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[1.10.1] Kerbolrise - new space shuttle v1.0


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KERBOLRISE - is the name of a non-existent space shuttle made in a style ... I don't know what style. Inspired by "Buran" :D

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. The heavy upper stage is missing due to a number of technical problems, but I do not lose hope.

PICTURES:

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Now will are LOTS of instructions for use, yes, it will be long, but who said that building and operating a shuttle is easy. :D

 (tags for all detail = KR/RAMP (for manipulator)):

 

There are two versions of the shuttle, these are:
 Kerbolrise-1 (KR-1
)

KRise1.png

Kerbolrise-3 (KR-3)

Krise3.png

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 :P

R-E.gif

3 -  Activate elevons, bodyFlap and rudder controller, they are inactive by default.

4 - 

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P.S. At low altitudes it is best to disable SAS and only use it to stabilize the shuttle.

 

RAMP (Robotic Arm Mani Pulator) currently only works with the official "Serenity" add-on.

 

 

 

Includes add-on KSPWheel - Required for chassis.

 

Supports RealPlume.

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.))

In the future, the shuttle will be supplemented with various details and IVA, which is under development.

 

craft files:

KR-1

Press "1" to disable main engines.

Press "2" to drain all fuel.

KR-3

Press "2" to drain all fuel.

 

Download link:  https://spacedock.info/mod/2491/Kerbolrise

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Posted (edited)
2 hours ago, Commodoregamer118 said:

@Alcentar, this is it:

unknown.png

Fix it ASAP!

(just being helpful ya know)

Okay, I'll fix this shortly, it's actually not a major bug, it doesn't affect gameplay.)

 

Fixed minor bug with B9.

Edited by Alcentar
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Is there an option to not have the jets? for more realistic shuttles
Just downloaded the mod and built a shuttle, It'd be nice to instead have an RCS variant of the KR-1 engine mount with an attachment node for Shuttle OMS like thingies

 

Edited by Jceratops
Downloading the mod lol
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Quick question, will we see a non tiled shutte variant? Well, less tiles, and heat blankets or just stock style textures
And an option to remove the Kerbolrise logo

Edited by Jceratops
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16 hours ago, Jceratops said:

Is there an option to not have the jets? for more realistic shuttles
Just downloaded the mod and built a shuttle, It'd be nice to instead have an variant of the KR-1 engine mount with an attachment node for Shuttle OMS like thingies

 

I don't quite understand what "for more realistic shuttles" means, this option also has the right to live, and here's  grandfather.):P

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Yes, it is quite possible that in the future there will be such an opportunity, I think about it, the more options the better.

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On 8/30/2020 at 3:43 AM, steve9728 said:

well emmmmm..... first time using the robotic arm but it didn't working

one button shows "#autoLOC_8005438      YES/NO"

Did I missing something?

 
 

That's just a mis-configured localization field.  Nothing to stress about.

 

@Alcentar are you going to put it on GitHub for issue reporting and help with instances like this?

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16 hours ago, TranceaddicT said:

That's just a mis-configured localization field.  Nothing to stress about.

 

@Alcentar are you going to put it on GitHub for issue reporting and help with instances like this?

Unfortunately I have no idea how to use github. : /

By the way, there is further progress in development, completed the version of the classic shuttle:

6666.png

I also got an interesting idea that if make a returnable self-contained container:

43534.png

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  • 1 month later...

@Alcentar, man I am having issues with the latest version of this. When you open the cargo bay, the wings also seem to swing out in an extremely weird way...

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I have tried to fix this by installing each wing individually, but it seems the right wing does not have an attachment node on the side. The left wing however, seems to attach normally to the cargo bay, and does not swing out when installed that way. I had hope someone will have an attachment node config for the right wing, and/or a fix for this....

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On 11/2/2020 at 1:06 PM, flamerboy67664 said:

@Alcentar, man I am having issues with the latest version of this. When you open the cargo bay, the wings also seem to swing out in an extremely weird way...

0Kz8G5c.png

a3lUxj0.png

I have tried to fix this by installing each wing individually, but it seems the right wing does not have an attachment node on the side. The left wing however, seems to attach normally to the cargo bay, and does not swing out when installed that way. I had hope someone will have an attachment node config for the right wing, and/or a fix for this....

Reassemble the shuttle and the attachment problem will be fixed.

As for the cargo bay and fenders, maybe these are problems due to KSPWheel, I don't know ... unfortunately at the moment I am not able to support this add-on ;.;

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