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Ozelui

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Posts posted by Ozelui

  1. 10 hours ago, michal.don said:

    Does anyone know if that is intended, did I make a mistake, or is it some sort of a bug?

    I have no idea if it's intended to work like that or a bug, but that's how the KAL always worked for me.  Using the subassembly as the main craft and attaching the ship as a subassembly should work.   Also, it is possible to move the programmed kal-1000 and attach it to a different part, however you can not duplicate the programing by duplicating the part with alt+click.   And of course the sequence for a particular servo will be gone too if you remove it from the craft.

  2. kkXacmq.png

     

    My submission for the LOP-G missions.  This should have been ready a month or so ago, but the footage for the third flight got corrupted, then I got lazy and finally flew it again last weekend.

    The shuttle was updated, some changes were just cosmetic to look a bit closer to the real thing ( reworked OMS pods, the area where the wings join the fusselage ).  In order to have a proportional size, instead of proper SFBs, now it uses mainsails under 1.875 m tanks (it was built in ksp 1.7, the new SFBs from 1.8 will probably replace them).  The other addition was the robotic arm, which game me several headaches but at the end of the day worked reasonably well.

    All these modifications changed the flight behaviour, from "a brick that can glide a bit" to "just a brick", and took me a while to get the hang of it, but a hard and speedy descent does the trick.

    The mission itself is in the very edge of the shuttle's range, especially for the first flight where the payload was 13.08 tons.  The other two flights were a bit easier at 9.93 and 7.89 tons. ( these numbers don't include the extra fuel tanks )

    Spoiler

    cLyynKa.jpg

    The mainsail's base is inside the fuel tanks, I'm not sure if the different sized engine plates are stock or part of the restock mod.

    Mod list by the way, I think the only ones which add parts are the hullcameraVDS and research bodies mods (not used on the craft):

    a9vNAkF.jpg

    2AgR1n0.jpg

     

    Reports down here, in video format because what's the point of robotics if you can't see them moving? :D 

     

  3. 4 minutes ago, Kerbolitto said:

    You program a new Kal 1000 for every payload you want to deploy ?? o O

    Congrats on the Minmus mission!

    Yep, but that's the easy part, the start and end of the sequences are the same, and only a few positions need to reprogramed on the shuttle arm itself. ;)   

    Transfering the second arm into the station, using it's two docking ports to move first from the shuttle to the PPE and then to the habitat module it is far more problematic as the root docking port changes whenever it moves to the next attachment point.   For each movement the arm must be copied again in a different position and apparently there's no way to duplicate the programming when copying a KAL-1000.  But everything is coming together, if there are no more setbacks like today I think all of it will work by the end of the week.

  4. Manual on how to be entertained for an evening ( now with more shuttles!!!!1!! ):

    1 - Start working on the robotic arm moves. " Most of them are done, I think I can finish the rest today and finally start the REAL mission " 

    3 - " Done, now I should try them with the set of moves already stored "

    2 - Realize how the previous set of moves that you saved into the KAL-1000's are gone. 

    3 - Panic!  :0.0:

    4 - Check all the shuttles in the SPH and VAB only to find none of them has the moves you are looking for.

    5 - Panic again!  :0.0:

    6 - Check the savegames and find the only one with a test shuttle which had the moves stored in the KAL-1000's.

    7 - Breathe.

    8 - Save the game again. Now with more A's to be on top of the savegame list.

    9 - Write them on papel.  Old good reliable paper that can not be overwritten.  :/   ( uhhhhh... yep, I did that and now realized my plan can be ruined by a pen :D )

    9 - Play the moves for fun, find several mistakes and figure out I'll finish them some other day.

     

     

  5. 2 hours ago, ZZetho said:

    its CoL is just behind the CoM the CoT is pointing directly through the CoM yet it still permanently pitches up and during reentry flips out turns around and falls apart :( 

    Sounds like the CoL went in front of the CoM during the flight.   I'd recommend this mod, among other things it draws the CoM with empty tanks (or you can empty the tanks by hand, depending on the number of tanks, it can get boring quite quickly):

     

    Spoiler

    This image may not be the best example, the CoL is in a weird spot in this shuttle.  Anyway, the red dot is the dry CoM, if it stays in front of the CoL your shuttle should fly with its nose forward.   Another trick you can try if you saved the game before the flip is transfering whatever fuel is left to the forward tanks until the ship stops trying to flip back.

    eWHtuCb.png

     

  6. I will check it after work, but I'm pretty sure I used the servo's central node to attach the fuel tank and left the radial ones empty, then rotated the tank 90º and attached the rest of the stuff to the fuel tank.

    Actually, the tank is attached to the surface of the servo, and all the nodes are free.

  7. 44 minutes ago, sturmhauke said:

    Thanks! That means a lot coming from a Skunkworks badge holder. And yeah, my Munar testing so far has shown its potential. I do have to be careful when switching directions though. I have to shutdown the engines, unlock the servos, activate, let the vibrations die down, lock, then activate engines afterwards. If there is too much force acting on the nacelles during the switch, it can lead to permanent warping.

    lol, I don't think I did anything really spectacular to deserve the badge, I only built a base on Duna instead of just landing.  The forums are full of people doing impossible things that make my jaw drop to the ground everyday. :D 

     

    I followed the same sequence as you for the nacelles.   However, I don't recall any heavy bouncing after turning the servos.   They are aligned with the CoM ( dry and wet ), and the engine gimbals are disabled.  No KAL-1000 on board.

    Spoiler

    Nq41cxB.jpg

     

    What action groups are you using?  My setup had three, one to toogle the lock, another to set maximum angle on the servos and a third one to set the minimum, three keystrokes felt short enough.  ( Yet the toogle group only worked when locking them, I should look into that ).  I assume you have the same or something very similar to handle the servos.

  8. @sturmhauke It's nice to see the nacelle's issue has been solved.  A fantastic design that would be extremely steady on vtol mode!

    @Speeding Mullet Thanks!  Welcome back too!  Duna 2 and 3, planting a flag on Ike, and finally a return from Eve using only 500 dV.  Those are some serious navigational skills!

     

    Small sneak peek and questions:

    Spoiler

    I'm following this design, but I was wondering if it will be valid for the mission? i.e: It doesn't look like the U.S. habitation module has any docking capabilities, could that one and the multi-purpose module count as a single module for the purposes of the challenge ?  (Asuming both of them were delivered in the same flight).  The main docking hub appears to be the international habitation module in this drawing.

    U1r6o2e.jpg

    VZmwGJP.jpg

    And this veteran shuttle deserved an update ;)  Early WIP, the canadarm 2 occupies too much room.  Not sure about the solar pannels either, they look ok on the SPH but we'll see how well they perform out there.

    ks0OpG0.png

    dc3VzwF.png

     

  9. Thank you!  I'm glad you liked the mission!

    Both the Mun 3 shuttle and the Christmas shuttle do have fairings :D     In this case it's only to make the fusselage more streamlined and there was no need to open it since the rovers were compact enough for the mk3 cargo bay.  

    Spoiler

    nmf4EEb.jpg

    The explosion came from two rover wheels, or at least that's all I noticed at first glance.    The 4 vector engines were pushing the rover into the ground, then the small wheels fell under the pressure and exploded, or were clipping into the terrain and exploded.   I don't think it's noticeable in the video, but the ground effect ( as in the visual effect, no actual ground effect ^^ )  is moving at ground level, then jumps high above the rover, just on top of an antenna If I'm not mistaken.   It all made sense to me...  but I can't explain how the solar panels survived.   And the engines were working at a very low rate, it's Mun after all...

    Spoiler

    4Fc2l9G.jpg

    Kvq2xAD.jpg

    And here's the mod list... to be completely sure, both the gamedata folder and the downloaded zips.  I also checked the restock+ mod, it goes into its own folder  \ksp\gamedata\restockplus, and its way lighter that restock. ( 6mb and 103 mb )

    Spoiler

    zips:

    wBLsYho.jpg

    gamedata:

    EjAN6qn.jpg

     

     

  10. Hello everyone!

    It haven't been very active for about half a year or so,  while I still check the forums now and then, finding the time to play has been difficult.   But since the arrival of the new dlc I started playing more often, and finally managed to put together the Mun 2-4 missions.  My shuttle was updated with the latest robotics and had some dV upgrades, but some flaws like heat management arose.  I had some troubles too with the first flight, which ended in a complete rework of the base.

    Anyway, here are the mission reports, I've also included the original first mission because it worked perfectly until the kraken decided to show up:

     

    Failed STS Mun 2

    STS Mun 2

    STS Mun 3

    STS Mun 4

    * Edit:  I forgot the mod list, It's in the last picture of the "STS Mun 2" album.

     

    And this is a video about how a kerbal single handedly saved the Mun 4 mission.  I didn't expect this to work but it did!  :D 

    Spoiler

     

     

     

  11. I'm glad to hear you liked it, actually the original recovery method for the submarine was an inflatable airlock to grab it and pull, but I wasn't able to make it work, so in the end it was the submarine who had to save the gap.

    In the first take off ( that ended in explosions all over the lake :D ) the plane was ALMOST capable of getting out, so I took the cheapest solution with the JATO ;) 

  12. This is my take on this second landing.

    I flew the plane from the ksc and landed just outside the forbiden area to have a quicksave close to the lake ( it took half a dozen tries or so to get everything right ).

    Nothing too special:   flaps, reversed goliaths and a few separatrons for a rocket assisted take off did the trick.   My minisub was able to reach 402 m ( not 403, because it is a bit bulky ).  

     

     

  13. 1 hour ago, linuxgurugamer said:

    Couple of questions:

    The final word is up to michal.don, but my guesses are...

    1)  Most mods are allowed, as long as they are not overpowered.   I never tried this particular one, but from the looks of it I'd say it will be fine.

    2)  Probably, there are no rules saying otherwise.

    3)  Didn't know @Artienia had a custom fuel pod.  Cool! and yes.

    4)  Yes

  14. 11 minutes ago, 4x4cheesecake said:

    But it is not a symmetrical design like yours, so I'm not quiet sure if this is the concept you had in mind...

    Very similar, the only difference is the second vehicle.  I've been searching for a while too, but had no luck so far, all the designs I've seen detach only one vehicle.

    Nevermind, Ridiculous fancy will do XD

    3 minutes ago, Thor Wotansen said:

    I believe that counts as some sort of parallel staging.  If I'm understanding it right, the two outer bits have crossfeed to the central bit and are dropped when they're empty.  If the main core has it's engines running from the pad to final orbital insertion, then it's a parallel staging type deal.

    Exactly, the two aircrafts in the sides transfer fuel to the shuttle in the middle and are released when empty ( except for ~3000 LF units each for the atmospheric RTB).  All engines are activated at liftoff, so I guess it's a parallel staging then.  

    Thanks!

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