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[Min KSP 1.8] Mk-33: X-33-inspired parts for KSP!


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Posted (edited)

Leveraging the work that I did on the launchpad for the launch platform:

APaUOfQ.png

This is similar to the Mobile Launcher Platform that the Space Shuttle used, and sits on top of the stock launchpad. Hopefully this will get done pretty quick.

Edited by Angel-125
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3 minutes ago, Angel-125 said:

Small progress today, grocery shopping takes all day...

VobH2v6.png

 

Yeah it does when you have to avoid other people in narrow aisles “like the plague” when half of them aren’t even wearing simple protective equipment.

Nice work on the platform! Is the access arm the difference?

Edited by Clamp-o-Tron
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Posted (edited)
14 minutes ago, Clamp-o-Tron said:

Yeah it does when you have to avoid other people in narrow aisles “like the plague” when half of them aren’t even wearing simple protective equipment.

Nice work on the platform! Is the access arm the difference?

Thanks! :)I could rant but... Anyway, The access arm is the same, but that image was taking from a different angle. My plan is to use the crew tower parts on both the launch platform and the launchpad. The same for the strongback. Based on my current rate, I estimate that I'll be done with the platform next week, and maybe a couple of weeks for the crew tower parts. So possibly 1.0 release by first couple weeks of September. :)

Edited by Angel-125
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Just now, Angel-125 said:

Thanks! :)I could rant but... Anyway, The access arm is the same, but that image was taking from a different angle. My plan is to use the crew tower parts on both the launch platform and the launchpad. The same for the strongback. Based on my current rate, I estimate that I'll be done with the platform next week, and maybe a couple of weeks for the crew tower parts. So possibly 1.0 release by first couple weeks of September. :)

How will the erector work if the pad is just a KK static?

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8 minutes ago, Clamp-o-Tron said:

How will the erector work if the pad is just a KK static?

The launchpad isn't static. It's a part. You can either deploy it on a special static with Kerbal Konstructs, or "launch" the launchpad from the runway and drive it somewhere to set up launches. Once I get done with the last parts I'll create an infographic since it seems to be pretty confusing.

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Posted (edited)

Ok, redone:

Mg9a9Rv.png

X3iqeAK.png

ASv3Mdo.png

Had to add more posts to ensure the platform doesn't tip. I also need to add an elevator part separate from the platform. Still more to do, but at least now it is in game...

Edited by Angel-125
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"I do not need any more mods." I've been saying that to myself for a few weeks.

Today: "It's just one more mod." Thanks for the new SSTO.

I exploded the main landing gear on my first mk-33 landing test flight. The bounce from the gear destruction saved the rest of the plane. I knew was coming in too steep and fast, but didn't think I had enough aerodynamic control surfaces to fly past the runway and do a 180 degree turnaround. My mk-33 mk2 is going to use your tail surfaces as canards; canards make everything better ;)

 

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I somehow landed it on my first go, but I really only have a general idea how.; not having Trajectories installed added to the difficulty, but here's "roughly" how I did it:

(screenshots unavailable... use imagination.... *facepalm*)

1.  Final orbit approx 80km x 80km  or 80km x100km, with Pe roughly opposite side of Kerbin from KSC.

2.  Start de-orbit burn "over/near" Nye Island/That Big Crater thing to the west of KSC.

3.  Make Pe approx 30km - 35km "roughly" over KSC/just east of KSC

4.  Have Jeb use the "Thumb Technique" to judge distance while looking out front window after re-orienting craft nose Prograde.  Hard/Big Brain Mode: have Jeb go EVA after deorbit burn and use "Thumb Technique".

5.  Hope you have fuel reserves

6.  Hope you have more fuel for "Just in case"

7.  Eyball landing

8. "Land"

9.  If crew survives, you win.

10.  If you can use the X-33 without major repairs* required, PROFIT!!!

 

 

 

*Major Repairs means you only have to replace everything but the flight deck/nosecone.

Edited by smotheredrun
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33 minutes ago, Beetlecat said:

This looks so flipping cool! :D

Thanks! :) This is something I wanted in my game for years. A few modders have tried making one here and there but sadly their projects never got completed. Today though, I put more details onto the launch platform and should have one more pre-release this weekend- just the crew tower parts remaining :)

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@Angel-125 I've got some realplumes done for this thing!

@PART[KR2200L]:NEEDS[zRealPlume,SmokeScreen,WildBlueIndustries/Mk-33]
{
	@MODULE[ModuleEngines*],0
    {
      @name = ModuleEnginesFX
      %powerEffectName = Hydrolox_LowerBlaze
      !runningEffectName = DELETE
    }
	@MODULE[ModuleEngines*],1
    {
      @name = ModuleEnginesFX
      %powerEffectName = Cryogenic_UpperBlue_CE
      !runningEffectName = DELETE
    }
	PLUME
	{
		name = Hydrolox_LowerBlaze
		transformName = thrusterFX
		localRotation = -30,0,0
		localPosition = 0,0,0
		energy = 1
		speed = 1
		emissionMult = 0.5
		flarePosition = 0,0,1
		flareScale = 0.5
		fumePosition = 0,0,2
		fumeScale = 2.2
		plumePosition = 0,0,2
		plumeScale = 1.8
		shockconePosition = 0,0,2.5
		shockconeScale = 1.5
		blazePosition = 0,0,1
		blazeScale = 1.8
	}
	PLUME
    {
        name = Cryogenic_UpperBlue_CE
        transformName = thrusterFX
		emissionMult = 1
		localRotation = -30,0,0
        energy = 2.5
        speed = 1
		alphaMult = 2
		plumePosition = 0,0,2.1
		plumeScale = 0.8
		plume2Scale = 1
		corePosition = 0,0,2.1
		coreScale = 1.7
    }
}

Launchpad and everything looks and plays great!

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26 minutes ago, Clamp-o-Tron said:

@Angel-125 I've got some realplumes done for this thing!

@PART[KR2200L]:NEEDS[zRealPlume,SmokeScreen,WildBlueIndustries/Mk-33]
{
	@MODULE[ModuleEngines*],0
    {
      @name = ModuleEnginesFX
      %powerEffectName = Hydrolox_LowerBlaze
      !runningEffectName = DELETE
    }
	@MODULE[ModuleEngines*],1
    {
      @name = ModuleEnginesFX
      %powerEffectName = Cryogenic_UpperBlue_CE
      !runningEffectName = DELETE
    }
	PLUME
	{
		name = Hydrolox_LowerBlaze
		transformName = thrusterFX
		localRotation = -30,0,0
		localPosition = 0,0,0
		energy = 1
		speed = 1
		emissionMult = 0.5
		flarePosition = 0,0,1
		flareScale = 0.5
		fumePosition = 0,0,2
		fumeScale = 2.2
		plumePosition = 0,0,2
		plumeScale = 1.8
		shockconePosition = 0,0,2.5
		shockconeScale = 1.5
		blazePosition = 0,0,1
		blazeScale = 1.8
	}
	PLUME
    {
        name = Cryogenic_UpperBlue_CE
        transformName = thrusterFX
		emissionMult = 1
		localRotation = -30,0,0
        energy = 2.5
        speed = 1
		alphaMult = 2
		plumePosition = 0,0,2.1
		plumeScale = 0.8
		plume2Scale = 1
		corePosition = 0,0,2.1
		coreScale = 1.7
    }
}

Launchpad and everything looks and plays great!

Thanks! I'll post that link in the OP :)

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I've finally loaded this up in game, the texturing work is really great.  I came across the Mk33CryoEngines patches after I noticed that the default Cryotanks patch from Nertea creates a 0 mass cockpit if one uses liquid hydrogen :P...  I noticed in that in your patches to convert the Velociraptor to hydrolox, the orbital thrust specific impulse in a vacuum is the same as the standard thrust specific impulse.

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Doing some functionality tests with the cockpit crew arm:

5jEJlTt.png

svSggGL.png

o9IfV8X.png

VrJl3XF.png

oAkwemP.png

Mi6Jbkp.png

U6EUaSl.png

The arm is inspired by the Crew Dragon arm. I can board the Mk-33 but can't exit it, so I have more work to do before I can finish the modeling...

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Pretty much there for the cockpit arm:

zw62Xz0.png

(with earlier fit test):

3qybUhn.png

And there's room to launch:

L849ihH.png

I'm starting to work on the crew access for the mission bays. Once that's done and the tower top is done, then I'll finally have the tower parts completed. I'll probably have one more pre-release before I finish up the Kerbal Konstructs launch slab static. I'm on track for a 1.0 release by end of September! :)

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