CaptRobau Posted February 15, 2014 Share Posted February 15, 2014 Is it possible to make the extendable RCS a separate part. Would make both the Station Service Tug part and the RCS Arm part more broadly useful, in combination with other stock/mod parts for example. Link to comment Share on other sites More sharing options...
Westi29 Posted February 16, 2014 Share Posted February 16, 2014 Is it possible to make the extendable RCS a separate part. Would make both the Station Service Tug part and the RCS Arm part more broadly useful, in combination with other stock/mod parts for example.Yes, Bobcat has that part in his MPSS Nautilus pack. They are extendable RCS trusses. http://kerbalspaceprogram.com/0-18-1-mpss-nautilus/ Link to comment Share on other sites More sharing options...
Westi29 Posted February 16, 2014 Share Posted February 16, 2014 It has begun! The first of 9 KSO Space Station missions. STS 108 will bring up the core module for the KSO SS. When fully completed, the KSO SS will house 14 Kerbals, two greenhouses, a science bay, a small lab, a telescope, 5 extra docking ports, and the capacity to hold over 8,000 units each of liquid fuel and oxidizer. STS 109 will bring up and attach the KSO Station Science Module! Link to comment Share on other sites More sharing options...
sprohi Posted February 16, 2014 Share Posted February 16, 2014 (edited) The larger KW SRB's work really well. They don't look bad either. I also added a small internal fuel tank with an extra reaction wheel. Worked great getting up to my station at 100km. I think I might have to try that mod with the fuel valves though, I had quite a bit extra on landing. Also while testing with the KW boosters, I delivered a 7 ton payload into orbit.http://imgur.com/a/dVxZp#0 Edited February 16, 2014 by sprohi Link to comment Share on other sites More sharing options...
Virtualgenius Posted February 16, 2014 Share Posted February 16, 2014 (edited) I found there is a small residual fuel amount left in the lateral boosters and mechjeb wont decouple them when they flame out, to fix this change the oxidiser amount to 2999.3 and it will work perfectly, you will need to update the saved ship files as well as they retain a copy of the resources amounts once adjusted it will work as intended for mechjeb users.Helldiver / Nazari would you be able to update for the next release please Edited February 16, 2014 by Virtualgenius Link to comment Share on other sites More sharing options...
Raptor831 Posted February 16, 2014 Share Posted February 16, 2014 So I have attempted about a dozen landings following the video exactly and as soon as I hit the atmosphere the ship goes bonkers. I'm sorry but something here is wrong. The easiest way to land is to strap a couple of parachutes onto the cabin and let the craft tear itself apart and then just coast down on the cabin.I did the FAR config, and it is very possible for you to get into an unrecoverable spin/spiral. Especially if you don't dump the fuel first. You want to be within about 10-15 degrees AoA most times, as anything beyond that likes to make it flip out. You can adjust the config to make it a bit more stable, though I'm not sure the best way to do that. Maybe give the tails more lift and the wings less, but that may make it fly more brick-like.My profile was a 100m/s burn from 80km, aim for about 10 degrees above horizon, and hold that wings level for as long as it will let you. You can extend your reentry quite far that way. Once the ship doesn't want to lift the nose any more, just let it go prograde. Once you come into thicker atmosphere, you can adjust your descent a bit, but until you go subsonic that's a "suggestion" at best.Also, be sure you set the wing control surface to be only flaps. I've heard they don't work right if you use them for pitch/roll. Link to comment Share on other sites More sharing options...
paramedicdoc Posted February 16, 2014 Share Posted February 16, 2014 So I was able to correct the landing issue by simply setting myself at horizon at 32km turning on SAS and literally touching nothing. I still have the parachutes distributed as it makes for a rather dramatic landing but its appears that less is more. Anyways, since installing this mod I am having massive delays when switching between ships and EVA's...is this a normal occurrence? I am running a GTX 780 Ti. Link to comment Share on other sites More sharing options...
helldiver Posted February 16, 2014 Author Share Posted February 16, 2014 (edited) I found there is a small residual fuel amount left in the lateral boosters and mechjeb wont decouple them when they flame out, to fix this change the oxidiser amount to 2999.3 and it will work perfectly, you will need to update the saved ship files as well as they retain a copy of the resources amounts once adjusted it will work as intended for mechjeb users.Helldiver / Nazari would you be able to update for the next release pleaseDone. Will be updated when Phase II goes up which will include KSO Block 7 Edited February 16, 2014 by helldiver Link to comment Share on other sites More sharing options...
Westi29 Posted February 16, 2014 Share Posted February 16, 2014 STS 109! KSO Space Station Construction Phase I: Science Module Addition. I'll be posting a link to an imgur album of the whole build as well. I've completed the station, but haven't edited and uploaded all the photos and video. Link to comment Share on other sites More sharing options...
Max Q Posted February 16, 2014 Share Posted February 16, 2014 I'm not a big fan of "self-contained" mods, meaning those that are difficult to integrate with stock parts. However - this mod is simply a thing of beauty. Hats off to you. Link to comment Share on other sites More sharing options...
Westi29 Posted February 16, 2014 Share Posted February 16, 2014 I'm not a big fan of "self-contained" mods, meaning those that are difficult to integrate with stock parts. However - this mod is simply a thing of beauty. Hats off to you.You can do insane things with this mod! The only thing self-contained about it is the max payload LOL. Link to comment Share on other sites More sharing options...
Westi29 Posted February 16, 2014 Share Posted February 16, 2014 (edited) Here it is: The Entire Construction Process (with some glamour shots at the end) of my KSO Space Station! Edited February 16, 2014 by Westi29 Link to comment Share on other sites More sharing options...
Bomoo Posted February 16, 2014 Share Posted February 16, 2014 Might I request that the fore and aft RCS jets recieve a bit of a buff? Translating in every other direction feels nicely responsive, but H+N feels like I'm piloting a brick. Link to comment Share on other sites More sharing options...
helldiver Posted February 16, 2014 Author Share Posted February 16, 2014 Might I request that the fore and aft RCS jets recieve a bit of a buff? Translating in every other direction feels nicely responsive, but H+N feels like I'm piloting a brick.I'll have a look at it. I did have some issues overtaking the current satellite I have up as I was docking with it. I'm not jumping to change things without a lot of testing first as well as feedback from Nazari and other users. I also have to take a look at experienced folks' results and their feedback (Westi29 for example). So I can't just jump in and buff or nerf things without testing first.Here it is: The Entire Construction Process (with some glamour shots at the end) of my KSO Space Station!http://i.imgur.com/2ZRIxaV.pngBeautiful as always!I'm going to have to learn how to create an encounter. Although I can dock no problem as long as I'm rendezvous, I can't for the life of me catch up and meet up with the test satellite I have in orbit. Will post a screenshot soon. Link to comment Share on other sites More sharing options...
blackheart612 Posted February 16, 2014 Share Posted February 16, 2014 I find the difficulty of this to integrate with other mods due to RAM usage unacceptable. Link to comment Share on other sites More sharing options...
impwarhamer Posted February 16, 2014 Share Posted February 16, 2014 JUst found this through the ksp launcher - it looks amazing!my only problem with it (as i'm sure has been said before) is it's ready-made properties.You know how when you build a rocket in ksp, you know it's undoubtedly going to be at least slightly different to anyone else's rocket. You don't get that with mods like these.I understand how getting you to make this mod more customisable would be very difficult as it is essentialy a shuttle replica, but i imagine you could add a few small things.E.g:different styles of cockpitcustomisable cargo bay lengths (or just smaller cargo bay parts that can be stacked)some way to possibly change the engine trim mid flight (to compensate bad CoM over CoT issues)customisable external fuel tank size (or just a series of different sized ones)these are just a few ideas and i don't know how you would implement them, or if you would even want to implement them, but that's just my opinion. Link to comment Share on other sites More sharing options...
Tangle Posted February 16, 2014 Share Posted February 16, 2014 For phase II or III, perhaps you could add a fueled replacement for the cargo bay, to help make it a SSTO? Link to comment Share on other sites More sharing options...
Guest Posted February 16, 2014 Share Posted February 16, 2014 How about Buran-style turbojets for atmospheric flight? Would be nice to have, IMO, they make landings much easier. Also, RealChute-powered landing chute would be great. Link to comment Share on other sites More sharing options...
vardicd Posted February 16, 2014 Share Posted February 16, 2014 I find the difficulty of this to integrate with other mods due to RAM usage unacceptable. http://forum.kerbalspaceprogram.com/threads/59005-0-23-Release-2-15-Active-Texture-Management-Save-RAM-without-reduction-packs%21This solves all my ram usage problems, get the aggressive version, you'll have no problems Link to comment Share on other sites More sharing options...
paramedicdoc Posted February 16, 2014 Share Posted February 16, 2014 Whenever I load between ships or return to a ship following EVA I encounter extreme load times. This only started once using this mod...I am hoping I am doing something wrong. Anyone else encountering this? Link to comment Share on other sites More sharing options...
Nazari1382 Posted February 16, 2014 Share Posted February 16, 2014 I find the difficulty of this to integrate with other mods due to RAM usage unacceptable. Did you try the low res textures in the OP?some way to possibly change the engine trim mid flight (to compensate bad CoM over CoT issues)The shuttle's ready-made properties are the way helldiver wanted the project from the beginning. I understand what you're saying, but this is more is more like someone wanting to get a specific craft finished 3d art wise and functional in ksp than it is a parts pack for unique ship designs. As far as engine trim mid flight, the shuttle engines plugin should allow you to change the trim with action groups.For phase II or III, perhaps you could add a fueled replacement for the cargo bay, to help make it a SSTO?The station building addon will have a stackable pod for carrying fuel that fits nicely in the shuttle's cargo bay.How about Buran-style turbojets for atmospheric flight? Would be nice to have, IMO, they make landings much easier. Also, RealChute-powered landing chute would be great.The b9 pack has engine pods that are great for this type of stuff. Link to comment Share on other sites More sharing options...
mythbusters844 Posted February 16, 2014 Share Posted February 16, 2014 Whenever I load between ships or return to a ship following EVA I encounter extreme load times. This only started once using this mod...I am hoping I am doing something wrong. Anyone else encountering this?I have this issue too. Don't know what causes this. Link to comment Share on other sites More sharing options...
Mach_XXII Posted February 16, 2014 Share Posted February 16, 2014 I have this issue too. Don't know what causes this.It's from Raster prop monitors Link to comment Share on other sites More sharing options...
Damaske Posted February 16, 2014 Share Posted February 16, 2014 I find the difficulty of this to integrate with other mods due to RAM usage unacceptable. Install the low texture support as found in the OP, drag and drop the files into your main KSP folder, OR open the game data file within the zip and drag and drop it into your games "game data" folder.http://forum.kerbalspaceprogram.com/threads/59005-0-23-Release-2-15-Active-Texture-Management-Save-RAM-without-reduction-packs%21This solves all my ram usage problems, get the aggressive version, you'll have no problemsI use this but not the aggressive version, might try to use it as the load in for the normal one is so long i've been able to read one or two pages before it loads. Sometimes takes up to ten minutes to load, not yet found out why it does that yet. Your load times may be shorter or longer depending on mods. snippageThe b9 pack has engine pods that are great for this type of stuff.image snippedI use the b9 pack, but not yet combined this bt it looks good. I've just downloaded the b9 pack and not yet dived into hell with it just yet. For phase II or III, perhaps you could add a fueled replacement for the cargo bay, to help make it a SSTO?I'd like to 2nd making a non cargo bay main body to allow us SSTO nuts to make this wonderful mini-shuttle a single stage to orbit capable craft. helldiver, and Nazari: I LOVE what you have done here, and look forward to more. Looking forward to the station pack for this shuttle system! I am currently having troubles with flying this craft but that is only due to my being a noob with KSP (yes still, despite the months I've been playing). I've followed this mod from the moment I've found it and really happy that it has been released!WAY TO GO! ! Damaske Link to comment Share on other sites More sharing options...
Nazari1382 Posted February 16, 2014 Share Posted February 16, 2014 You could always add liquid fuel to the cargo bay in the cfg file if you want to use it as an ssto. Link to comment Share on other sites More sharing options...
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