Goose09 Posted March 26, 2014 Share Posted March 26, 2014 Sorry to break the subject at hand, but I am having problems with the engine mount's fuel system. I can draw fuel from the main booster tank, but when I get in orbit, my engine tank on the shuttle is empty, and it won't let me transfer fuel from the booster even if I have a fuel line from the booster. Can someone help with this? I am using the crew manifest mod, if that makes a difference in the way fuel is transferred. Link to comment Share on other sites More sharing options...
rottielover Posted March 26, 2014 Share Posted March 26, 2014 My Kerbal version of the ISS.Very nice! I'm just now getting back into this mod again. I have to say the station parts are great. One thing though, I don't see any documentation about intended use of the parts? Could someone make a quick video or write up of how these should be put together?Also, has anyone made a TAC Life Support MM file for these yet? Link to comment Share on other sites More sharing options...
Mecripp Posted March 26, 2014 Share Posted March 26, 2014 Sorry to break the subject at hand, but I am having problems with the engine mount's fuel system. I can draw fuel from the main booster tank, but when I get in orbit, my engine tank on the shuttle is empty, and it won't let me transfer fuel from the booster even if I have a fuel line from the booster. Can someone help with this? I am using the crew manifest mod, if that makes a difference in the way fuel is transferred.Fuel lines are 1 way but guess you could edit the ssdecouplerkso has fuelCrossFeed = False if that is the right decoupler. Link to comment Share on other sites More sharing options...
ayana Posted March 26, 2014 Share Posted March 26, 2014 So I can brake to a stop before the runway ends from 90 m/s. But with the FAR settings I have, 100 m/s or so is where it begins to act like a rock. Great. Link to comment Share on other sites More sharing options...
stoland Posted March 26, 2014 Share Posted March 26, 2014 Keep up the good work. Definitely now one of my favorite mods as has always been needed. Link to comment Share on other sites More sharing options...
SaSquatch Posted March 26, 2014 Share Posted March 26, 2014 So I can brake to a stop before the runway ends from 90 m/s. But with the FAR settings I have, 100 m/s or so is where it begins to act like a rock. Great.That's weird. Are you using the experimental FAR? I changed that bit from winglet to part and tried another landing and was still able to manage it. Landing speed around 100m/s and that same twitch instability above 150m/s when flying low. It's either something causing drag that you haven't noticed, some config or setting somewhere, or just the way you're bringing it in. I'm using FAR 12.5.2 with KSO v2.05(that video) and v2.06/7. Maybe PM me a description of your decent? So we don't stray this thread off topic too much. Link to comment Share on other sites More sharing options...
rottielover Posted March 26, 2014 Share Posted March 26, 2014 Anyone else having issues with Kerblab? If I right click this part, then I don't get a context menu for it or for any other part I right click after. Quick Save Quickload allows me to right click other parts again. Strangest thing I've run into in a while. Link to comment Share on other sites More sharing options...
SaSquatch Posted March 26, 2014 Share Posted March 26, 2014 Anyone else having issues with Kerblab? If I right click this part, then I don't get a context menu for it or for any other part I right click after. Quick Save Quickload allows me to right click other parts again. Strangest thing I've run into in a while.It's a known bug. Link to comment Share on other sites More sharing options...
Lekke Posted March 26, 2014 Share Posted March 26, 2014 I found it. The configuration file has a "containerModuleIndex" that happened to be off.You have to go into the configuration and count the modules with the first being 0. For 2.07 it's the fourth, so 3.This is a fix for the Kerballab bug. Link to comment Share on other sites More sharing options...
rottielover Posted March 26, 2014 Share Posted March 26, 2014 It's a known bug.Thanks! Is there some documentation someplace on he rest of the station parts? For example, the decoupler part with the offset node on one side, what's the intended use? Link to comment Share on other sites More sharing options...
ayana Posted March 26, 2014 Share Posted March 26, 2014 Thanks! Is there some documentation someplace on he rest of the station parts? For example, the decoupler part with the offset node on one side, what's the intended use?The observation module. It has no node on top so that part is how the tug can move it into place. Link to comment Share on other sites More sharing options...
Lekke Posted March 26, 2014 Share Posted March 26, 2014 Thanks! Is there some documentation someplace on he rest of the station parts? For example, the decoupler part with the offset node on one side, what's the intended use?It's for the observation module. so you can put a docking port on both sides. Link to comment Share on other sites More sharing options...
rottielover Posted March 26, 2014 Share Posted March 26, 2014 This is a fix for the Kerballab bug.Worked like a charm! THanks!!!! Link to comment Share on other sites More sharing options...
sharpspoonful Posted March 26, 2014 Share Posted March 26, 2014 I've had success with doing the following from a 75-80km circular and level orbit: Set up a node opposite of the KSC (it's on the continent that looks like Africa). Adjust until you have roughly a 28,000m periapsis. Move the node until the periapsis is over the Japan-looking island to the east of the KSC. Burn on the maneuver node and you should come in right over the KSC with plenty of altitude to maneuver. Link to comment Share on other sites More sharing options...
The Space Man Posted March 27, 2014 Share Posted March 27, 2014 Made a rover from the station parts Link to comment Share on other sites More sharing options...
Jason Cox Posted March 27, 2014 Share Posted March 27, 2014 The observation module. It has no node on top so that part is how the tug can move it into place.Or if you're like me and you take the observation module into orbit with its truss while forgetting the second docking module, you can also just line it up to the station, then to dock with the station and push it into the awaiting observation module. Link to comment Share on other sites More sharing options...
helldiver Posted March 27, 2014 Author Share Posted March 27, 2014 (edited) 2.08 on the SpaceportAdds these three items as well as several fixes and changesDifficulty attaching and using the various 6-way hubs? You need to rotate them!In fact, if you have problems with the docking ports or hubs, you have to rotate them to align them properly (default keys are WASD and QE in the VAB). Don't expect parts to auto align or symmetry. Particularly parts such as these.Made a rover from the station parts Gorgeous! Edited March 27, 2014 by helldiver Link to comment Share on other sites More sharing options...
Z3R0_0NL1N3 Posted March 27, 2014 Share Posted March 27, 2014 Now if only the KSO were large enough to fit the FusTek Expansion station parts! I know that the 2.5m shuttle is coming, but it can't come soon enough! Link to comment Share on other sites More sharing options...
skykooler Posted March 27, 2014 Share Posted March 27, 2014 2.08 on the SpaceportAdds these three items as well as several fixes and changeshttp://i.imgur.com/ueZCN7E.jpgWhat's the difference between the top hub and the one directly below it? Link to comment Share on other sites More sharing options...
Martin_Baker Posted March 27, 2014 Share Posted March 27, 2014 What's the difference between the top hub and the one directly below it?Looks like the top one is hollow, the bottom one is solid. No idea about the purpose of the hollow one. Installing resources maybe? Link to comment Share on other sites More sharing options...
Bomoo Posted March 27, 2014 Share Posted March 27, 2014 (edited) Nuuuu... I used the fixed nose cone. Edit: Also potentially a bug report. I mean, it's not really a bug so much as a visual inconsistency. Here. It looks like the octagonal section of the station power module is upside down, and by this I mean the solid grey edge appears to be in an orientation inconsistent with the other station modules (i.e. facing outward toward the attachment nodes). Another station module provided for illustration.Edit2: And would it be possible to make the inner ring of the octagonal port a circle? I greatly appreciate that it mates with standard 1.25m, but the interior ring does not visually suggest this. Not a big deal, but it might help some folks. Edited March 27, 2014 by Bomoo Link to comment Share on other sites More sharing options...
drtedastro Posted March 27, 2014 Share Posted March 27, 2014 where is the thread that shows the different space station ideas and concepts for kso???? Link to comment Share on other sites More sharing options...
helldiver Posted March 27, 2014 Author Share Posted March 27, 2014 (edited) Nuuuu... I used the fixed nose cone. Upgrading to 2.08 won't break your game, if you just replaced your folders, not only will you update all files, but get the new parts. The old KSO Radome will still be in your KSO/Parts directory unless you delete it.The hinged nose cone is now the same as the old one, but opens up.Edit: Also potentially a bug report. I mean, it's not really a bug so much as a visual inconsistency. Here. It looks like the octagonal section of the station power module is upside down, and by this I mean the solid grey edge appears to be in an orientation inconsistent with the other station modules (i.e. facing outward toward the attachment nodes). Another station module provided for illustration.I left it like that just to have some variety, but it's an easy change. Probably not for a long while though. Just released v2.08.Edit2: And would it be possible to make the inner ring of the octagonal port a circle? I greatly appreciate that it mates with standard 1.25m, but the interior ring does not visually suggest this. Not a big deal, but it might help some folks.No, not without remodeling and recasting.where is the thread that shows the different space station ideas and concepts for kso????I never really have one. I don't discuss my design ideas fully or open them up to the community. The main reason being very rarely do folks understand the concept of a unifying theme or art direction.Ideas that I do implement suggested by KSO users in this thread and the old thread, were because they fell within the scope, role, purpose, art aesthetic, time budget and available plugins examples:Station Service TugVarious Docking PortsKSO Auxiliary Fuel ModuleHinged Nosecone6-Way Octagonal Hub6-Way Square HubKSO Rear End De-Coupler fairing for Top Mounted KSO stack.Alternate Cockpits PackAR-KSO10 Autopilot System (MechJeb2 KSO specific part).Most folks making suggestions for some reason or another are in real world land. Nothing wrong with that, but there are already numerous mods out there that provide ISS parts, real NASA or Buran space shuttles, realistic spacecraft, and so on. Edited March 27, 2014 by helldiver Link to comment Share on other sites More sharing options...
ayana Posted March 27, 2014 Share Posted March 27, 2014 Here's something else I was wondering about. What can be done with the landing gear? If possible, I'd like to see it not be entirely rigid. The slightest bounce sends the entire orbiter spinning when I try to land. Link to comment Share on other sites More sharing options...
Virtualgenius Posted March 27, 2014 Share Posted March 27, 2014 I asked earlier before are the RPM screens easily changeable I would like to use vessel viewer Link to comment Share on other sites More sharing options...
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