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slaintemaith

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Everything posted by slaintemaith

  1. Impressive! I'm a follower of your YouTube Channel. =) I have an issue where the airbrakes not deploying automatically--they're the stock ones attached to the engine bay--but I can live with having to tap airbrakes manually. =) This is quite the achievement! Thank you for releasing this!
  2. It might. But I'm skeptical of (no offense to those who made it) the maturity of 1.10.1 RSS/RO. I know it works in 1.8.1.
  3. Since then I uninstalled and reinstalled from scratch and edited stuff more precisely to make it work. I also made some procedural control surfaces for the speedbrakes so they actually do something instead of be a useless animation. I've been pretty good about getting to/near KSC for landings--and that's just by 'winging it' as it were and deorbiting somewhere over Australia, or roughly that far away at least. I can even get it to do quite a bit of cross-range during reentry in case I don't line up exactly. Some folks on YouTube have videos showing kOS programs that can deorbit and reenter this shuttle automatically. I'm not that intelligent. Thanks CaturLifeLive for all the help!
  4. I also made a tiny patch to allow use of the KermanTech IVA with this shuttle. It's not a perfect alignment inside, but the instruments work--which are the important bits. You'll want to replace the default ...\GameData\ASET\ASET_Props\Instruments\ASET_IMP\map_kerbin_sat.png with this if you want the nav-ball to be Earth. @PART[ShuttleCabin]:NEEDS[RasterPropMonitor] { MODULE,0 { name = RasterPropMonitorComputer } %INTERNAL[css_cockpit] { %name = MK3_adv_Int } }
  5. I give up on getting this to work. I'd rather get a root canal than mess around with another .cfg. Kudos to anyone who can stand it.
  6. In other news, I've got some good MechJeb Ascent numbers if anyone wants an easy, fairly realistic Shuttle launch. This will put you into the almost orbit the shuttle is in after SSME shutdown. This ensures the ET doesn't follow you around and become space junk. You use OMS to circularize at apogee. The "Attach Altitude" function will put you on the "going uphill" part of the orbit, just past RSS's demarkation for space. "Drop Solids Early" gets the boosters away at as close to 10% rated thrust as I can manage. Also simulated is the throttle down used to relieve the stress of the pressure at Max Q. Orbit inc. is subject to change for whatever your mission requires.
  7. I'm not too familiar with Kerbalism. Not sure how one pressurizes and scrubs the CO2 from the cabin. This seems like it might be an issue, since I get 250km up with dead kerbals. Looks like it has to do with pressurization--but the cabin isn't equipped for that as far as I know in game. EDIT: "Solved" with using a MechJeb pod. Who needs live kerbals anyway? EDIT: So my engines are still burning up.I think there's a disconnect with Deadly Reentry regarding the engines as well, as shown below.The DR debug values appear far lower than they should be. The same DR numbers appear for the OMS engines as well.I'm not sure where DR keeps its data to modify. (See Second image)
  8. Finally getting around to testing this. Tried copying/pasting but even using Notepad++ looks like I'll have to do it manually. ...which I'm trying now. Either way--thank you very much for taking the time to post this. I wonder if your changes couldn't be incorporated into RSS/RO and the latest version of this on the Github?
  9. I'll give this a go when I'm less hungover! Thanks!
  10. Yes. Yes, I would like to know the mod/what I need to edit to make things work. I *thought* I edited the parts to prevent overheating. I did not. I'd love to have documentation on how to deorbit, re-enter, and land this shuttle (at the desired base) in an RSS situation. I'll happily edit whatever I need to to make it work.
  11. Does anyone have any specific documentation on how to re-enter and land back at KSC using RSS/RO? A video tutorial perhaps? This shuttle seems to go into a death-spin on re-entry, and I've only seen Raiz Space manage to land--only I have no idea how he's configured his shuttle--his files have missing parts, or he's altered them post-video and not explained how. Which is fine, I guess that's not his job, but his videos don't help very much. That's not even mentioning burning up due to Deadly Re-entry. I have to either disable that or enable the heat cheat. In other news, MechJeb's PVG can lob this thing into a perfect almost-orbit now. (Guessing that's Lamont's work)
  12. My files were for 1.3.1 =) They're way old and never worked as well as I'd have wanted them to.
  13. Does this create its own fuel as the MAV was supposed to in The Martian?
  14. Are there docs for settings to get the Shuttle into a planned orbit with PVG? I can get it into orbit, but it doesn't resemble anything I set for it.
  15. Does this mean one can launch, get to a realistic orbit, rendezvous with <thing>, deorbit, reenter, and land back at KSC? Are there procedures for this? =) I know most Shuttles for Kerbal tend to be very touchy regarding CG and bleeding off speed during reentry, and by touchy, I mean, enter-an-uncontrollable-spin-until-50-feet-before-going-splat!-because-there-wasn't-enough-time-to-regain-control touchy.
  16. I'm a former employee for MicroProse. (Quality assurance, circa 1995-01) So it's possible I might remember how to write up a bug. It's been a while. And I'm not sure I'd be much help re: RSS/RO. Fact is I'm not that intelligent. But feedback, I can do. Might need to start a new thread for the resurrection of the mod--DECQ's approval pending, of course.
  17. How did you get this beast to work in RSS/RO? And what version? Did you manage to land back at KSC? I was pretty sure RSS/RO was famous for its Space Shuttles. Famous for breaking them, that is.
  18. Thanks for the hasty response! Okay, so the next question is: has anyone made a Mk3 IVA that's MAS compatible?
  19. Is there a easy path to getting Kermantech's Mk3 IVA (A RasterPropMon IVA) compatible with this?
  20. 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.
  21. 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.
  22. 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.
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