Jump to content

SlimJim89

Members
  • Posts

    126
  • Joined

  • Last visited

Everything posted by SlimJim89

  1. Why is it that it needs the SAS to function? I don't remember it needing it in earlier versions, and as of now I can't use mechjebs Smart A.S.S at the same time. If don't have the smartass on, your mod starts swaying my VTOL over the spot, it stays still, but it sways around a lot even if it indeed stays over its designated place. Is there a possibility to have that depency on SAS toggleable? It really does conflict with the smartass. Here's video where I use your 2 mods with Davon throttle control and Mechjebs SmartASS back in November.
  2. Thanks guys! Yeah this mod got outdated pretty fast I would have to redo the whole thing by now, only that many parts have been removed by the mod author and replaced. Anyways, tinkering on something new, maybe youll get the chance to fly this thing also soon! Edit:ScorpyX: Awesome
  3. Where do we comment it out exactly? .cfg folder where it refers to that module? Which line?
  4. So if I'd add the Sentar and Urania System, does this mod has a pre-configuration that assigns them to Corbo or Dolas? If not, how do I change that myself? Should be easy just looking at the example .cfg right?
  5. What's the logic in needing all the parts in beforehand in order to even start building? It's reasonable to assume that rocketparts can be produced while a ship is built. Really weird change. Edit: Or does the ship get instantly built after all parts are available?
  6. Just really need to show my appreciation of the cockpits, especially the JL one... Great view!
  7. Weird, try to alt+F12 and check the "no crash damage" box. Also try install kerbal Joint Reinforcement. If neither works, try removing the vertical wing pieces that clips into the engines.
  8. Post a screenshot of the SPH when the box telling you of the missing parts comes up, I'll ID the mods for you.
  9. Does this mod let me position a VTOL hovering at 0m/s in any direction while I switch to a ground vessel 50metres from it, which I then drive up to the VTOL and attach the VTOL's tethers to the rover, then raise it from the ground?
  10. Now it's fixed, accidantally added a ')' to the URL Don't miss out the control mods I just added, you can hover at 0m/s in any direction with these, and actually attach the Rover to the tethers while your ship is in the air
  11. It goes to orbit and even the Mun if you add droptanks to it! It leaves the landing strip in 180+ m/s, and with the VTOL engines to assist liftoff you could carry a lot of fuel for the initial takeoff.
  12. Thanks guys! don't forget to tell me if anything is missing, should you try this out!
  13. There's a a slight imbalance with the payload, but it aint something Davon Throttlecontrol cannot fix! Thing is, the front section, cockpit, lab/crew module, and the cargo bay only make up for max 15 tons of weight. The total weight is around 130 tons with fuel, and it's all allocated in the back, and the CoM is perfectly maintained even when the fuel is near zero, and the VTOL engines is place exactly at the center of the CoM. When you unload(unplug) cargo, you have to use the davon throttlecontrol centerthrust in order to counter the 7 ton difference of the rover payload(for instance)! All this for the sake of awesome design if the cargobay was at the back of the ship and VTOL engines further at the front, the stability at high speeds would be quite poor. Also, the ship is on Spacecraft Exchange, so go check it out! Thread is called OPT Victory.
  14. OPT VICTORY ​ Listen to appropiate music while browsing this post! OPT Victory craft file! Modlist: B9 (engines) Tweakscale Mechjeb OPT(Spaceplane parts) (plane body) Nearfuture Solar (Power) Karbonite (mining/converting) USI Exploration pack KW Rocketry (struts) KAS VTSNazari toolboxes Stationparts expansion JSI Rasterpropmonitor Davon Throttle Control Systems //Ship control RCS landing aid(kill horizontal velocity) //Ship control Vertical velocity killer //Ship control ERS Exploration Rover System (Rover) I noticed that Tweakscale and B9 can conflict a little bit and get create some odd base-scale, so install Tweakscale lastly IMO. The USI Exploration pack is needed to add 2 mini-karbonite drill in the VTS toolbox, this way you can use 2 pipe and a pylon to create a link between the ship and the drills, you have to set up the drills by yourself using KAS, that is. First place a pylon, make a link with pipes, then add the 2 mini-drills to the pylon, start mining. I have a large karbonite converter located back in the ship, it sticks up alittle from the hull as I've clipped it inside the OPT LFO tank, it should be easily clickable! RCS converters is just behind the nuclear engines. Another thing before you can have fun, rightclick the large VTOL VA1 engines, select "set control" and make sure any control is selected as off, and then make sure that the engines are keybound: Go to the actiongroup page in the SPH, select all 4 VTOL engines, and then: Actiongroup 1: Lower engines Actiongroup 2: Raise engines Actiongroup 3: Toggle engines Actiongroup4: Toggle KY engines (select all four and make sure toggle engine is set for all of them) Actiongroup5: Toggle nukes Actiongroup6: Airbrakes #1 Actiongroup7: Airbrakes #2 Actiongroup8: Extend winches(select all four to make sure they're included) Actiongroup9: Retract winches Actiongroup10: Unplug tethers. ASET ERS Rover craft-file If you've installed ERS, KAS, B9, and USI MKS/OKS(found in the USI catalogue page above), then this craftfile should work too. This Rover can be carried by Victory and dropped off in harsh terrain were the Victory may not land! Add airbags to the rover for better impact capability. Another note for the Rover, use Mechjeb's stability function located in the Rover Autopilot box, meaning if a Rover has adequate SAS torque, mechjeb will align the rovers AoA(angle of attack) to the surface and do 10/10 landings in speeds up to 50m/s, helpful when you drop the thing from the skies. Lastly, try out Davon throttlecontrol, when you drop the Rover, use this mod to balance the sudden wieght difference, or bind your rear engines to a slider so you may increase their thrust to couterbalance when attempting this crucial moment, after all the OPT Victory is expensive You should use the KY engines and the runway to takeoff from Kerbin, the VTOLs aren't fuel conservative, but are more meant to land on alien worlds with or without an atmosphere, and with a lower G than Kerbin. So it's not really suitable to operate in Kerbin for long, as the design doesn't allow that flexibility. Think of it as a really versatile spaceshuttle meant for interplanetary operations. Also the ship needs an orbital fuelstation in order to continue from Kerbin SOI, with nukes at full tank it should have 5000-7000 D/V. Ship attributes Has a lab/crew module of 4 Kerbals Can carry a heavy ERS rover or 2.5m modules in its 8m cargo bay. VTOL capable, most efficient in non-atmospherical bodies. (300 isp atmos vs 390 isp void.) 5000-7000 nuclear d/v at full tank. Can land on any body, any type of atmosphere, if you plan the fuel consumption right. Comes with 2x small portable karbonite drills that must be setup for mining using KAS pylon and 2 pipe end points. Has an onboard converter and distiller. Has the capability and space for very large droptanks, increasing further d/v after circularization. Happy flying folks!! Oh, please tell me if any mod is missing or if it isn't working for you!
  15. I should look into that instead I guess! Anyways, here's what I did with this amazing mod in combination with another amazing mod, big props and I hope we see an official release soonish
  16. I did it by removing the lift rating of the parts I put up front(the ship of mine on the previous page, there's actually some issue going with the drag or something. Since my CoL was a fair bit behind my CoM, it should be very stable, right? That wasn't the case, and this was a temporary solution for me. Perhaps something you could replicate this K.Yeon? Use a ship that has the wings place rather far back, with no wings up fron with the intention of letting the front body carry itself, then see if it sways in a weird way in the upper atmosphere. Edit: Also, did you design the new 8m cargobay with ASET Rovers in mind? They're a perfect match if we look at the picture where it's raised to the roof: Argh.. it isn't that visible, but the slanted cargobay roof matched perfectly with the ERS parts, flat roof, the angled at the sides, just a curious observation I made. So check out what cool things one can do with your parts love it
  17. Thing is I can't fit 4 in this design... But if you made it tweakscaleable, things might work out real good?
  18. Also, would it be awful if the Ky engines had a ground isp of 1200? Would help lots, I can't get to 10km and still retain a decent amount of fuel, I'm using 2 Ky engines, 2 jsi LFO tanks, and 1 LFO adapter, and I have a start weight of 119tons, and 1.21 isp in my setup
  19. Have you added the new crew module and bay in a new pre-release? Would love to test them out! Also I must say that this mod is just so incredibly awesome. And I love the Ky engines, they feel balanced and very useful. Makes for some great offworld engines when making a ship that can descend/ascend from alien atmospherical worlds. Edit: Nvm, I saw the 1.3 patch now, was using the 1.2!
×
×
  • Create New...