NESD

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  1. @HebaruSan Renamed sorry for my mistake
  2. NEW MOD ADDED Hope it can be helpful @cineboxandrew that's look really cool, need to make some experiments
  3. For everyone who want some Craft files, make two Explorio - III dual class cruise shuttle, 21 seats, 600+ DeltaV at 80km LKO https://drive.google.com/open?id=1oT6dAfBJ4aKvt2W2zF-mpS74QiTV3uRc you can remove parachutes from boosters if don't have Stage Recovery Checklist (little tricky): DON'T FORGET ---> Press [ 0 ] action key, or find drone core near Vector and use Control from here (check, navball must turn) After launch, point nose directly to zenith and check heading ( you can't change it later) at speed 30-50 m/s increase Vector thrust to full at 130m/s switch SAS to Prograde and let them lean to 70 degrees then return SAS to Hold after dropping boosters, again click Prograde to 45 degrees and back to Hold Open new KSP orbital info panel, or switch to map and right click on AP marker (stick values on screen) after reaching 60 seconds for Apoapsis go to Prograde and start throttling down Vector keep time to apoapsis between 50-60 seconds, but keep throttle not less 2 small notches on navball, until reach 80km set Vector's throttle and gimbal limiters to 30% and make maneuver as usual after circularization you can have 100-250 deltaV for orbit correction before dropping tank, switch control back to cockpit, point nose to Prograde and wait until vessel stop bouncing return back with intermediate 80km orbit, burn retrograde just over middle of crater to 0km periapsis hold 20-25 degrees in descend, maybe increase later at low altitude disable SAS and reaction wheels fly only by hands, with trimmers (Alt+W/S) but be careful with roll control, due high engine position, stability can be not so good This shuttle can't be launched with Gravity Turn mod as is, if you still want it, turn drone core to head up position and turn shuttle on launch table and switch control to cockpit and back to lean trajectory down and up, until you drop boosters and leave thick atmosphere ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- K-37 unmanned science and cargo shuttle with Mini Glenn returnable launcher NOTE: Required Internal RCS mod ! ! ! up to 7 tonnes to LKO (and possibly back) with 900-1700 deltaV depending on payload https://drive.google.com/open?id=1RcuyBMSBdRmd_Y8hlZWarseJjO4VluH8 Checklist: Launch it as usual, it's a simple and stable one stage rocket return shuttle same as Explorio, but you can deploy Rudders and use steering limiter as trim Return of Mini Glenn (little tricky again) before all, flip Authority Limiter on all 4 pairs of rudders ( +150 to -150 and back ) do it now, or you forget it enable RCS but NOT flip control direction now don't burn retrograde more than 200 delta at LKO or less at higher orbits, otherwise you overheat rocket only after that, select Control point REVERSED in drone core and disable gimbal on engine now Mammoth is a your rocket nose and controls set for flying in this direction side with solar pannels must be turned up or you lost it make reentry as any other spaceplane with very heavy nose or pump fuel for better balance use engine (if you still have fuel) or airbrakes to prevent overheating if you skilled enough, you can try to land without parachutes before landing on water use RCS to start bouncing rocket in air and tilt it before parachutes disappear @linuxgurugamer internal 1.8 node have only 2.5 adapter, one of reasons to make this shape slightly bigger than 1.8 is a possible usage of new MH engines without visual glitches if I remember, FBX file can be read by Blender (I don't have it so can't check) @Cataclism decouplers/separators planned, now you can use 2.5 adapter, it have droppable bottom section, so don't scratch ground at landing @DStaal Starlord's Shuttle much bigger than Apus, compatibility adapters possible but not now more interesting idea is a Flat bottom as launcher with Apus as upper stage about RCS tanks and nozzles, I still don't know how it be better, leave it here or move to Internal RCS mod
  4. @RealKerbal3x You can make any patches but texture switching can't help, because all linear tanks already use one texture list, so you need mesh switcher @Cataclism thanks for pointing to this video, only watching it I find another bug in landing gear I don't remove texture switcher used for testing ( and not working) @linuxgurugamer FBX file with cross-section here: https://drive.google.com/open?id=1UhvJVgcga54DgKqeWvFrrVIuPsYV7kio also check size of this part, length of any inline modules (also in future parts) multiplied by 1/4, 1/2, 2 and 3 I don't have Mk2.5 mod so can't compare it but this pic with stock sizes can help @ARTOBAN @drtedastro and anyone who want Craft files, maybe tomorrow post one Also for everyone who make compatibility patches for life support mods, some notes Swift and crew cabins have big space under floor so they can have food supply to 15-20 days (or 25-30 for travel to Minmus and back) Entrance module have meals storage (like real airliners) so it can be used as small supply container Schooner have big size but living space relatively small, around 0.65-0.75 of whole body, because frontal cone closed and upper side have space for parachute
  5. @RealKerbal3x it's for 1.25 stock docking port, main size of this parts based on 1.875m stock parts released in MH DLC And yes, it's a small shuttle created for crew and supply transfer inside Kerbin SOI but not only that. Don't forget, Swift (Apus it's his scientific name ) is a small bird who can fly more than 10 months never touching ground
  6. @GrandProtectorDark @eLDude Using 3rd party mods always have compatibility problem after game update, and I don't know scripting good enough to write my own switcher Maybe after 1.0 release I create parallel version with B9 switcher @Cheesecake This button allow you to open cargo bay without opening doors (that not exist), so you can use any equipment stored inside and required open air, just don't forget to close it before entering back to atmosphere Wings with black tiles already in plans, but not so fast. I have scaled down to 0.65 size stock Big-S wings set, that I create for myself and don't include to mod, so I can post configs here, if you want @Mathrilord Only my own textures, same as in Open Cockpit and Streamline SRB,s ISP and gimbal is lower than have real shuttle, thrust and fuel load is just between two stock SRBs. If you unpack all set of my SRB you can compare it with Thumper and Kickback Flags floating in air on all cockpits (maybe my slightly too far). Intersected only Hull1 part, only yesterday find it. Docking port not collided with door, it have few millimeters to soft walls About requests Inline cockpit - maybe single seat with short main part and bubble canopy expanded to other parts or maybe completely surface attachable (not in first order) Drone core and RW - not fast, but in plans ( just use "Blizzard" now) Surface attachable docking port - half way modelled and textured, maybe in next update Bottom loading cargo (aka Bomb gate) and venting indicators - already created with same texture list as other cargo but need some rework (in next mod update ?) Front/rear cargo ramps, many other aircraft parts and full white Airliner style textures planned but not fast RCS nacelle intake, non symmetrical nozzles parts and 0.625 adapter( + maybe APU) - already in To Do list Decoupler/separator - maybe, X-37 style launch frame to tail section, already in plans but not in first order dual 1.25 adapter - at this time just use node switcher on K-37 tail ( every tail plate have node variants ) short and long 1.8 adapters - as part of recreating this thing together with other adapters not in first order, primary need to finish all parts that already exist or half modelled Also in To Do list: Laboratory ( !!! ), Shuttle, X-37 and Clipper wing sets, Wheels, maybe IL-76 style navigator cockpit, maybe Concorde/Tu-144 nose for Swift, long high speed nose for Swift, cargo nose for Swift, KIS containers to cargobay and major thing, AERODYNAMICS, now it's flying as red brick about Vents/Outlets and anything other, I'm not a native english speaker, so if everyone have variants of better looking names or descriptions for all my mods write here or in PM and for everyone who say Thanks above and below
  7. @COL.R.Neville Cargo bay have exact width to fit small cargo bags from one of @Nertea mods. This cockpits just a template, they must be much better in later release @DriftedCougar They missing completely or only Swift-with-nose, this one not exist, you must built it from 2 parts
  8. @sibaar unfortunately Squad's part switcher can't rotate thrust vector so it's only way to pack all angle variants to one part, also aligning rcs to part surface is not good idea, better check its rotation in Absolute mode and align it to 3 axies and then move to desired position, otherwise your vessel be like new Nertea cokpits . Don' know about plume, stock one looks very small compared to real look here https://www.youtube.com/watch?v=scGc1NS_IV8 after 3.00 Soyuz RCS working at full thrust due misaligned approach and plumes longer than whole ship @Scialytic yes, confirm it, will be fixed @DriftedCougar Just create APUS thread "Swift" WITH nose not exist, if you search them, in command section must be only 2 cockpits and tail
  9. Hello everyone, I'm back with new mod APUS is a shuttle parts based on Squad's 1.875 size parts. Slightly larger, with flat bottom side and small lifting effect Based on 48 edge cylinder instead of 24 edges in stock. Current my own working name for this shape is Mk2F ( or Fat Mk2, name can be changed ) now part list looks like this: "Swift" 3 seats Command pod with replaceable fueled nose "Schooner" 5 seats Reentry pod inspired by Russian "Clipper" project "Commuter" 6 seats crew cabin and "Royal Yacht" VIP - class cabin (Expensive and have only 5 seats but . . .why not?) Entrance module and Docking port with Airlock for cargo bay (both have 1 seat) "K-37" parts based on American unmanned "X-37B" project, expanded tail plate and nose with fuel tanks and avionics bay "Blizzard" Rear control module with tail flap, based on Buran tail Cargo bays and Cargo hulls without top hatch (can be vented, if you want use science equipment stored inside. Don't forget close outlets before reentry! ) Modular Buran style RCS nacelle with parameters equal to my Internal RCS mod, hard enough to be used as wing attach point 0.625 Engine with 150kn thrust and Solid fuel booster with gimbal and better ISP , thrust 500kn ( just between Thumper and Kickback), whole line of SRBs inside archive in it's folder 2.5 meters adapter with additional 1.875 attach node inside and droppable fairing to round bottom shape For everyone who don't have Tweak Scale mod I add modified stock medium landing gear ( 0.75 scale and no steering) It's only temporary thing and can be removed after releasing my own wheels (or at first Squad request) And, off course, full set of tanks with Jet, Rocket and Monopropellant fuel All parts have 2 color variants with white and black bottom tiles Cargo bays also have removable X-37 style black stripe below hinge Shape and width of bottom surface aligned to small stock flaps moved and rotated with Snap in Absolute mode More info here: Imgur --------------- Download --------------- SPACEDOCK ---------------------------------------------------------------- current version of this mod is 0.8 they fully working but have some issues No laboratory at this release. Also Cargo with bottom Bomb doors (or more actual in KSP Drill doors) modelled but need some rework IVAs only have stock seats and walls with simple shadow texture, without hand painting, gauges and custom props Not all external textures finished (but only in mostly invisible places, so fully assembled vessel looks fine) Huge air drag, so shuttle descend without engines at 10-20 degrees glideslope (still trying fix that)
  10. MOD UPDATED TO 1.1 AND NOW MOVED TO - - - - - HERE - - - - - for any future replies please use new thread
  11. Now it's my new place for all mini mods, betas, previews e.t.c., to collect it all in one place, so let's begin Internal RCS (KSP 1.6) Updated to V1.1 and moved here All parts new so They not compatible with previously created vessels, complete all your flights with this parts or make backup save ( old parts saved for compatibility but hidden ) All parts now use stock part switcher so you can use one part for all surface angles. Added 15 and 75 degrees cut so they can fit almost all Mk2 surfaces Parts available as assemblies with 1-5 nozzles, they slightly cheaper and lightweight than set of single parts (also reduce part count) ISP changed, MP engines and RCS more effective at high altitude while LFO have higher thrust and work from ground Added small Internal SRB (as requested) if you like clean space and deorbit all unused stages also added tiny decoupler to use SPB as JATO boosters ( or drop any small unnecessary equipment before reentry ) Unnecessary RCS and Engines can be hidden with MM patches, you can find it inside (KSP folder)/GameData/InternalRCS/Patches/HideIt.zip Download here: - - SPACEDOCK - - Surface Attachable Control ( KSP 1.4 + ) Another my small mod, that help you launch asymmetrical vessels like USA Shuttle with thrust vector not aligned to main control axis. Now you can freely change control direction to any angle (not only front-top-back, like in new KSP1.7 cockpit settings) and fly exact to prograde at any strange vessels Just place small, surface attachable control node everywhere on your vessel, rotate it to any position and then push button with name of this mod. Control part have 6 variants for 6 sides, and can be placed almost on every side of vessel, also it simple and very cheap so you can place it as many as you want, for every stage of flight and switch it via hotkeys or external mods Even if you don't make strange and weird rockets, this part is a simple and cheap remote control module so you easily can add control to any vessel that don't need SAS abilities like rovers or aircrafts, or add self de-orbiting abilities to dropped rocket stages This mod also have SAS module, Reaction wheel, Battery and Science recorder in similar style so you can make full featured satellite from almost every part ( Note! for better aligning of control part, place it on UPPER surface of vessel, then chose variant and move it to desired position ) Download here: - - SPACEDOCK - -
  12. @sibaar Update almost ready, need some touches but almost done Mod totally reworked and now used stock switcher so new parts placed in different orientation and not compatible with already created vessels. Old parts saved for compatibility but hidden ( anyway, backup your game before update or complete all flights with modded spaceships ) New features: One part for all angles, Added 15 and 75 degrees cut for better fit to mk2 parts, Parts available as RCS and Engines ( different ISP ) All RCS and Engines available in assemblies with 1 2 3 4 or 5 nozzles to reduce vessel part count ( added MM config to hide unnecessary parts ) step of nozzles in assembly equal snap in editor for making seamless arrays Also added internal Solid fuel booster (as requested ) with tiny decoupler to use it as JATO boosters (Tweak Scale mod recommended and supported ) or you just can use this decoupler to drop any small equipment before reentry
  13. UPDATED v1.2 --------------------- NEW PARTS LIST ---------------------- Engines 2.5 meter LFO engines set with thrust 250 - 1500kn ( from Poodle to Mainsail with ISP 260-330 ), with cap or tube in center. LF and MP additional boosters to fit internal tube of main engines, have switchable side panels. Main engine with booster have 1750 kn thrust. ---------------------------------------------------------------------------------- Fuel Tanks 2.5 meter fuel tanks, separated to Liquid fuel, Oxidizer and Monopropellant have switchable decorative attach clamps and chemical labels on sides. ---------------------------------------------------------------------------------- Crew Tubes Aerodynamical crew tubes with lifting surfaces with Decoupler, Docking port and Cap for various multi hull vessels. Also have smooth fairing with 1.25, 1.87, 2.5 and 3.75 diameter switcher. ---------------------------------------------------------------------------------- Batteries Set of Mk1 battery modules, common and with built-in deployable solar panels, one of them also available as all-in-one drone core. ---------------------------------------------------------------------------------- Adapters Mk1 Adapters with central attach node to 0.625 diameter and 1 - 6 side nodes with various position switcher. ---------------------------------------------------------------------------------- 3 Inline intakes Nose cone almost equal stock one but have attach point in front. Short inline module have bad performance at high speed but if placed flipped can keep engines running in reversed flight. P.S. Sorry for delay, I announce this update in September but release it only now. I'm not a kid and real life sometimes have different plans, but now I have more free time and huge pile of parts that modeled but not packed to mods, so new updates and new mods will be soon ( I hope )
  14. @ndiver This one for you And you can more frequent look at Linuxgurugamer profile image . And . . . . ------------------------------------------------------------------------------------------------------------------ UPDATE version 1.2.1 KSP 1.5.X --------- changelog --------- Added compatibility with stock pilot loader, Take Control not required anymore (I hope life of LGG can be a little bit easier) Added simple "Target search" animation ( based on stock modules, so it called "resource converter" in part list ) Added support patch for KIS mod that add tiny 100L containers inside Pilot and Gunner seats ------------------------------------------------------------------------------------------------------------------- Unfortunately pilot can't move together with animated seat so GS animation looks slightly strange Also good news, Kerbals now have reduced drag in seat, so SSTOs with this seat now possible and bad one, Kerbal sitting in reversed position stay unchanged