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Alcentar

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Everything posted by Alcentar

  1. Yes, you are probably right, considering that the docking port is not fully completed. No, even if we assume in theory that I will remake "Energia", I will only use my own engines, without creating unnecessary dependencies.
  2. Thx, I know, just wanted to have 4 alignment guides, in the future plan to do parts for creating space stations, I think no one will be hurt by this kind of docking node.) Unfortunately, I do not know who Nertea is, and what add-on you mean, but I can say that I will not touch the old add-ons, do not want to touch "real" space.
  3. Finally finished work on the fuselage, also made a robotic arm and beta docking port.
  4. ha-ha, almost! After all, initially the model belonged to "Buran", although it was created a long time ago, but it was his model that I took as a basis, for example, this is why the wheel will be located on the fuselage, and not in the bow.) This "Buran" model. Quite a lot, can't say for sure, it helped that I used to do modding in KSP. In general, I'm always not happy with the textures, so maybe this is not the final version.)
  5. KERBOLRISE (in developing) - is the working title for a non-existent spacecraft, that nevertheless has the familiar image of the good old Space Shuttle. The project does not claim to be "realistic", although I tried to make it in a mixed "real/stock" style. The author's task for this add-on is to create a universal shuttle of various configurations, which should be able to launch light and heavy loads into Kerbin orbit, as well as, after docking with a heavy block for acceleration, deliver payload to Mun orbit. PICTURES: The first version of the add-on is available, remember that this is a beta test, not the final release, so there may be many bugs, and the add-on is still under development. I'm afraid I decided to jump above my head, it is quite difficult and energy-consuming to make it work in the game, but still something worked out. And now there are LOTS of instructions for use, yes, it will be long, but who said that building and operating a shuttle is easy. (tags for all detail = KR): There are two versions of the shuttle, these are: Kerbolrise-1 (KR-1) Kerbolrise-3 (KR-3) They differ in the tail section, as well as in the rocket versions, and have different characteristics, capabilities and settings, so the instructions will be slightly different for different versions of the shuttle. Construction in VAB: IMPORTANT!!! - Always install "drainTankFTE-1" on engine mouths, LiquidFuel / Oxidizer must be completely drained when de-orbiting, this is a basic element to remember !!! The shuttles are quite simple to build, since they have a classic and familiar image, it shouldn't cause you any difficulties to build it, there is only a catch in two versions: (KR-1) Light variant. Has a familiar image of a classic American space shuttle, when building it you need to prohibit the use of LiquidFuel, and Oxidizer on the KR1-EngineMouth, otherwise the rocket will consume all the fuel, also when connecting the separator from the rocket (R-Decoupler) turn on crossfeed = true to supply fuel to the engines on the shuttle itself. (KR-3) Heavy variant. KR3-EngineMouth has twice as much fuel (the main engines are located on the rocket), it also has two attachment points to which you can attach additional parts, changing the characteristics of the shuttle. At the moment there are additional fuel tanks, and turbojets, will be in the future added new other details. Start: Nothing unusual. The two shuttles have slightly different rocket options, but both fly well enough. Space: (KR-1) When detaching from the rocket, unblock the LiquidFuel and Oxidizer on the "KR1-engineMouth", and also turn off the main engines (KRengine-0150), their work is completed. (KR-3) No problem. Return from orbit: Returning the shuttle home is a different story, in fact, the two shuttles work the same when landing, it is important to remember and follow the instructions: 1 - We do the final turning on of the engines, leave the perigee about 23-21km. 2 - Drain all fuel except MonoPropellant using "drainTankFTE-1". Also close the engines to the final re-entry configuration (is not important, it has only an aesthetic aspect ) 3 - Activate elevons, bodyFlap and rudder controller, they are inactive by default. 4 - When approaching, the space shuttle should be exactly on the roll, at an altitude of 69.999 km you should have an inclination of 27-30 degrees, if everything is going well, then at a speed of 1730ms press "Prograde" , at this moment do not let the shuttle roll (the shuttle will roll, but the position should remain level) Leave the "Prograde" shuttle, let it fly in automatic , you can take control of it when the flight speed is about 800ms. P.S. At low altitudes it is best to disable SAS and only use it to stabilize the shuttle. RAMP (robotic arm) currently only works with the official "Serenity" add-on. Includes the following add-ons: B9PartSwitch - It is needed to switch the appearance of some parts. KSPWheel - Required for chassis. And also FX, sounds for engine, and a parachute provided to me by DECQ. I also highly recommend that you install this little plug-in, which will save you the pain of tying the shuttle with sewing threads.)) Download link: https://spacedock.info/mod/2491/Kerbolrise If you have any suggestions, comments or you have found an error, please write.
  6. I don’t know if it will be interesting to anyone in the "Buran" theme, in any case, work continues on creating a new space shuttle. The main goal is to create a shuttle capable of not only carrying heavy cargo into orbit, but also reaching the orbit of the Mun in two launches (together with the booster block), to create and support space stations in orbit of the Mun.
  7. I took the model from DECQ, did not create it, to completely fix it (including problems with textures), will need to get all the details first to Blender, then again to Unity, which is very long and tedious. It’s easier to create a new, own universal shuttle to replace the olds "Buran" and Space Shuttle, which I do.
  8. Is there a video tutorial on how this manipulator works, docking with it seems almost impossible. I only succeeded once. : \
  9. Hi, everything is fine, trying to teach it to fly. Thanks, it really worked!!!
  10. Hi everyone, I have such a question, it is possible in cfg. file make the so that the default evelons are in "sleep mode", that is, not in working condition at the start? I have not found information about this anywhere. : \
  11. This thread has been lost for a long time, I haven’t logged into KSP for a long time, I don’t know how the rocket and the shuttle behave in new versions of the game, the problem with the squat rocket used to be solved by “Kerbal Joint Reinforcement”, it is written on the first page, if KJR is still supported, you must use it.
  12. Oh my god, I only found out about this now, I hope the continuation will be able to return to me those very first impressions of the game, the first flight into the stratosphere, into orbit, the first docking in orbit, the first landing on the moon, etc., look forward to continuation of the best game in the world!
  13. I tried to do something similar in LCA, but of course, this is much more modest than in this video.
  14. Congratulations to all the upcoming New Year !!! Good luck in the new year, guys !!!
  15. The launch pad is broken, I wanted to remove it from the add-on and leave only block Z, try launching a rocket only with block Z, this should work well.
  16. Configurations for Buran are missing, I think that need to ask someone from the community, I do not know how to make a working cfg. for a flying craft.
  17. No problem. 1. Create a payload weighing from 80 to 110 tons. 2. Attach the side mount, it has attachment points for the blocks of the first stage. 3. Attach one Block-A, then install the RD 170 and clone a Block-A, it will look something like this. 4. Click on the side accelerators and hold down the "shift" turn them with five clicks to the sides in the direction of each other, and press the "R" button for mirror symmetry to set all 4 blocks-A. 5.Unplug the Toggle snap and move the Blocks-A under the mount. 6.Next, you place separate motors approximately as indicated in the picture, this is probably all. Only there is one problem, Buran does not work with RO.
  18. This add-on does not have any ready-made Craft files for RO, you should collect it yourself, just enter "Energia" into the search engine and collect it.
  19. Download the add-on, I updated it.
  20. I found a bug, just download and install the add-on and everything should work fine.
  21. Thank you, but this add-on has nothing to do with LCA, "Energia" works well in RSS, but rather uncomfortable in stock. I will not create Vulkan or Energia-M, this add-on (without Buran") has been around for about 10 months, but just now I added it to the stock, and released it. At the moment I have been carried away with my own project, and I must say that this is something new for me, quite difficult but very interesting, especially with a reliance on real characteristics. Manned version of the looks like this, but I think that this is not the final version.
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