Cheesecake 328 Posted February 14, 2018 2 hours ago, LawnDartLeo said: I don't see much discussion in this thread on Kanadarms. Made a nice one up with IR. Problem is that every element of the arm apparently weighs as much as the shuttle because any joint movement displays Newton's 3rd law quite well. Even just twisting the wrist will spin the shuttle in the opposite direction... no load attached. Speed and accelerations are as low as they can go. I'm sure there are other arm users here. What is the solution? The solution is IR + Canadarm: And it works well in 1.3.1. Quote Share this post Link to post Share on other sites
LawnDartLeo 36 Posted February 14, 2018 (edited) Feel stupid saying this but I have that one installed on the SSS. Anyone have an MM config for putting an anchor node in the bay? NEVER MIND Edited February 14, 2018 by LawnDartLeo Quote Share this post Link to post Share on other sites
RealKerbal3x 2,523 Posted February 15, 2018 17 hours ago, FlyMeToTheMinmus said: 1: Your ascent profile may have been better in the first mission, if you spent too long in the atmosphere (pitching too early for example) then you waste a lot of delta v overcoming drag. My shuttle (just like the real NASA one) has a separate OMS system and main engines. The OMS engines use separate fuel, so I don't know if that's the issue. But thanks for trying The Trajectories mod looks really helpful actually. Since I don't actually have a hardcore gaming computer (the MET clock is yellow most of the time for me) I don't want to have too many mods, but I can probably make an exception. Quote Share this post Link to post Share on other sites
Wahgineer 225 Posted February 19, 2018 @RealKerbal3xmost plugin mods aren't very resource intensive Quote Share this post Link to post Share on other sites
RealKerbal3x 2,523 Posted February 20, 2018 @awsumindyman I know but my laptop doesn’t have much memory and I can’t just fill it up with KSP stuff— I need it for other things as well Quote Share this post Link to post Share on other sites
Arte 5 Posted February 20, 2018 All of the parts in the mod look amazing, but I play in 6.4x and I have been screwing with the cfgs for a couple days now and I just cant get the shuttle to work in 6.4x scale. Quote Share this post Link to post Share on other sites
TheRedTom 150 Posted February 20, 2018 5 hours ago, Arte said: All of the parts in the mod look amazing, but I play in 6.4x and I have been screwing with the cfgs for a couple days now and I just cant get the shuttle to work in 6.4x scale. In the OP there is a 2.5x rescale by yours truly. Combine this with SMURFF at full lever and it should have the delta-v you need Quote Share this post Link to post Share on other sites
Arte 5 Posted February 20, 2018 (edited) 9 hours ago, TheRedTom said: In the OP there is a 2.5x rescale by yours truly. Combine this with SMURFF at full lever and it should have the delta-v you need Thanks I'll give it a try and edit this post afterwards to tell you the results. Edit: IT WORKED! Edited February 20, 2018 by Arte Quote Share this post Link to post Share on other sites
TheRedTom 150 Posted February 20, 2018 4 hours ago, Arte said: Thanks I'll give it a try and edit this post afterwards to tell you the results. Edit: IT WORKED! Great, glad to help Quote Share this post Link to post Share on other sites
slaintemaith 47 Posted February 22, 2018 The issue with SMURFF happens when you crank the SRBs up to RSS size. (Non realism overhaul--those are separate configs) They kinda vomit in the petunias there. Quote Share this post Link to post Share on other sites
MelancholyFlapper 24 Posted February 27, 2018 I have a Cormorant Aeronology patch I homemade to RO-ize the parts, and the cockpit has got an FSTextureSwitch module. I'm not sure if that's the problem (it swaps the cockpit textures between stock, shuttle-like and buran-like) but when I set up the windowshine patch up for it using the example patches as a base, and following the style of the alpha channel editing that windowshine does on the correct textures, the entire cockpit is shiny instead of just the windows and the shadows on it are all screwy. Any idea why this might be? Crossposting this in the relevant threads, this is driving me nuts. Quote Share this post Link to post Share on other sites
CobaltWolf 21,458 Posted February 27, 2018 7 minutes ago, MelancholyFlapper said: I have a Cormorant Aeronology patch I homemade to RO-ize the parts, and the cockpit has got an FSTextureSwitch module. I'm not sure if that's the problem (it swaps the cockpit textures between stock, shuttle-like and buran-like) but when I set up the windowshine patch up for it using the example patches as a base, and following the style of the alpha channel editing that windowshine does on the correct textures, the entire cockpit is shiny instead of just the windows and the shadows on it are all screwy. Any idea why this might be? Crossposting this in the relevant threads, this is driving me nuts. Are you certain youre saving it with an alpha channel correctly? Like really certain? Quote Share this post Link to post Share on other sites
MelancholyFlapper 24 Posted February 27, 2018 (edited) 7 minutes ago, CobaltWolf said: Are you certain youre saving it with an alpha channel correctly? Like really certain? I have it so that the windows are white in the alpha channel and the other stuff is black, like the textures that come with Windowshine and its mod support packs. Compare: https://pastebin.com/NTsVRMxB Edited February 27, 2018 by MelancholyFlapper Quote Share this post Link to post Share on other sites
CobaltWolf 21,458 Posted February 27, 2018 8 hours ago, MelancholyFlapper said: I have it so that the windows are white in the alpha channel and the other stuff is black, like the textures that come with Windowshine and its mod support packs. https://pastebin.com/NTsVRMxB Yes but are you certain that is being saved out correctly? When I tried to make Windowshine configs it was really hard to convince photoshop to save to a flattened image (png, etc) and preserve that alpha layer. Quote Share this post Link to post Share on other sites
MelancholyFlapper 24 Posted February 28, 2018 10 hours ago, CobaltWolf said: Yes but are you certain that is being saved out correctly? When I tried to make Windowshine configs it was really hard to convince photoshop to save to a flattened image (png, etc) and preserve that alpha layer. I'm saving it as a DDS as the windowshine tut recommends, I have a DDS plugin. Quote Share this post Link to post Share on other sites
Frednoeyes 58 Posted March 4, 2018 On 2/12/2018 at 8:35 PM, Pak said: Hey guys, I've been poking at getting the IUS working and making this heavy payload mount based on the Shuttle-Centaur mount. Once it's all working and balanced I'll probably put it up on the dev build while I work on the textures. @LawnDartLeo I would guess your launch is a bit too high or your payload is too heavy. I would check the guide from the OP if you haven't to see if you're doing a similar launch. Doing something like this your OMS burn should only cost about 50-80 dV leaving you with plenty of fuel for normal LKO missions. Awesome, been waiting a while for this! Am I right that the Shuttle-Centaur mount would be for the Centaur-Gs that come with BDB? Quote Share this post Link to post Share on other sites
Wahgineer 225 Posted March 9, 2018 On 3/4/2018 at 2:12 AM, Frednoeyes said: Awesome, been waiting a while for this! Am I right that the Shuttle-Centaur mount would be for the Centaur-Gs that come with BDB? Yes Quote Share this post Link to post Share on other sites
Abpilot 119 Posted March 13, 2018 1.4 is reacting “OK” with this mod... (wont let me change textures) if you say i have installed it wrong i only had this problem in the 1.4 update...i will try and find the logs for you... Quote Share this post Link to post Share on other sites
Doc Shaftoe 80 Posted March 13, 2018 You probably need an updated Firespitter dll. I'm not sure if they've compiled one for 1.4 yet. Odds are you'll have one soon. Alternately, Pak might just update his parts to use the new stock livery switching tools. Quote Share this post Link to post Share on other sites
CobaltWolf 21,458 Posted March 13, 2018 you're mom kerb Quote Share this post Link to post Share on other sites
Pak 1,120 Posted March 13, 2018 I saw some things going on with 1.4 like broken engine effects, RCS, and maybe some weird things that'll be cleared up with the FS update. So I'll have to fix all that, but I'm not going to mess with it until 1.4.1 comes around. @Frednoeyes It is kind of. It has switchable braces for different payload diameters and one of those is for the BDB Centaur. Quote Share this post Link to post Share on other sites
Pak 1,120 Posted March 14, 2018 Hey everyone, Sort of an intermediate patch for 1.4.1 so not posting to Spacedock yet. You can grab it from my Github CA - Mk3 Shuttle Pack on Github RCS fixed for OMS Pod and MMU The engine effects got messed up with the unity update and I can't figure out how to fix them. Hopefully when new part tools are released it'll work out but for now just use the Smokescreen/Realplume (if you're not already). Added the MMU Construction Port - Just a low profile docking port jr that looks nicer on a station if you're not using KAS to clean ports off. Quote Share this post Link to post Share on other sites
Puggonaut 990 Posted March 15, 2018 Thank god , I was really missing using this Mod in 1.4.1 due to the stock effects being so badly screwed up . Quote Share this post Link to post Share on other sites
Barzon 719 Posted March 15, 2018 Is Block II updated as well? If so how do I download it? Thanks Quote Share this post Link to post Share on other sites
Pak 1,120 Posted March 15, 2018 @Barzon Kerman Block II stuff works outside of the same issue with engine effects. You can find the current release on the OP or if you'd like to use the dev release which includes the full Block II orbiter use the link below. https://github.com/Pak84/CA_B2-Dev-Build Quote Share this post Link to post Share on other sites