slaintemaith

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About slaintemaith

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  1. The robotic arm locking is covered earlier in this thread. You have to lock the seven joints, then autostrut the last piece. (I do them all just because I am who I am) The trick is knowing that three of those seven are tiny rotation joints.
  2. I've found that if you add the spare control point and make the -15 degree angle offset upside down then you only have to link its control from here to a custom action group. Activate this at 2:30, after the SRBs separate, and you'll get the pitch correction plus roll maneuver with one keypress. Orbital maneuvers "upside down" aren't atypical for the shuttle anyway, and after deorbit burn, you simply switch the control back to the cockpit. It's more convenient for me to add the part instead of using the cockpit adjustable control point--although I like that you thought of it when you designed it. Re: PVG. You'll want to use that. It works great with this shuttle--and I'm not sure how, because I've only had issues with it using anything other than RSS/RO. No matter. Set apoapsis for <desired height> and periapsis for <something just below "space">. (Typically this is 70km in a default setting, 140 for RSS) In this way the external tank eventually deorbits, and you only have to make a minimal burn at apoapsis to complete orbit. This is how the real one worked.
  3. Maybe I'm using an older version, but Sigma Dimensions "caused" a few Module Manager errors that led Sigma88 and I on a goose chase that traces back to errors in ...\GameData\KSRSS\KSRSSKopernicus. Earth.cfg mars.cfg has a comma instead of a period in the atmosphere section, and another comma/period mixup in Ceres.cfg with the rotation period. You're welcome. =) *edited for accuracy per Sigma88's comment below.
  4. Here's the thing: without FAR, the shuttle's cross-range on reentry is almost nil. Trajectories or MechJeb Landing Predictions need to basically be dead on the money because nothing you do in atmo is going to affect where you land that much after deorbit burn. You also get the nose-down attitude issues at lower altitudes, where it's difficult to pull up to land, and your speed bleeds off insanely--I can lose speed with my nose pointed down 20 degrees. WITH FAR, you can skim in and out of the higher atmosphere to prolong your reentry and S-turn to correct for inclination shifts (these actually work in conjunction with one another.) You don't have the "soupy" kerbal atmosphere, so speed control becomes an issue because you have to slow down when you're getting near the runway. The only issue with FAR is the transitions from super sonic to subsonic around 20000-10000 meters. For some reason all yaw seems to give way, and the ship just flat-spins until the atmo gets dense enough for the control surfaces to work. Now I'm not saying it's your design. Chances are it's actually how the atmosphere is set up in my world. I'm using this, but 2.5x. But I'd love to get all the things working well. I'm just not sure where to look. I'm using this mod, FAR, Kopernicus, KSRSS, Sigma, and Rescale.
  5. I'm not familiar with Module Manager--I managed to add the command cockpit into the main config. All well and good there. But let's say I'd like to have a 180 degree roll added to when I want to change my pitch reference. Is that doable with this mod as well?
  6. I'm using FAR and a Rescale for KSRSS. And it's odd, since the balance was off when I loaded just the orbiter in to the SPH, but upon doing it again, seems fine. So my install is most likely borked. Is there a pretty version of SSRSS that I can bump up to 2.5x for 1.7.3? I hate Kerbal. =P
  7. I'm used to other shuttles which handle CoG ...differently. PVG does work. Only it also puts the ship in the 300x100 orbit, which means the ET doesn't burn up. 300x70 works just as well for 2.5x and will grab the tank. Guess I should have looked at the manual a bit closer--I was appreciating the aesthetic more than the actual content when I looked over it before. =) Re: Control Group: So if I just add a small control core in the nose, turn it the requisite -15 degrees AND rotate it 180 degrees, I can tie that to an action group and perform the roll and pitch at SRB sep with the touch one one button. (The fact that this is also tied with OMS just means I get an OMS Assist as well--something the real shuttle did later on.) Orbital ops were typically done with the orbiter on its back anyway to keep the sun off the bay doors--which had a tendency not to want to close due to the heat expansion.
  8. Is it possible to attach the control-point switch to an action group? When I add -15 degree offset pieces to other shuttles, I always do a "control from here" in an action group that activates the OMS engines. Then switch it back to the cockpit when I disengage them. It'd be nice to be able to do that with this as well. Consider it a "respectful feature request." =) Heh. This goes against everything I was ever taught regarding CoG and RC airplanes. ("A nose-heavy plane flies sluggishly, a tail-heavy plane flies once.") I'll give it a go! Thanks for the info!
  9. My issue now is how to avoid flat-spinning from around 1200m/s at 30km until I get down to about 9km where the air is thick enough for the control surfaces not to cock everything up. I still have issues even after dumping all the aft propellants.
  10. I've had zero luck with the PVG outside of RSS/RO, and with Space Shuttles, I've had crap luck even with RSS/RO. I've had great luck with these settings, though, using the classic ascent program. Granted, I'm using a 2.5x Stock sized RSS, but it should still be close for Kerbin. The image (barely) shows the resultant almost-orbit you want with a Shuttle. (This one is 201.577 x 44.647) Less than 90m/s to circularize! *Note: I neglected to set "Stop At Stage #:" to 3. Your results may vary depending on how you set up your .craft. **Note: Also all gimbals and control surfaces are ON, and all are set for Roll, Pitch, and Yaw. Use the Hybrid version of Attitude Control. (In the Attitude Adjustment Program)
  11. See my above (edited) post. I fixed it. It's tricky. Hrm. I guess I meant "fully-able-to-run-a-mission-from-inside-of-the-cockpit" IVA. That's a lot more work. I wonder if there's some way to add Kermantech's IVA to this? (I know it's designed for the Mk3 Cockpit--but if it could be converted, it seems like most of the work is done for you Unless, of course, that -is- the work-part.) These might still work, too?
  12. Any plans for an IVA for this bad boy? Cracking job on the -15 degree control point! I automatically added one to the craft and then read the forums and saw there was no need! (Does it auto-switch control perspective when you activate/deactivate the OMS?) I'm also having RMS/Auto Strut/Lock Joint wobble issues at liftoff. I was going to simply try an explicit strut part and see if that helped at all. ** It didn't. It just made it completely immobile. It's stated that this addon will work best with a 2.5x sized system (proportionate to Kerbin's), but I see the MechJeb2 Autopilot is using PVG? How can this be, as I was fairly well certain that only works in an RSS situation? Are there already RSS/RO configs for this beast?! This is a magnificent looking shuttle. And I love the manual. Thank you for this project! ***Update:*** Figured out the RMS issue. There's 11 separate parts that make up the RMS. They must all be auto-strutted, and the joints must be locked. There are more joints than you think. 3 Axial Servo Joints (These are tiny!) 3 Servo Pitch Joints 1 Elbow Servo Joint
  13. I suspect it's Rescale!. (Specifically the 2.5x config) I'm certainly not clever enough to make my own configs. Rescale, I know, is (technically) "incompatible" with contemporary KSP, so I might just be screwed. Frankly I have no idea how they all work together.