dont have the correct object name for the wing part... but I might be wrong.Thanks Link to comment Share on other sites More sharing options...
Josh384331 Posted July 12, 2014 Share Posted July 12, 2014 I don't know if this has been figured out yet but, if u use FAR despite the warnings (like I do and it works great) the way to get the super 25 to work with far is to use the far debug options button in the ksc then go to part classification and add fuselage to the cargo bay list. The cargo bay of the super 25 will shield the contents from aerodynamic forces. Link to comment Share on other sites More sharing options...
qnistNAMEERF Posted July 12, 2014 Share Posted July 12, 2014 Thank you, this will save a lot of clutter for me. I do have one question though, can you create a module that would allow me to do the same thing as this with the KSO wings? I currently use textures that have the shuttle name amongst other things on the right wing (KSO) and left wing (Super 25).Ive tried copying the module code across the the right wing object for the KSO but it doesnt work, I think because I dont have the correct object name for the wing part... but I might be wrong.ThanksYes, you're correct it's the object name. If you change the "showListButton" line to true in the part CFG, go into the VAB, press Alt+F2 (debug window), then push the button on the part in question it'll list off all the object names for that part in the debug menu. It'll be a lot. Scroll through it to find the likely candidate (probably something like right_wing, but won't know until you try it), then try it out. That's how I found the object names for the KSO and Super 25 cockpits. Link to comment Share on other sites More sharing options...
Woodstar Posted July 12, 2014 Share Posted July 12, 2014 I need a copy of the LE texture, I accidentally deleted mine while updating to 3.08. Link to comment Share on other sites More sharing options...
johnwayne1930 Posted July 12, 2014 Share Posted July 12, 2014 (edited) It's already included in KSOS: Firespitter.Which version? can't get it to work with Firespitter v6.3.edit*Also FusTek parts texture switch wont work anymore.I think i ruined something. Edited July 12, 2014 by johnwayne1930 Link to comment Share on other sites More sharing options...
Starwaster Posted July 12, 2014 Share Posted July 12, 2014 I don't know if this has been figured out yet but, if u use FAR despite the warnings (like I do and it works great) the way to get the super 25 to work with far is to use the far debug options button in the ksc then go to part classification and add fuselage to the cargo bay list. The cargo bay of the super 25 will shield the contents from aerodynamic forces.Not an ideal solution. You don't want other parts named 'fuselage' to be considered cargo bays if they really aren't. For instance if another parts pack has something called fuselage it could result in things being shielded that you might not want shielded.Best to manually add the cargo bay module to the part. (all the name/title thing does is make FAR add the module anyway to parts that don't have it in their configs)Edit: Also, Ayana put out some FAR configs a few pages back. They put a lot of work into it already; why not give those a try. Link to comment Share on other sites More sharing options...
roboc99 Posted July 12, 2014 Share Posted July 12, 2014 Yes, you're correct it's the object name. If you change the "showListButton" line to true in the part CFG, go into the VAB, press Alt+F2 (debug window), then push the button on the part in question it'll list off all the object names for that part in the debug menu. It'll be a lot. Scroll through it to find the likely candidate (probably something like right_wing, but won't know until you try it), then try it out. That's how I found the object names for the KSO and Super 25 cockpits.Yes, that got it, thanks. The object should be fuselage_right_wingIf anyones interested, the code that Im using to change the wing texture is:MODULE { name = FStextureSwitch2 moduleID = 0 objectNames = fuselage_right_wing textureRootFolder = KSO/Parts/ textureNames = kerbin_orbiter;altnames/arabelle;altnames/aphrodite;altnames/artemis;altnames/adonis mapNames = kerbin_orbiter_Norm_NRM textureDisplayNames = X01;Arabelle;Aphrodite;Artemis;Adonis nextButtonText = Next Paint Job prevButtonText = Previous Paint Job statusText = Current Paint Job switchableInFlight = false //additionalMapType = _BumpMap mapIsNormal = true repaintableEVA = true showPreviousButton = false useFuelSwitchModule = false //fuelTankSetups = 0 updateSymmetry = true showInfo = false debugMode = false showListButton = false } Link to comment Share on other sites More sharing options...
Avalon304 Posted July 12, 2014 Share Posted July 12, 2014 (edited) Yes, that got it, thanks. The object should be fuselage_right_wingIs that for the KSO wing, the Super 25 wing or both?EDIT: Super 25 wing is KSO_25_Right_Wing. Edited July 12, 2014 by Avalon304 Link to comment Share on other sites More sharing options...
Xenon2462 Posted July 12, 2014 Share Posted July 12, 2014 helldriver i got a bunch of questions to ask you if you want to answer them1. what other uses would i (and others) have for the turboshaft2. (i don't expects an answer if its to early to ask) whats planed for phase 5 and above3. whats given you the idea to start modding on this game4. what air or space craft besides the shuttle do you really want to make?Also your mod has a 4.5 star rating with me as i know there still content still being added keep up the good work Link to comment Share on other sites More sharing options...
Avalon304 Posted July 12, 2014 Share Posted July 12, 2014 1. what other uses would i (and others) have for the turboshaftThere probably wont be much other use for it, since it appears to be tailor made to drive the main rotor of the Kerbostar. Link to comment Share on other sites More sharing options...
Stratigicz Posted July 13, 2014 Share Posted July 13, 2014 Sorry if this has been answered before, but is there a good working FAR config as of yet? Link to comment Share on other sites More sharing options...
ayana Posted July 13, 2014 Share Posted July 13, 2014 Sorry if this has been answered before, but is there a good working FAR config as of yet?For the Super 25: http://pastebin.com/CEBK9CZDIt's extremely hard to land safely, be warned. Link to comment Share on other sites More sharing options...
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