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[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)


Normak

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So, is it possible to have the folding solar panels actually re-charge something, or are they just for looks? I keep having this crazy idea of adding folding solar panels to a battery, which then powers an engine... but from what I can tell, not one pack or plug-in has combined all three. Folding solar panels that charge a battery, which powers engine. Or at least has done so in a way that uses multiple packs and plug-ins, and the steps for implementing are straightforward and repeatable.

PowerTech plugin allows easy adapting of the solar panels to produce part resources, recharge ZO2 or MuMech-compatible tanks, and the power output depends on panel attitude. There also radiator abilities implemented.

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PowerTech plugin allows easy adapting of the solar panels to produce part resources, recharge ZO2 or MuMech-compatible tanks, and the power output depends on panel attitude. There also radiator abilities implemented.

SO DO IT!!! And post an example so others can see how to do it.

Thanks in advance.

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Just downloaded, and I\'d like to thank you for making such an awesome pack! I do have one question though. Were the Angara boosters always this wobbly, or should I just add more struts?

You can find the answer on the first page.

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This must have been asked before, but what key do I press to extend/retract the solar panels?

Just right-click them. They also can be extended by staging.

SO DO IT!!! And post an example so others can see how to do it.

Thanks in advance.

A very good example is in DynaSat pack - there are 3 sets of config files for the panels:

1) just animated panels, but they have efficiency indicators

2) ZO2 recharging version

3) MuMech-compatible

To use the advanced modules you have to:

1) specify the correct module, depending on what you want to recharge

2) set panelcenter parameter - the center of the panel for more proper shadow detection.

3) specify the output power and couple more parameters.

4) if you want heat management abilities (radiator abilities + panel heating in sunlight), configure these parameters.

Here\'s example of one of the panels being made MuMech-compatible (You\'ll need additionally to install this adaptor-plugin):

The part is Kosmos_Common_Long_Panel

// Kerbal Space Program - Part Config

// --- general parameters ---
name = Kosmos_Common_Long_Panel
module = SolarPanels_PowerTech_MuMech
author = Kosmos Team

// --- asset parameters ---
mesh = model.mu


// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y,

Up Z
node_attach = -0.0433247631, 0, 0, -1.0, 0.0, 0.0
node_stack_panelmount = 0.0, 0, 0, 0.0, -1.0, 0.0

sound_servomotor.wav = extend, retract

// --- editor parameters ---
cost = 240
category = 3
subcategory = 0
title = Kosmos Solar Panel (Long)
manufacturer = Kosmos Spacecraft Design Bureau
description = These large, rigid panels are perfect for keeping the

mission well-stocked on power.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,0,0,0

// --- standard part parameters ---
mass = 0.2
dragModelType = default
maximum_drag = 20
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 12
maxTemp = 2900
breakingForce = 3


// --- PoweTech panels --------

FoldAnimationName = Extend
FoldDefState = 0
rotRoot1 = Kosmos_Common_Long_Panel/hinge
doubleSidedPanels = false
panelInitRot = 0
panelcenter = 2, 0, 0
power=1
phase1 = 0
phase2 = 60
NightGlide = true

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SO DO IT!!! And post an example so others can see how to do it.

Thanks in advance.

Someone seems to be having anger issues here. May I suggest that if you want help, you might want to tone down the entitlement attitude. KSP is pretty a work in progress, and so are plugins. Things aren\'t polished, don\'t always work as intended and hard hats should be required at all times.

Don\'t forget that plugin developers are not getting paid. They don\'t owe anything to you. They are doing this on their free time because they enjoy it. And that motivation tends to fade away when you have to deal with folks throwing temper tantrums because they don\'t get served what they want.

What you want to do will require fiddling with .cfg files so that several parts by several folks work with several plugins by several developers. Of course it will require some work on your part, some editing cfg files, some reading wikis and forum posts, and maybe some help from the developers. However, whining won\'t help.

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noob here

how do you install this? i put everything into the parts folder and the .dll into plugin

but when i load game it gets stuck on the almaz_panel

Which version of KSP are you using? The plugins only work on the paid version (0.15.x), not the free demo (0.13.x).

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Just right-click them. They also can be extended by staging.A very good example is in DynaSat pack - there are 3 sets of config files for the panels:

1) just animated panels, but they have efficiency indicators

2) ZO2 recharging version

3) MuMech-compatible

To use the advanced modules you have to:

1) specify the correct module, depending on what you want to recharge

2) set panelcenter parameter - the center of the panel for more proper shadow detection.

3) specify the output power and couple more parameters.

4) if you want heat management abilities (radiator abilities + panel heating in sunlight), configure these parameters.

Here\'s example of one of the panels being made MuMech-compatible (You\'ll need additionally to install this adaptor-plugin):

The part is Kosmos_Common_Long_Panel

// Kerbal Space Program - Part Config

// --- general parameters ---
name = Kosmos_Common_Long_Panel
module = SolarPanels_PowerTech_MuMech
author = Kosmos Team

// --- asset parameters ---
mesh = model.mu


// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y,

Up Z
node_attach = -0.0433247631, 0, 0, -1.0, 0.0, 0.0
node_stack_panelmount = 0.0, 0, 0, 0.0, -1.0, 0.0

sound_servomotor.wav = extend, retract

// --- editor parameters ---
cost = 240
category = 3
subcategory = 0
title = Kosmos Solar Panel (Long)
manufacturer = Kosmos Spacecraft Design Bureau
description = These large, rigid panels are perfect for keeping the

mission well-stocked on power.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,0,0,0

// --- standard part parameters ---
mass = 0.2
dragModelType = default
maximum_drag = 20
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 12
maxTemp = 2900
breakingForce = 3


// --- PoweTech panels --------

FoldAnimationName = Extend
FoldDefState = 0
rotRoot1 = Kosmos_Common_Long_Panel/hinge
doubleSidedPanels = false
panelInitRot = 0
panelcenter = 2, 0, 0
power=1
phase1 = 0
phase2 = 60
NightGlide = true

Thanks for the info! This helps me out a lot!

However may i suggest you or someone ells make a step by step tutorial? maybe even a video? Now i\'m not scared to mess around with a couple of files and edit some parameters but a lot of people are.

But this will probably be added in a future update anyway i assume?

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Which version of KSP are you using? The plugins only work on the paid version (0.15.x), not the free demo (0.13.x).

yup i now hav the latest version of the game

however it is now stuck at kosmo va rrv upper decoupler :(

hmm....

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what details wouod you all like to see put into the textures and normal maps of the SSPp guys?

First of all - some thermal insulation. Then... In fact, there are a lot of stuff on the surface of the Russian space stations modules. So I think no matter what else will be added - will not be worse.

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Not to be a party pooper- but does anybody besides me view this as a COMPLETELY unbalanced mod? If that is the design, ok then. But if this mod is made to be balanced - I shouldn\'t be able to get the LK large lander all the way into orbit, onto the Mun, and back.

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Not to be a party pooper- but does anybody besides me view this as a COMPLETELY unbalanced mod? If that is the design, ok then. But if this mod is made to be balanced - I shouldn\'t be able to get the LK large lander all the way into orbit, onto the Mun, and back.

It is currently an aesthetic mod rather than a balanced one. (From what CBBP has said before)

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It is currently an aesthetic mod rather than a balanced one. (From what CBBP has said before)

Ah I never saw that, thank you. I would still like to petition him to (if he has to make a 2nd version, okay) make a balanced version that can be used for challenges and fair play. Though the asthetics are fantastic, I also highly enjoy mods that have fair playability to them.

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current engine powers and fuel consumptions are based on the stock engines. Until the main game engines are balanced there is nothing I can do. otherwise people will use other engines and fuel tanks. as for RCS they are buggy and either use fuel the wrong way. or have no power. both of which require more fuel than is needed to keep people using them.

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Did you install the KOSMOS hotfix? Coz that broke the game for me

i had a unmodded game and installed the kosmo 4.1 pack

after that it wouldn\'t start.. like it\'s stuck on the loading screen

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Someone seems to be having anger issues here. May I suggest that blah blah blah blah blah blah blah.

Don\'t forget that plugin developers are not getting paid. They don\'t owe anything to you. They are doing this on their free time because they enjoy it. And that motivation tends to fade away when you have to blah blah blah blah blah.....

What you want to do will require fiddling with .cfg files so that blah blah blah blah blah blah.

Do yourself a favor and lighten up.

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Just right-click them. They also can be extended by staging.A very good example is in DynaSat pack - there are 3 sets of config files for the panels:

1) just animated panels, but they have efficiency indicators

2) ZO2 recharging version

3) MuMech-compatible

To use the advanced modules you have to:

1) specify the correct module, depending on what you want to recharge

2) set panelcenter parameter - the center of the panel for more proper shadow detection.

3) specify the output power and couple more parameters.

4) if you want heat management abilities (radiator abilities + panel heating in sunlight), configure these parameters.

Here\'s example of one of the panels being made MuMech-compatible (You\'ll need additionally to install this adaptor-plugin):

The part is Kosmos_Common_Long_Panel

// Kerbal Space Program - Part Config

// --- general parameters ---
name = Kosmos_Common_Long_Panel
module = SolarPanels_PowerTech_MuMech
author = Kosmos Team

// --- asset parameters ---
mesh = model.mu


// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y,

Up Z
node_attach = -0.0433247631, 0, 0, -1.0, 0.0, 0.0
node_stack_panelmount = 0.0, 0, 0, 0.0, -1.0, 0.0

sound_servomotor.wav = extend, retract

// --- editor parameters ---
cost = 240
category = 3
subcategory = 0
title = Kosmos Solar Panel (Long)
manufacturer = Kosmos Spacecraft Design Bureau
description = These large, rigid panels are perfect for keeping the

mission well-stocked on power.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,0,0,0

// --- standard part parameters ---
mass = 0.2
dragModelType = default
maximum_drag = 20
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 12
maxTemp = 2900
breakingForce = 3


// --- PoweTech panels --------

FoldAnimationName = Extend
FoldDefState = 0
rotRoot1 = Kosmos_Common_Long_Panel/hinge
doubleSidedPanels = false
panelInitRot = 0
panelcenter = 2, 0, 0
power=1
phase1 = 0
phase2 = 60
NightGlide = true

This may be perfect. I swear I got this far before based on all the info posted around in various places, but couldn\'t get it both animated and functional. I\'ll see how this goes. Thanks!

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I\'ve downloaded the mod and installed it in parts (and the dll. files in the plugin folder) but i still can\'t get the dockingnodes to work. They simply become grey and transparant when i try to use them. And yes, i am using 0.15 KSP. Can anybody help me?

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