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FlyMeToTheMinmus

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Posts posted by FlyMeToTheMinmus

  1. 4 hours ago, RealKerbal3x said:

    I have three questions.

    Not raging at this mod (it's awesome) but question 1: On a shuttle mission I brought 19 tonnes of payload to LKO and still had 345 m/s of delta-V remaining. On the next flight, I brought about 3 and a half tonnes of payload to LKO and only had about 50 m/s of delta-V remaining. Any idea why this is?

    Question 2: I have flown 3 shuttle missions using this mod so far. The first mission, I de-orbited and had to ditch the shuttle in the ocean about 100 km off KSC. The next mission, I de-orbited wrong again and landed hard in the ocean not far off the east peninsula, destroying my wings and two of the main engines. On the third flight, I followed the landing guide @Pak made, and it was quite helpful, getting me a landing spot in the grasslands west of KSC, about 25 km out. But I want to land on target at the KSC, so where's the best place to deorbit and what's the best way to fly my re-entry and landing? (If it helps, I'm using a slightly modified version of the CA Mk3 Orbiter from KerbalX)

    Question 3: During the final descent, the shuttle kept wanting to pitch down, despite my attempts to get my vertical speed under 10 metres per second. My vertical speed on landing always ended up being over 15 m/s, enough to break off the wings. I even tried using the RCS and OMS to pull up, but to no joy.  Pulling the drogue chute did not help either. How do I make a good, safe landing??

    Sorry to be nagging, but I want to make sure that my shuttle works properly and that I can fly it properly. :)

    Based on my experience with shuttles in KSP:

    1: Your ascent profile may have been better in the first mission, if you spent too long in the atmosphere (pitching too early for example) then you waste a lot of delta v overcoming drag.

    2: The Trajectories mod is veeeery helpful for landing a shuttle at this accuracy, it's hard to judge without it.

    3: The shuttle in-game seems to have better aerodynamics than the real thing, but it nonetheless is more like a flying brick than anything else. As was done IRL, you need to maintain a higher vertical speed than usual for aircraft until you are very close to the ground, and you should expect a higher landing speed than usual. The shuttle wings don't produce a lot of lift, and with no propulsion you will stall quickly in near-horizontal flight. Aim for a steep re-entry just short of the runway and then start to pull up somewhere around or below 5000 m. This will give you enough speed from the shuttle's falling energy that you can make it to a landing safely. Your nose pitches down when you don't have enough horizontal velocity.

  2. 1 hour ago, stuChris said:

    oh, any non-updated mod? man thats not usually the case, dang xD ill have to wait for them to update, i guess, hopefully shouldn't take too long

    I recently had the same issue; if you own a copy of KSP through steam, make sure that you have the right version. You may have to opt in or out of beta updates for KSP, I can't remember which it was. Long story short, it's not so much that all mods must be up to date (although that helps greatly), just make sure that your game is definitely 1.3 if you are using any 1.3 mods at all - this can be checked in the readme amongst the game files.

     

  3. 11 hours ago, Legcutter said:

    I think I'm gonna need some hivemind help with this.

    Look at the photo - is it really a Soyuz\Progress ship docked to the Kristall module via APAS-89 port? 0_o

    regnum_picture_1455914014207881_normal.j

    It is in fact a soyuz spacecraft equipped with an APAS docking port instead of the normal probe port; it was launched to test the APAS port on Kristall in anticipation of future Buran flights.

  4. DS%20APAS%2089%20PMA%202.jpgKristall_APAS_docking_mechanisms.jpghttp://www.orbiter-forum.com/showthread.php?t=22235 A poster in this topic states that the APAS 95 used on the ISS is non-androgynous, and you can see this as well in photos of the ports from approachint shuttles; the passive port is visibly missing the spring assemblies under each petal that on an active port would extend the docking ring. As a result, the station-side port is physically unable to perform the active role. It does appear that the APAS 89 port used on Mir, which was very similae to 95, was fully androgynous however, if that's any help.

  5. The only way I've managed to maintain stability from re-entry to landing (altho this is in a 4x scale kerbol system) is by using an angled probe core in the back at about 20-30 degrees locked to prograde, making sure plenty of RCS is left and not touching the controls except to help nudge back towards prograde if needed until velocity is down to about 500 m/s, then switch control to cockpit and pitch down sharply, then carefully, using prograde snap to stay close to prograde, as if I don't I will enter a flat spin, and slowly bring the shuttle to horizontal for landing. This doesn't even really work half the time though.

  6. Has anyone else had a problem with the RCS on the OMS where one of the roll thrusters fires when making a yaw movement? It's making my shuttle roll when turning left or right, and I wouldn't know the first thing about fixing it.

    e: Actually, I think it only started after switching to longer than standard cargo bays. Prior to MrMeeb's cargo bay I used the four segment bay with a one segment bay and had the same problem, but I don't remember seeing it before that.

  7. @Cuky That's for if you want to use the offset tool to move the airlock further down the cargo bay, similar to how the airlock was placed during the mir docking missions:Atlantis_Docked_to_Mir.jpg

    You can see the docking adapter on the shuttle is a lot further from the cockpit than usual.

    Edit: Sorry, I may have misread your question, if you already knew the above, you can just use the offset tool to move the airlock down the cargo bay after choosing the extension. Helps you customise exactly how far it extends too.

  8. It's an old bug which had a fix involving changes in the persistant save file, but this fix was found and written up pre-1.1, so due to how nodes work now some of the instructions are wrong, and there hasn't been an updated method I've found yet. In my experience, it hasn't just been cxg's parts that suffer from this, I've seen it happen with Tantares parts as well. It might be worth asking @Claw about this, as they produced the last guide for fixing this.

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