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selfish_meme

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Everything posted by selfish_meme

  1. Do you mean there are 4 types of autostrut, that's what heaviest, root, grandparent relate too? Are there duplicates when you add the mod, I have not noticed this behavior myself, I would check your other mods
  2. In imgur, if you click on an image it open a popup, one of the text fields is the direct link, copy that and paste it in the page Edit: nice plane!
  3. Similar to what this guy did, but in reverse, have a few ships, big, small, clean, winged, pick a few re-entries, steep, optimal, shallow. Add up the total of the drag cubes of the parts. Then perform a lot of automated re-entries to build a baseline. You should end up with some values for different craft, hopefully with a low enough error component that can be corrected in-flight to get you to the ground close to target. The trajectories mod is another mod to look. Edit: that's not actually the chart I was looking for, another guy did multiple launches looking for optimal gravity turn, this was it, I see he used kRPC
  4. Man, I feel for you, I know how much work goes into something like this with all the units, I did something similar with this video, looked great though
  5. Actually you could use the game itself to facilitate landing prediction, it wouldn't be nice or clean, but a statistical run through of re-entries with different ships and steepness, from clean to lots of wings, could give you a range of values, along with total of the drag cubes, you could end up with a prediction curve, It should be able to get you within striking range of a powered descent to the pad.
  6. Trying to cover many time periods Scientist traveller custom suit, absolutely was not inspired by a certain doctor Kankun Harbour Desert Test shot More ship post processing Another biplane shot Circumnavigator Space Shuttle and SLS, made a custom mod to create these properly Creating some lander and stuff to use later in the film Some sort of custom spaceplane, not sure
  7. OK I have tried the older version, @taniwha's .mu importer works fine but this is still not working, it does take a while which usually indicates it is parsing the file but bombs out.
  8. I have not tried this yet, but someone told me on a reddit thread they use an older copy of blender and it still works. I am on 2.79 and it does not work for me, but you should still be able to get 2.76, which is around the right age. If someone could try it, with my files from the previous page? @Stone Blue @IamIam @barkhauer
  9. @HaArLiNsH Just saw your post on the other page, hopefully it will be timely for my suit suit
  10. Release of the Stock Space Shuttle and SLS Mod, my second Mod release!
  11. The purpose of this mod is to make building a stock size Space Shuttle and SLS easier, with less parts and without using much more memory. Using Module Manager by @sarbian it duplicates several parts, and then resizes and enhances them. The engines have been re-balanced for the Shuttle as that is the least dynamically stable of the two designs. But that also makes a quite capable SLS possible. If you have Firespitter you can also have orange tanks. There are two example craft [pictured above], the Shuttle can take a 18t+ payload to 100km+ and the SLS can take a 70t+ payload to 100km+, that should make them quite flexible for most needs. Requirements Module Manager Optional Firespitter Download MIT Licence Parts Shuttle Main Engine (Vector) @maxThrust = 700 Shuttle Booster (Kickback) @maxThrust = 2000 Shuttle Main Tank Shuttle Medium Tank Shuttle Tank Adaptor 1 Shuttle Tank Adaptor 2 Shuttle Tank Nose SRB Nose Cone Shuttle Tank Bottom RS-25 Engine Cluster Flying the Space Shuttle In the video below you can see me pilot the Space shuttle with an 18t cargo to an ~100km orbit and return. Launching Pull back slightly straight away and slowly try and nudge it towards 45' by the time the SRB's are about exhausted, the closer they are to spent the smaller your adjustments should be as they are closer to overwhelming the SSME's I am not making any other adjustments here except nudging the pitch, and I advise you to do the same, deviating will result in instability. Orbiting Once the SRB's have gone you have more control but again I am leaving everything except pitch alone, the lighter the tank gets the twitchier it will be. Once I have reached an AP of 100km I switch on the OMS engines and rotate the shuttle upright to make control input easier. As I circularise you can see the shuttle become harder to control right at the end. Once you have a stable orbit, ditch the main tank and use action group 1 to switch to OMS mode. This disables the gimbals on the vectors and enables the internal OMS tank. You now have about 300-400ms of dV for rendevous and de-orbiting. Re-Entry Once you have disposed of your cargo set your re-entry manoeuvre well, there is no flight extension in this craft, you have to glide right into the runway, it is tricky. Set yourself to prograde and level the wings then set to radial-out, this will keep the shuttle belly on to the air and reduce your speed fastest. At some point equilibrium will be lost and the shuttle will start to deviate from radial-out, click prograde again and level your wings. Now it is up to you. Landing You need to keep your speed up above 50ms or you may start to lose authority. if you need help getting the nose up or recovering from a spin hit the brake, this will deploy the rudder in airbrake mode and help you stabilise the craft. In the video below you can see I overshot the re-entry and had to try for a circle and land on the grass. I was flying with the keyboard and as the speed dropped it got a bit unstable, as soon as I deployed the rudder brake it stabilised again.
  12. It's more that the project covers the analogous historical period of pre WW1 to the future
  13. A little video made from some test footage with an Indiana jones theme, I was just having fun being a daredevil in the mountains until an actual emergency occurred right as I was hard climbing to get over a peak, when the plane ran out of fuel. Luckily Valentina came through OK.
  14. v0.6 of the Stock Shuttle and SLS Mod, some minor changes to shuttle, and the first build of the SLS, Shuttle is ~20T to ~75km orbit, SLS is ~70t to ~100km orbit
  15. v0.5 release, Orange tanks, new example craft, be sure to delete the old one, I have not re-oriented this one, my advice is to orient it before launch, because turning or swiveling is a no-no
  16. Progress on Texturing the tank, I figured I might as well add second texture for the SLS as well, since the parts are similar. Accidentally stuffed up the shuttle, so I am rebuilding.
  17. Stock Shuttle and SLS Mod v0.3 is available 1. Fixed SRB fuel restriction 2. Rebalanced engines 3. Fixed names, titles and descriptions of parts 4. Added a few more parts 5. Updated craft file, added RCS, wheels, OMS fuel, removed reaction wheels. The Shuttle is still a handful to fly 1. I have oriented it so the Orbiter is towards the ocean, you don't want to do rotate, believe me. 2. Just let it run on SAS hold initially, maybe pull it back slightly towards the ocean, but otherwise it should naturally start to pull over in the right direction as the boosters reach maximum TWR. 3. The boosters separate cleanly if you are not doing any aerobatics, keep the nose coming towards the horizon and pick up as much speed as possible before your ap hits 70km 4. Circularise nice and early, ditch the tank and switch to OMS 5. It is reasonably stable on re-entry, the tail separates to an air-brake when you press the brakes, keep the SAS in radial out mode, until the nose drops, then try and keep it as high as possible till under burning speed, then determine how far to glide and angle accordingly To Do 1. Add an air-brake configuration to the wing control surfaces, like the tail 2. Build a new tank for the example craft with the couple of extra new parts 3. Start on the texture files for the tank.
  18. v0.2 of the Stock Shuttle mod has been released Changes include - Duplicated and enhanced several parts - Re-balanced engines - Example Shuttle included in download (has 20t payload) Showed the stock tanks and SRB so you can get an idea on what has changed, all the stock parts are still there, this just duplicates and enhances those parts.
  19. It actually removes it by default, this is not ideal, one day I want to do it via a proper mod so you can build your rocket with correct CoM and then it is defueled before launch.
  20. Can I get this thread moved to the Add-ons-Add-on Releases thread please
  21. Mods NoFuel - Adds to gameplay realism by defueling all tanks by default. The idea is that you need to build mining, conversion and transport infrastructure to feed your space program (only for the masochistic) Download Licence Blender to Unity to KSP Orientation - A .blend file and image to help with orienting models in blender so that get passed down into KSP with the correct orientation. Download MIT Licence [WIP] RealSpike - Duplicates the stock Aerospike and enhances it adding several more advanced Aerospikes in different sizes that are better aligned with the performance of Aerospikes IRL. A spike and butt should be lighter and produce as much thrust as a similarly sized engine, their efficiency is better through all atmospheric regimes, they can have gimbal like attributes. Download Stock Shuttle and SLS Mod - Enhances duplicate parts were necessary to make the stock parts more balanced for MK3 shuttles and the SLS ie. reduce thrust on Vectors, bigger and more powerful SRB, bigger tanks. 95 parts for a fully functional shuttle with 20t payload, OMS, control surface airbrakes, Orange Tank - soontm Download [WIP] Fictional Spaceplanes - Reproduce some fictional spaceplanes, that were cancelled or never built [WIP] SMSuits, a suit pack for a production I am currently making, script here this is my first suit, a travelling Scientist, sharp eyed scifi fans may notice something familiar
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