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TheXRuler

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  1. ok, seems I got my terminology mixed up. By SSTO i meant spaceplane, I don't think I have ever built a non Spaceplane SSTO.
  2. Hello everyone. First of all, don't be fooled by my date of registration. I made an account last october to use the support functions in this forum. Fool that I was, I never tried exploring the amazing community here. I started being more active sometime last in january I think, and I managed to remain completely unaware of the fact (at least it seems that way to me) that it is something of a tradition to post on the welcome board when getting started. So here is my "slightly" late introduction. I've been a kerbonaut for ages now (600+ hours on record), and I think it's about time for me to take part in the amazing phenomenon that is the ksp community. Just wanted to say, you guys have restored my faith in gaming communities I started out in ksp using only rockets, since SSTOs just seemed way to complicated. Having huge trouble getting anywhere near orbit, I soon searched for an autopilot, and thus I found MechJeb, my first ever mod. From there on it didn't take long until I had so many mods my computer hated me and kept crashing >.< Now I can't imagine playing KSP without mods, and I thought it's high time I started giving something back to the community from which I have been taking So now I've started trying to help new players getting started. I'm also planning on uploading some of my better craft, but feeling that that isn't enough I would really like to become an active part of the modding community. To clarify, I only have very little programming experience, a little LUA in minecraft, a bit of faffing around with KSP part configs and a tiny bit of KoS Scripting. However, I consider myself a fast learner, and as I said before, I am eager to start giving back to the modding community which has enriched the game for me so much. I was wondering whether any of you could point me to some beginner tutorials, or anything else that might help me getting started as a modder. Thanks in advance and fly safe
  3. Are we all only posting stock craft here? I have a SSTO, an aircraft, a lander and a spacestation which I am rather proud of, but I don't think i have built a fully stock craft since 0.18 or sth like that :s would really like to share but I haven't seen anything non stock on the last 20 pages or so, so I thought I'd ask beforehand
  4. There are a few thing you could try. Using the switch vessels key you could drop the pod, switch to it, deploy the chute and activate sas (though i don't know why you'd need that), then switch back to the plane. This just creates one possible danger. If you exceed a certain distance (it used to be 2.5 km, but it seems to be 25 km for me now) from the capsule before it lands on the ground it will be deleted, and treated by the game as destroyed. To avoid this you could either circle the drop-pod until it lands, or you could use SIT89's wonderful [thread=80292]FMRS[/thread]. A mod very well suited to what you have planned, although it was not originally intended for this. Hope this was of some help at least.
  5. Wow, just wow. This has to be the most impresssive thing I have seen on the forums so far I really like your design for the new GPLs (as opposed to those of the outer wilds mission) and also Oservatorium that truly is one beauty of a ship. I've seen quite a few HX design but none have ever made me want to build my own. Please keep doing this series, I can hardly wait for the next part, really enjoyed the voice acting as well. It adds an element that many KSP videos are missing. Since you asked for critique, the only thing I noticed (even though I know this might have been a concious decision) was that during the first Launch you reproduced some of the usual nasa launch chatter. I thought it a bit weird to do it for the first launch and then not for the following ones. Also, two questions: 1. How on earth did you get those gigantic LFO tanks. Those tanks on the OWL look like they must be >20m in diameter. 2. Did you build this inside the VAB or the SPH? Or in some kind of external editor? I mean the OWL first stage is roughly the size of the VAB. Greetings and best wishes from a Spaceplane enthusiast.
  6. Thanks wercho. It seems i was unaware of the true functions of the ifs and whens. Implementing those changes instantly fixed my problems so thanks a ton and also +rep. Also have I said, this mod is amazing :3
  7. Hi everyone I am completely new to kOS and also almost completely new to programming as such. I'm trying to make my first launch and circularization script and i just can't make it work. I have everything worked out up until the coasting to ap phase, and though it may be crude and ugly it works. However I just can't seem to make the last part work. I've tried multiple approaches, but frankly, I have no idea what I'm doing wrong Any help would be much appreciated My code: Print "------------------------------------------------------". Print "Throttle to 100%. Waiting for fuel flow stabilization.". Print "------------------------------------------------------". Lock Throttle to 1.0. Wait 2. Print "-----------------". Print "Assuming Control". Print "-----------------". Lock steering to heading(90,90). Wait 2. Set countdown to -10. Print " ". Print "--------------------------". Print "Launch Sequence Initiated". Print "--------------------------". Wait 2. Until countdown = 0 { Print "T" + countdown + "s". Set countdown to countdown +1. Wait 1. } When Stage:Liquidfuel < 0.001 Then { Print "----------------------------". Print "No LFO. Attempting to stage.". Print "----------------------------". STAGE. PRESERVE. } When ship:altitude > 500 then { Lock Steering to heading(90,87). } When ship:altitude > 1500 then { Lock Steering to heading(90,85). } When ship:altitude > 2500 then { Lock Steering to heading(90,80). } When ship:altitude > 5000 then { Lock Steering to heading(90,75). } When ship:altitude > 8000 then { Lock Steering to heading(90,65). } When ship:altitude > 12000 then { Lock Steering to heading(90,45). } when ship:apoapsis > 100000 then { lock throttle to 0. Print "----------------------". Print "Coasting to apoapsis.". Print "----------------------". } //everything works fine until here set q to 1. set u to 1. if ship:altitude > 90000 { set q to q - 1. } When ship:altitude > 90000 then { when eta:apoapsis < 25 then { set u to u - 1. } preserve. } when q = 0 then { Print "prograde". lock steering to prograde. } if u = 0 { Print "burn". lock throttle to 1.0. } when periapsis > 90000 then { lock throttle to 0. } wait until ship:altitude > 120000. //end program //I also tried this set quak to 0. when ship:altitude > 90000 then { if eta:apoapsis = 25 set quak to quak + 1. } if quak = 1 Lock steering to prograde. Print "--------------------------------------------". Print "Executing circularization Burn". Print "--------------------------------------------". Wait 10. Lock throttle to 1. Wait until ship:periapsis =99000. //end program. //and this, which is direcly from a tutorial wait until eta:apoapsis < 15. lock throttle to 1. print "Burn.". wait until periapsis = 99500. //end program
  8. blowfish: No, that was my first thought as well, but no such luck, it was turned off, and to make sure, it turned it on and off again.
  9. Hi Ferram, first of all, I want to thank you sincerely for making the amazing mods you do. I can no longer imagine playing KSP without FAR and KJR since they just add so much to the game. Also, I have what I think is a bug to report. To me it seems as if it is definetly caused by KJR, though i do not know enough about programming to be able to say wether it's a bug or just something mod related which can not be fixed. I have a rather large 366 ton space station in LKO, and if I load it while I have KJR loaded, it starts oscillating like something crazy. Now my first thought was that this might just be a weird kraken-like issue with the KSP physics engine, but I also remember there being some issues with the Clamp-o-Tron Senior docking prots in the latest official KJR release, i started using the dev build, and that fixed the docking issues for me, but like I said I now have this oscillation thing going on. I haven't noticed this on any of my other vessels (though I haven't done any Intense Testing yet) but on a hunch I removed KJR and restarted KSP, and it seems to have fixed it. I was wondering whether it might be caused by the interaction of one of my other mods with KJR, or some kind of error caused by the many dockings I have performed with the station, but again, sadly I don't know enough about programming to find out I only noticed this bug after docking the last part, (a pair of 2.5m LFO tanks from KW rocketry with Clamp-o-Tron Seniors at each end) it might have occured before but I hadn't noticed it so I would think not. It is also not caused by the FAR - Flight Assistance Options, those have caused problems before, but i checked that. The station doesen't have MechJeb installed, and the stock autopilot was also turned off. I have uploaded a craft file here which I have recreated in the editor, same parts just not the same issues that were maybe caused by docking stuff. I have also uploaded the Vessel part of my quicksave file here for you to view or implement. Although it has a ton of dependencies. If you wish to test this let me know and I will provide a full list of used mods for you.
  10. Hehe thanks parameciumkid, much appreciated. I'll upload more pictures as soon as I am back at my main rig. Thanks Tbh this design was somewhat inspired by your Spaceplane S3 V3 from the spaceplane design contest linked in your sig. That and the spaceplane design thread lead me to use the angled and swept wing design.
  11. I love building awesome stuff in KSP (as I guess we all do), however, I do also like hearing other peoples opinions, and I'm really interested what you guys have to say about my stuff This threads main purpose is to give me a place to upload all the things I consider worth uploading, however, I thought we could also get like a discussion and sharing thing going here, scince I'm sure none of my designs are perfect. I will upload things whenever I have a new design worth showing, and everyone else is also invited to post their Stuff. - - - Updated - - - Hey guys, just made this thread, and though i'm new to the forums, I have 500+ Hours of KSP experience. All my experience, together with the incredibly helpful [thread=52080]Basic Aircraft Design[/thread] Thread started by keptin, enabled me to build this SSTO. It Features incredible stability during high angles of attack (AoA) and very good yaw authority, although the latter is better for preventing sideslip than actually turning the aircraft. Trying to turn with the yaw controls usually sends it into a crazy spin, or a full scale stall. The swept wings give it quite good performance at super- and hypersonic speeds, the angle of the front and rear wings give it reasonable manouverability and high stability respectively. Class: Heavy Cargo/Refueling SSTO (possible use as super large crew ferry for sth like 40 Kerbals Mass: ~300t at launch + payload Payload Mass: Successfully tested with 65t, probably capable of up to 85t if you have the patience for a slow ascent (i dont) Payload Size: 2.5 m diameter (optionally up to 1.25 meters on each side [only in two fold symmetry]), up to 24m length Launch duration: 80km circular orbit ~15-20 minutes ingame time to AP (not necesarily real time, depending on PC performance) Important let the engines spool up for at least 30 seconds prior to launch, otherwise you will not be able to lift off. Accelerate without touching the controls till the end of the runway, then ease the nose up (if you pitch to high you will break the engines on the ground, if you don't pitch enough you will not lift off.) Keep accelerating horizontally until you hit ~ 200 m/s, then lock her in at ~20 degree pitch angle and climb to 12km Level off at 12km and accelerate to ~600 m/s then slowly climb while building speed till you hit ~1800 m/s at 25-28 km At 28 km pitch up sharply (AoA should be ~20° i know this is very high, but this thing is crazy stable ) and let the SABRE's autoswitch to rocket mode. Keep pushing upward till your time to AP is ~90s then burn prograde. Important! No matter which descent profile you choose, it is essential to pump remaining fuel to the frontmost tank. This has to be done for stability reasons. Also, do NOT try rolling during reentry while still above 10 km, I do not know why but this leads to crazy roll, sideslip and, if you are unlucky, full scale stall. I will try to fix this ASAP, but as of yet I have not found out what is causing it. For the true Kerbals among you: Lower Periapsis to ~75km, then circularize Kill ~460 m/s Orbital Velocity so that the orbit hits the ocean to the west of the Space Centre shortly in front of the KSC continent. Plummet through the atmosphere at ridiculous speeds and start sharply pulling up once you reach ~22 km This should decellerate you enough that you can easily glide in for a powered or unpowered descent For anyone not that insane: Lower Periapsis to ~75km, then circularize Come in for your regular spceplane descent and landing Note that if you are returning from LKO you should still easily have enough fuel to fly to KSC if you mess up your descent. Touchdown velocity should be between 90 m/s and 16 m/s. Full Version with TAC-LS Requires [thread=40667]Thunder Aorspace Corporation's Life Support System[/thread] and [thread=51037]KW-Rocketry[/thread] I will upload a version with reduced dependencies only upon request since I don't have access to my Main Rig atm, and editing the craft on this potato would take ages. Other Dependencies: bac9's amazing [thread=104966]B9-Procedural Wings[/thread] for the wings The B9-Aerospace Pack for the Hull parts ferram4's [thread=20451]FAR[/thread] to make it fly (it might work without this, i haven't tested it)
  12. Hey guys, finally found this thread, and though i'm new to the forums, I have 500+ Hours of KSP experience. All my experience, together with the incredibly helpful [thread=52080]Basic Aircraft Design[/thread] Thread started by keptin, enabled me to build this SSTO. It Features incredible stability during high angles of attack (AoA) and very good yaw authority, although the latter is better for preventing sideslip than actually turning the aircraft. Trying to turn with the yaw controls usually sends it into a crazy spin, or a full scale stall. The swept wings give it quite good performance at super- and hypersonic speeds, the angle of the front and rear wings give it reasonable manouverability and high stability respectively. Technical Specifications Class: Heavy Cargo/Refueling SSTO (possible use as super large crew ferry for sth like 40 Kerbals Mass: ~300t at launch + payload Payload Mass: Successfully tested with 65t, probably capable of up to 85t if you have the patience for a slow ascent (i dont:sticktongue:) Payload Size: 2.5 m diameter (optionally up to 1.25 meters on each side [only in two fold symmetry]), up to 24m length Launch duration: 80km circular orbit ~15-20 minutes ingame time to AP (not necesarily real time, depending on PC performance) Ascent Profile Important let the engines spool up for at least 30 seconds prior to launch, otherwise you will not be able to lift off. Accelerate without touching the controls till the end of the runway, then ease the nose up (if you pitch to high you will break the engines on the ground, if you don't pitch enough you will not lift off. Keep accelerating horizontally until you hit ~ 200 m/s, then lock her in at ~20 degree pitch angle and climb to 12km Level off at 12km and accelerate to ~600 m/s then slowly climb while building speed till you hit ~1800 m/s at ~25-28 km At 28 km pitch up sharply (AoA should be ~20° i know this is very high, but this thing is crazy stable ) and let the SABRE's autoswitch to rocket mode. Keep pushing upward till your time to AP is ~90s then burn prograde. Important! No matter which descent profile you choose, it is essential to pump remaining fuel to the frontmost tank. This has to be done for stability reasons. For the true Kerbals among you: Lower Periapsis to ~75km, then circularize Kill Orbital Velocity until the orbit hits the ocean to the west of the Space Centre shortly behind the other continent. Plummet through the atmosphere at ridiculous speeds and start sharply pulling up once you reach ~22 km This should decellerate you enough that you can easily glide in for a powered or unpowered descent For the less insane among you: Lower Periapsis to ~75km, then circularize Come in for your regular spceplane descent and landing Note that if you are returning from LKO you should still easily have enough fuel to fly to KSC if you mess up your descent. Touchdown velocity should be ~130m/s. Full Version with Life Support (Batteries NOT Included) Requires [thread=40667]Thunder Aorspace Corporation's Life Support System[/thread] and [thread=104943]KSP-Interstellar[/thread]. There are no batteries attached, scince I was using KW Rocketry Batteries and that would just mean more dependencies. Version without TAC-LS Other Dependencies: bac9's amazing [thread=104966]B9-Procedural Wings[/thread] for the wings The B9-Aerospace Pack for the Hull parts ferram4's [thread=20451]FAR[/thread] to make it fly (it might work without this, i haven't tested it) Not a dependency, but strongly recommended is [Thread=25823]Thunder Aerospace Corporations Fuel Balancer[/thread]. Again this is not dependant, but I would recommend everyone everywhere to use this awesome piece of plugin-goodness. I am as of yet looking for a good name, so please do post suggestions This is one of my first post's and it took me ~40 mins to make, mainly because of all the BB-Code Research i had to do >.< Hope you enjoy
  13. Wow bac9 this is one of the most, shall I say exciting mods that I have seen in ages. +rep
  14. Ok thanks, I'll get the newest version and try the decoupler thing, do some more extensive testing at high altitude and with the Cd display on. I'll upload a bunch of new screenshots to. I did try the Cd dispay once, and it all looked relativley evenly spaced out. Could it really just be that with the added high altitude drag it is no longer feasible to launch a 300 ton SSTO on two Sabre Ms?
  15. Intakes are half above and half below the wings, once i get home I'll post some better pics. If you look closely you can just make them out in the second screenshot, between the wing and the cargo bay doors.
  16. Thanks a ton in advance, I will try doing that as soon as i am back at my PC. What exactly do you mean by activating decouplers before takeoff? Like put in some random decouplers to activate before starting up the engines? I do normally launch the plane using two solid rockets for additional acceleration on the runway, these are obviously decoupled once they burn out, which happens to be exactly at the end of the runway. So in a way i do activate one pair of decouolers upon liftoff, not beforehand though.
  17. If i'm reading the version info correctly, i was using 0.14.1. The main reason is that once I reach about 700 m/s my SSTO just stopps accelerating, and I also find myself unable to climb any higher. I was thinking that it must have to do with either lower lift or higher drag, or both, so that may be the problem. I just dont really want to redesing my entire SSTO series, because, since i don't really have any professional knowledge on how to consrtuct spacecraft, it is a very, very long and tedious process to build a nice SSTO that can carry large payloads to orbit.
  18. Hey Guys i have now finally upgraded my heavily modded KSP to 0.90 from 0.24.2. I had spent quite a few days designing 2 large SSTO's, the larger of which could carry an entire 18m by 2.5m payload weighing up to 35 tons (I had FAR installed back then too). Now after upgrading, even using the Lance Mk Ic, my largest SSTO i am unable to put a measely 5 tons into orbit. So now i am wondering, where there any major changes in FAR's aerodynamics system that will require me to do a complete redesign? Here are three screenshots from different angles, and the actual craft file (although you would need TAC life support and B9-Aerospace to be able to load it) Screenshots http://s1377.photobucket.com/user/thexruler/media/2015-01-23_00005_zpsxgvenf0p.jpg.html?sort=3&o=0 http://s1377.photobucket.com/user/thexruler/media/2015-01-23_00003_zpsj83eav0p.jpg.html?sort=3&o=1 http://s1377.photobucket.com/user/thexruler/media/2015-01-23_00004_zpshx6t4nxe.jpg.html?sort=3&o=2 Craft File https://www.dropbox.com/sh/767s5y3trqao4wq/AAD1VSGS7qSE7zJm4yeIBWTda?dl=0
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