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slaintemaith

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Posts posted by slaintemaith

  1. 6 hours ago, skygunner58203 said:

    So, I absolutely suck at docking.  Generally I'll use MechJeb as the SmartASS and docking autopilot are awesome.  But I've come across a problem.  Neither I nor MechJeb can Z-translate up to dock.  And after a few moments of RCS usage, the RCS no longer fires at all.  Ideas?

     

    Are you using the Smart RCS feature as well?  It's great for station-keeping, but will cancel out any translation attempts because it's designed to  hold position.  It used to glitch out every now and then.  Anyway, you want to make sure SmartRCS is disabled before docking attempts.
    At a first glance this is all I can figure would be wrong.

     

  2. On 7/18/2022 at 12:47 PM, Razgriz1 said:

     

    Realism Overhaul does actually have SOCK configs, and you can manually define the wing parameters to get around the issue with node-attached wings. The rudder is not configurable with FAR because it cannot handle multiple control surfaces in a single part. All that being said, I've never flown it in RSS/RO so I can't comment on how good the configs actually are. The Space Shuttle System Expanded mod is supposed to be a lot better for RSS/RO.

    I suppose my evidence for the SOCK not playing well with FAR is anecdotal.  The last time I tried using RSS/RO configs for the SOCK, reentry was every bit as controllable as it was without them.  (And by 'controllable,' I mean the opposite of that)
    So I did what any other sane person would do:
    Give up and use the shuttle mod that I know works.

    If anyone has any procedures for the SOCK to get it to ground predictably and reliably while using RSS/RO, I'm all ears.  What's happened to me so far is Deorbit, Hold pitch to 40ish degrees, Bank to correct, tumble out of control, tumble out of control, tumble out of control, tumble out of control, tumble out of control, tumble out of control, tumble out of control, tumble out of control, regain control at about 1000m, but by then it's too late because you're already hundreds of miles short of where you were trying to be, so you ditch in the ocean.

  3. 12 hours ago, donnager fan said:

    I cant get to orbit with the BDB Saturn 1 Can i have a config for 2.5x Scale?

    Are you sure you're using the right engines and right fuels?  BDB, if I recall correctly, is designed for a 2.5x stock scale.
    Service Module fuel is important. You don't want it full.  Remember: you're not going to the moon, so you don't need all that reaction mass.
    Here's a post link that might help.


     

     

     

  4. On 1/12/2022 at 1:32 PM, DaveyJ576 said:

    Thanks for posting this, but I have a question before I implement it:  does this apply to the LaunchSites.cfg file for KSCSwitcher or KSRSS? Both mods have a file of this name.

     

    Not sure how I missed this question.  It's been a long time since I've fixed it myself, but I believe you only want *one* LaunchSites.cfg, and I believe the one you want to use (the one the game looks at) is in KSRSS/Patches.
    I'm guessing you've already figured this out by now, but I'll still respond for posterity.  

    Sorry for the delay!

  5. On 1/22/2022 at 8:27 PM, Doc Shaftoe said:

    This is a very WIP image of the progress so far.

    PRETTY!!!
    Have you seen the KermanTech shuttle IVA for the Cormorant version?  There are some useful-beyond-pretty gauges it has--one a GPS tracker over a globe instrument--which can show your position or a target's position relative to the map, and a computer display mode that shows the paths of the past,current, and next orbit, which is incredibly useful for plotting deorbit burns.  

  6. On 1/6/2022 at 4:22 AM, CT Tech said:

    Hey all, Hoping to get some help. I have downloaded this mod and looked through the Manual which was great got me 98% there but seem to be having an issue getting into Orbit. I have got the other Mods that were suggested too for the engines and the Fuel tanks etc. but can't seem to get the thing to orbit. Added the Full Orange tank on Redirect Mod The  Direct KL.10B engine which from what I can tell is the correct one and the one that snaps perfectly with the Extendable cone for Atmospheric vs Vacuum flight doesn't seem to have the power to get there after the solid boosters detach. I also had to change the  OMS engines as they seem to glitch out the build, they disappear when attached and then the only way to get anything to work again is to start a new design or quit the game. So I replaced with the Terrier although this is just in a void so not really tested this out yet as can't get to orbit. I am 100% certain I am doing something wrong and hoping to get some help from the people more familiar with the mod. I am using stock Solar system so know the tanks are over kill but dial down the fuel in the tank to suit. I also have all the DLC's not got any other mods that should affect physics in anyway or performance other than the ones suggested in this mod. any help appreciated, thank you.

    I'm not sure about the assembly issues you're having.
    If you're not using MechJeb to help, you can always try that.
    Here's a video I made a million years ago.  The same settings should apply, even though it's a different shuttle.

     

  7. Along with p. 15, MechJeb (to hold attitude & cancel relative velocity with the Smart RCS function), and fine RCS mode, you might want this mod:
    It's an oldie, but a goodie.  When you get into 'rough' aligned position with your docking target (i.e., roughly in line with your nose facing the target docking port, I tend to set the Shuttle docking port as the "Control From Here" object, then slowly and meticulously use the mod below to line me up with the docking port.  Once that's established, I can (for the most part) dock using small translation RCS movements--but remember, your axes have shifted when you're controlling from the docking port.  "Up" is now "forward," etc. 

     

     

  8. On 12/13/2021 at 1:52 AM, Razgriz1 said:

    Are you sure?  These don't seem to fit very well.  And there's no functional OMS engines.  The AJ-10s that are available seem to require a form of high pressure tank that the high pressure OMS tanks do not provide.

    Does Kerbalism break all of it?
    What mods am I missing that'll make this work?

    fEXNMGW.png

  9. 22 hours ago, MikeD said:

    Recently I have started using the SOCK in Realism Overhaul.

    You probably don't want to do this.
     

    22 hours ago, MikeD said:

    special procedure that they could share when deorbiting the shuttle

    Because after you deorbit--no matter how well you deorbit--something between FAR and SOCK defecates in the petunias.  (It's a limitation of FAR regarding non-node attached wings--thanks for asking!)
    So you're just going to tumble out of control and be disappointed. Every time.


    Seems I'm out of the loop.

  10. 21 hours ago, Adam-Kerman said:

    Having trouble on Launch, particularly of rolling to 180, right after Liftoff and after SRB Sep to roll up

    1.8.1 - JNSQ

     

    Right after Liftoff - Rolling to 180, it seems to have trouble rolling right to 180, but it goes crazy as it's trying to roll 180, then it settles 50 seconds after Liftoff into Roll 180

    after SRB Sep - Roll up, it also goes crazy...

    12jlFuz.png

     

    If I were me, I'd set the Force Roll: Climb to 180 as well.

    I believe the logic of it is like that it will track straight until ALT (Which you have set for 100m) THEN turn to the "climb" angle (which you have set for 0), then when the gravity turn starts, it will turn to the "turn" angle. (which you have set for 180)
    The point being you want to settle on your proper azimuth while you're going slow, because if you try doing it when you're going fast (like, say 50 seconds later) you'll encounter craziness.  =)

    I could be wrong, but I set climb 180 turn 180 alt <tower clear alt> and I don't have the same issues.

    I keep all gimbals enabled on the mains and never have problems either.  If you want a touch more realism, set your periapsis to -1 and your apoapsis to <desired> so long as it's out of the atmosphere. Set your "attach altitude" to something just out of the atmosphere as well.  Can equal or be less than the apoapsis.  The closer it is to leaving the atmosphere, the more time you'll have to get into position for OMS burn 1.  In this way, once you remove the ET, it'll coast and burn up automagically.  Use OMS engines to boost your periapsis to get into orbit.  Real shuttles always (roughly) worked this way.

     

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