Porkjet

[0.24] Spaceplane Plus 1.3

Recommended Posts

I've made some changes for my liking (Matching nodes with B9 parts, scaling down torque & adding TAC)

Warning! I've 'deleted' most parts via MM, I've left only 'unique' ones.

Porkjet , will U allow me to post here finished version of modification, with texture (Not included here) matching b9?

anyways, here's the mod - just put it as cfg somewhere in GameData


// Deleting parts which overlap with B9
-PART[mk2CargoBayS]{}
-PART[mk2CargoBayL]{}
-PART[mk2Fuselage_L]{}
-PART[mk2Fuselage_LFO]{}
-PART[mk2Fuselage_Short_L]{}
-PART[mk2Fuselage_Short_LFO]{}
-PART[mk2_1m_Bicoupler]{}
-PART[IntakeRadialLong]{}
-PART[scramAirIntake]{}
-PART[wingConnector1]{}
-PART[wingConnector2]{}
-PART[wingConnector3]{}
-PART[wingConnector4]{}
-PART[deltaWingX]{}
-PART[deltaWing_small]{}
-PART[elevon1]{}
-PART[elevon2]{}
-PART[elevon3]{}
-PART[wingStrake]{}
-PART[structuralWing1]{}
-PART[structuralWing2]{}
-PART[structuralWing3]{}

@PART[mk2_1m_AdapterLong]
{
@node_stack_top = 0.0, 1.875, -0.01, 0.0, 1.0, 0.0
@node_stack_bottom = 0.0, -1.875, -0.02, 0.0, 1.0, 0.0
@node_attach = 0.0, 0.0, 0.58, 0.0, 0.0, -1.0, 1
}
@PART[mk2_1m_Adapter]
{
@node_stack_top = 0.0, 0.9375, -0.01, 0.0, 1.0, 0.0
@node_stack_bottom = 0.0, -0.9375, -0.02, 0.0, 1.0, 0.0
@node_attach = 0.0, 0.0, 0.58, 0.0, 0.0, -1.0, 1
}
@PART[mk2CrewCabin]
{
@node_stack_top = 0.0, 1.25, -0.02, 0.0, 1.0, 0.0
@node_stack_bottom = 0.0, -1.25, -0.02, 0.0, 1.0, 0.0
}
@PART[mk2DockingPort]
{
@node_stack_top = 0.0, 0.625, -0.02, 0.0, 1.0, 0.0, 1
@node_stack_bottom = 0.0, -0.625, -0.02, 0.0, 1.0, 0.0, 1
}
@PART[mk2DroneCore]
{
@node_stack_top = 0.0, 0.125, -0.02, 0.0, 1.0, 0.0
@node_stack_bottom = 0.0, -0.125, -0.02, 0.0, 1.0, 0.0
}

@PART[mk2Cockpit_Inline]
{
// Matching Torque and electric charge
@RESOURCE[ElectricCharge]
{
name = ElectricCharge
amount = 50
maxAmount = 50
}

@MODULE[ModuleReactionWheel]
{
name = ModuleReactionWheel

PitchTorque = 7.5
YawTorque = 7.5
RollTorque = 7.5

RESOURCE
{
name = ElectricCharge
rate = 0.6
}
}

// Aligning stacks to match B9
@node_stack_top = 0.0, 1.25, -0.02, 0.0, 1.0, 0.0, 1
@node_stack_bottom = 0.0, -1.25, -0.02, 0.0, 1.0, 0.0

// Generic internal, so we can see our brave kerbals
INTERNAL
{
name = GenericSpace1
}


// TAC Life Support
MODULE
{
name = LifeSupportModule
}
RESOURCE
{
name = Food
amount = 1
maxAmount = 1
}
RESOURCE
{
name = Water
amount = 1
maxAmount = 1
}
RESOURCE
{
name = Oxygen
amount = 1
maxAmount = 1
}
RESOURCE
{
name = CarbonDioxide
amount = 0
maxAmount = 1
}
RESOURCE
{
name = Waste
amount = 0
maxAmount = 1
}
RESOURCE
{
name = WasteWater
amount = 0
maxAmount = 1
}
}
@PART[mk2Cockpit_Standard]
{
// Matching Torque and electric charge
@RESOURCE[ElectricCharge]
{
name = ElectricCharge
amount = 50
maxAmount = 50
}

@MODULE[ModuleReactionWheel]
{
name = ModuleReactionWheel

PitchTorque = 7.5
YawTorque = 7.5
RollTorque = 7.5

RESOURCE
{
name = ElectricCharge
rate = 0.6
}
}

@node_stack_bottom = 0.0, -1.25, -0.02, 0.0, 1.0, 0.0, 1

INTERNAL
{
name = GenericSpace1
}
MODULE
{
name = LifeSupportModule
}
RESOURCE
{
name = Food
amount = 1
maxAmount = 1
}
RESOURCE
{
name = Water
amount = 1
maxAmount = 1
}
RESOURCE
{
name = Oxygen
amount = 1
maxAmount = 1
}
RESOURCE
{
name = CarbonDioxide
amount = 0
maxAmount = 1
}
RESOURCE
{
name = Waste
amount = 0
maxAmount = 1
}
RESOURCE
{
name = WasteWater
amount = 0
maxAmount = 1
}
}

Share this post


Link to post
Share on other sites
5) Drag ratings need to be UPed, I've been landing at 200 m/s sometimes even when I flare, but when I flare, because the lift rating is sooo high, I gain altitude as opposed to bleeding off just speed.

I disagree. The parts are very streamlined; they should have a low drag.

Share this post


Link to post
Share on other sites

... and you don't land at 200m/s. These parts have body lift, so glide ratio is quite high, you need to reduce you speed more before you land, so you won't bounce when you flare. I didn't have particular problems landing planes with this part pack, its quite comfortable, at shallow glide path and low speed - very good for outfield landings.

Also don't forget to dump most of your ascent fuel tanks before landing (if it wasn't spent). Spaceplanes are not designed to land with full fuel load, it makes them too heavy (and hence hard to slow down).

Edited by RidingTheFlow

Share this post


Link to post
Share on other sites
5) Drag ratings need to be UPed, I've been landing at 200 m/s sometimes even when I flare, but when I flare, because the lift rating is sooo high, I gain altitude as opposed to bleeding off just speed.

Firespitter airbrakes, my friend. Wrap them around the tail like the body flaps on the old NASA lifting bodies, and have two action groups to trigger them: One for only a few for gentle deceleration, and another for all of them for once you've landed or if you're tumbling (It's better than a parachute, because it's infinitely reuseable.) Just don't come in too steep if you have DRE, or you'll burn off the ones on the belly.

Share this post


Link to post
Share on other sites
... and you don't land at 200m/s. These parts have body lift, so glide ratio is quite high, you need to reduce you speed more before you land, so you won't bounce when you flare. I didn't have particular problems landing planes with this part pack, its quite comfortable, at shallow glide path and low speed - very good for outfield landings.

Also don't forget to dump most of your ascent fuel tanks before landing (if it wasn't spent). Spaceplanes are not designed to land with full fuel load, it makes them too heavy (and hence hard to slow down).

I agree. I'm usually landing at about 40-50 m/s with only a splash of reserve liquid fuel left. I tend to put really big wings on my spaceplanes, so low landing speeds aren't an issue.

Share this post


Link to post
Share on other sites

Was testing this out, found a variety of weirdnesses with the DRE config- a few parts missing configs, a few configs present but referencing incorrect part names, and some extra } characters that were disabling most of the wing heatshield configs. Config below that seems to function as intended:


@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2_1m_Adapter]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2Fuselage_L]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2Fuselage_Short_L]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2Cockpit_Standard]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2CrewCabin]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2Fuselage_LFO]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2Fuselage_Short_LFO]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2CargoBayL]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2CargoBayS]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[scramAirIntake]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 0 // forward
reflective = 0.3 // 30% of heat is ignored at correct angle
}
}
@PART[IntakeRadialLong]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 0 // forward
reflective = 0.3 // 30% of heat is ignored at correct angle
}
}
@PART[mk2Cockpit_Inline]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2DockingPort]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2DroneCore]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2_1m_Bicoupler]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[wingConnector4]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[deltaWingX]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[deltaWing_small]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[elevon1]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[elevon2]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[elevon3]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[wingStrake]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[structuralWing1]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[structuralWing2]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[wingConnector2]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[wingConnector3]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[structuralWing3]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[wingConnector1]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2_1m_AdapterLong]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]{

(public domain)

Share this post


Link to post
Share on other sites
Firespitter airbrakes, my friend. Wrap them around the tail like the body flaps on the old NASA lifting bodies, and have two action groups to trigger them: One for only a few for gentle deceleration, and another for all of them for once you've landed or if you're tumbling (It's better than a parachute, because it's infinitely reuseable.) Just don't come in too steep if you have DRE, or you'll burn off the ones on the belly.

Well even when I bleed my reentry speed to 100 m/s and am on approach, I can't keep the airspeed down to make a 40-50 m/s landing. I use FAR.

I may need to use airbrakes because my craft reach the runway at ridiculous speeds and have fuel left in the fuselage. It's getting frustrating.

Share this post


Link to post
Share on other sites
I've made some changes for my liking (Matching nodes with B9 parts, scaling down torque & adding TAC)

Warning! I've 'deleted' most parts via MM, I've left only 'unique' ones.

Hmmm... Did you noticed that some parts you deleted are NOT duplicates of the B9 counterparts? Especially the cargo bays. Those are spacier then B9 ones, also they're stackable and have actually CENTERED cargo nodes which is priceless. I'll better delete B9 MK2 and stay with those.


BTW, spaceplanes are all about balancing things right. No RCS? Bad fuel balance? Modular Fuel Tanks will fix that.

Here's the config for MFT:


-PART[mk2Fuselage_L]{}
-PART[mk2Fuselage_Short_L]{}

@PART[mk2_1m_Adapter]
{
//!RESOURCE[LiquidFuel] {}
//!RESOURCE[Oxidizer] {}
MODULE
{
name = ModuleFuelTanks
volume = 300
type = Structural
}
}
@PART[mk2_1m_AdapterLong]
{
//!RESOURCE[LiquidFuel] {}
//!RESOURCE[Oxidizer] {}
MODULE
{
name = ModuleFuelTanks
volume = 500
type = Structural
}
}
@PART[mk2_1m_Bicoupler]
{
//!RESOURCE[LiquidFuel] {}
//!RESOURCE[Oxidizer] {}
MODULE
{
name = ModuleFuelTanks
volume = 300
type = Structural
}
}
@PART[mk2Fuselage_LFO]
{
//!RESOURCE[LiquidFuel] {}
//!RESOURCE[Oxidizer] {}
MODULE
{
name = ModuleFuelTanks
volume = 600
type = Default
}
}
@PART[mk2Fuselage_Short_LFO]
{
//!RESOURCE[LiquidFuel] {}
//!RESOURCE[Oxidizer] {}
MODULE
{
name = ModuleFuelTanks
volume = 300
type = Default
}
}

You don't need separate LF tanks with MFT, so those two are removed. Adapters are EMPTY by default, as they are structural parts, but they still have the proper capacity which you can fill.

RCS and Xenon can be added to any part in MFT config window, but if you want to have an inbuilt battery somewhere - change the part type to "ServiceModule".

Edited by Dr. Jet

Share this post


Link to post
Share on other sites
Well even when I bleed my reentry speed to 100 m/s and am on approach, I can't keep the airspeed down to make a 40-50 m/s landing. I use FAR.

I may need to use airbrakes because my craft reach the runway at ridiculous speeds and have fuel left in the fuselage. It's getting frustrating.

Maybe FAR config need tweaking. I don't use FAR and it works fine for me.

Share this post


Link to post
Share on other sites
Maybe FAR config need tweaking. I don't use FAR and it works fine for me.

Generally with FAR what I've found is that the aircraft itself needs tweaking. It's really easy to build a right-looking aircraft completely wrong.

Share this post


Link to post
Share on other sites
I've made some changes for my liking (Matching nodes with B9 parts, scaling down torque & adding TAC)

Warning! I've 'deleted' most parts via MM, I've left only 'unique' ones.

Porkjet , will U allow me to post here finished version of modification, with texture (Not included here) matching b9?

anyways, here's the mod - just put it as cfg somewhere in GameData

You changed the SP+ parts to match B9 Mk2 stack node? Are you unaware that it is actually the B9 parts that are at fault? They always have been. They don't match up with the stock Mk2 parts and never have.

Was testing this out, found a variety of weirdnesses with the DRE config- a few parts missing configs, a few configs present but referencing incorrect part names, and some extra } characters that were disabling most of the wing heatshield configs. Config below that seems to function as intended:


@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2_1m_Adapter]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2Fuselage_L]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2Fuselage_Short_L]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2Cockpit_Standard]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2CrewCabin]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2Fuselage_LFO]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2Fuselage_Short_LFO]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2CargoBayL]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2CargoBayS]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[scramAirIntake]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 0 // forward
reflective = 0.3 // 30% of heat is ignored at correct angle
}
}
@PART[IntakeRadialLong]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 0 // forward
reflective = 0.3 // 30% of heat is ignored at correct angle
}
}
@PART[mk2Cockpit_Inline]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2DockingPort]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2DroneCore]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2_1m_Bicoupler]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 1, 1 // underside of fuselage
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[wingConnector4]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[deltaWingX]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[deltaWing_small]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[elevon1]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[elevon2]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[elevon3]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[wingStrake]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[structuralWing1]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[structuralWing2]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[wingConnector2]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[wingConnector3]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[structuralWing3]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[wingConnector1]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]
{
@maxTemp = 1700
MODULE
{
name = ModuleHeatShield
direction = 0, 0, 0 // omnidirectional
reflective = 0.25 // 25% of heat is ignored at correct angle
}
}
@PART[mk2_1m_AdapterLong]:FOR[SpaceplanePlus]:NEEDS[DeadlyReentry]{

(public domain)

That's my fault; I provided the DREC config to Porkjet. I sent him corrected ones but I haven't seen him online since the forums came back up .... problem (as you no doubt discovered) was mismatched number of { to }

Well even when I bleed my reentry speed to 100 m/s and am on approach, I can't keep the airspeed down to make a 40-50 m/s landing. I use FAR.

I may need to use airbrakes because my craft reach the runway at ridiculous speeds and have fuel left in the fuselage. It's getting frustrating.

Make sure you're using the appropriate FAR config. Specifically your SP+ fuselage parts must NOT be type Winglet. You must have a config somewhere that is doing a '@module = Part' for each part that is currently set to Winglet and otherwise strips out fuselage lift ratings...

Secondly, airbrakes, airbrakes, airbrakes!!!! I'm astounded that you don't already have them. Everyone that's suggested it is 100% spot on.

Thirdly, drag chutes. Either get Real Chutes and install some RC drag chutes on your plane configured to deploy on ground contact or stick some stock chutes and deploy them manually when you touch down. (RC drag chutes is the way to go however)

I have a particularly large SP+ plane that uses S2 parts with the giant S2 hangar and I need 4 drag chutes and 4 airbrakes on that. (technically it can land on only 2 of the chutes but it has a long neck and it's too easy for the cockpit to slam into the runway so two of the chutes are forward of the front landing gear to pull the nose up.)

Share this post


Link to post
Share on other sites
problem (as you no doubt discovered) was mismatched number of { to }

As I noted earlier, there were additional errors/omissions beyond the mismatched brackets.

Share this post


Link to post
Share on other sites
As I noted earlier, there were additional errors/omissions beyond the mismatched brackets.

Nope, didn't see that. I wonder if it might not be prudent to post your fixed DREC as a comment on the curse download if PJ doesn't show up soon ....

Share this post


Link to post
Share on other sites

@Porkjet: I saw in the config of the mk2 fuselage parts you have changed node_attach, unfortunately it makes them probably impossible to attach to a radial decoupler as the stock C7 parts.

(useful to build kind of shuttle+launcher, or just spaceplane with LV-N only engines + its launcher)

Share this post


Link to post
Share on other sites

Love the mod, May I suggest some sleek landing gear or some air-brakes (or both?)

Also, I find it hard to put gear on straight on the mk2 cockpit, its a little like when you try to put radial parachutes on the 3 man capsule and they go a wee bit squint.

Share this post


Link to post
Share on other sites

Also, I find it hard to put gear on straight on the mk2 cockpit, its a little like when you try to put radial parachutes on the 3 man capsule and they go a wee bit squint.

I've got the same problem, most of the time the planes don't go in a straight line.

Share this post


Link to post
Share on other sites

Fire spitter plugin has some guidelines that show up in the VAB to help align wheels. Hopefully in next release. Pic over on the thread, last page or two

Share this post


Link to post
Share on other sites

I have there real a problem.

When I use your (very lovely cool parts) the plane (unimportant how I build it) does EVER roll to side (while starting) and crashes. (I mean it trys to roll from the runway or even does make a roll)

When I take your parts off the construction, it does this not.

I`m not a plane expert, so I can not real say where this comes from.

Bye the way the Cockpit parts lack the small Crew Icons (at the bottom right)

And would be cool to add some fitting SAS parts.

Share this post


Link to post
Share on other sites
I have there real a problem.

When I use your (very lovely cool parts) the plane (unimportant how I build it) does EVER roll to side (while starting) and crashes. (I mean it trys to roll from the runway or even does make a roll)

When I take your parts off the construction, it does this not.

I`m not a plane expert, so I can not real say where this comes from.

Bye the way the Cockpit parts lack the small Crew Icons (at the bottom right)

And would be cool to add some fitting SAS parts.

You should post a picture of the build you're having trouble with if anyone's going to have a chance at helping you fix your plane.

The lack of crew pictures is a known problem; it stems from not having an IVA. When the plane parts get an IVA, the pictures will show up. If you need to EVA, use the crew hatches.

Share this post


Link to post
Share on other sites

So, here I made now a very very very simple build. Nothing fancy, no features. Only a Cockpit, a Crewcabin, and the Engeneslot thingi, and 2 Liftwings a Tailfin and 4 of these wings that help stearing, 2 Aerospike Engenes (It is not important what engene I use). The 3 Weels are normal too, the whole thing stands a bit dipped for the better uplist (you know back lower than front)

screenshot1_by_xentorantarix-d7l7wru.png

screenshot2_by_xentorantarix-d7l7wvc.png

screenshot3_by_xentorantarix-d7l7wwv.png

When reatching (with this model) around 90 m/s the plane begins to try to "drive" to the left from the runway and begins to try to flip to the right.

I tried now several constructions (with these planeparts) ever the same behavior (diffeent speeds but same controllloss (directions too ever the same (try to go to the left and to flip to the left))

In other designs I added more SAS modules, and even RCS thrusters to hope to can "catch" this behavior. No chance.

Seems the effect begins when the speed is short before reatching the needed speed to can start flying.

Can it be this has to do with this Aerodynamics Mod? (FAR)

Share this post


Link to post
Share on other sites

Remove pitch control from everything except the front canards. Try to take off. If the plane no longer crashes on take off, then the original problem was downforce causing your wheels to buckle. The rear wheels are also too far apart, placing a lot of stress on your wing attachments.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.