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Everything posted by Pak
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Ohh I gotcha. Next time I'm updating I'll take a look at it. If it's not too janky I'll do that or rearrange things so the top node is centralized
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I saw, Thanks. I don't have a ton of time or motivation to battle with cfgs before 1.1 comes and potentially breaks everything. It's definitely on my list of things to do though. I'm back to using FAR so I'll keep testing it. In the meantime though it works alright with stock values in the latest versions. For the landing and re-entry problems. Shuttle re-entry can be tricky to learn, but looking at how the real shuttles did it actually works pretty well. Here's a few key bits to consider whether you're using my parts, or your own NASA-like creations Hold a pitch of around 35 degrees during descent with RCS assist At around 20,000m or about 700m/s velocity start to pitch down to level flight If you're over the mountains, pitch down for a direct landing, if you're over KSC, start a wide turn around Final approach for landing should be pitched down at least 25 degrees aiming for a point before the start of the runway to maintain speed Flare up just above the ground (hopefully the runway) The magic number for your vertical speed is under 10m/s. Horizontal speed will largely depend on the weight of your shuttle, but 60-90m/s will get you a safe landing I did a lot of testing with the vertical landing speeds because I thought it was my part mod's fault. Turns out it's just how things work. For your average NASA looking shuttle without a ton of struts on everything, anything over 10/ms will result in major parts falling off of the MK3 cargo bay. This varies a bit based on your construction of course but I found it happens pretty consistently starting at 11m/s. Granted that's a pretty hard landing, I'm not implying it's a bug or something. It takes quite a bit of practice, but keep at it! Once you get your procedures down for your specific shuttle you'll be making flawless landings every time. This is one of those "can't please everybody deals" if there was a stock way to add node toggling I'd be all about it, but I don't really want to add duplicates of the same parts with different node set-ups. I could change the mini-shuttle length back to the old single node if you think that would add value to the part. Congrats on the working shuttle design. It really is a great feeling getting these things work. For your re-entry flippy issues, level flight is not a friendly place for a shuttle to be. Try an entry similar to the suggestions above and see if it works out for you.
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Looks great, Shutesie. Thanks for the pictures. I didn't know ShadowWorks had shuttle parts in there. Lookin' good
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I definitely considered it. I use IFS in my own saves as well. I went with FS for the wider market of it as most people with mods will already have Firespitter core and MM. I looked into IFS and saw that it had exceptions written in to allow FS without overlapping. So you can still use both. Let me know if you're seeing something different. It may still change in the future depending on how mods recover from the 1.1 jump, but for now I'd like to keep it as low impact and as close to stock as possible. I'm starting to agree with you. There's a lot of great engine mods already out there. RLA Stockalike's Nimbus fits the bill pretty well. The engine bells are a little big, but still look great. Another good option is Sarbian's Space Shuttle Engines for OMS and pretty much everything else. Personally I take the hit on realism and use LV-909's (with Ven's Stock Revamp) with structural panels and fuel lines to keep my main stages from draining the shuttle's OMS fuel. All that said though. I have some ideas for an OMS engine. If I can get them to work I'll put one out in the future
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Mod Update - 9/25/2015 v 1.01 changes Added CA-OMS Pods to Control Added FSfuelSwitcher to Shuttle Lifting Bodies and OMS Pods (Firespitter and Module Manager now required) LFO and Monoprop now available for both Added lift to CA-Nosecone Moved CoL of CA-Lifting Body back to compensate for nosecone lift Added 3 Engine Attach nodes to Shuttle Lifting bodies I'll be adding those into an optional add-on for the KSP 1.1 update and might move the Mini-shuttle size into that as well to keep the core mod part count down to the essentials. I have the 2x and 4x models ready so I'll toss those into an update earlier if I can. Thanks for all the continued support and suggestions. Looking forward to getting the last few bits into place for a full release with Unity 5
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Z3RO! Your comment gave me an idea. I had been fighting with symmetry for hours on those stupid things, so I was just waiting for Unity 5 hoping for a better fix. No matter how the part is mirrored, the RCS directions won't mirror the same way. I made both OMS pods into one part and it works! Not the best solution, but it'll do for now. The biggest funny with it is the OMS engines have to be placed separately, so you'll have to be careful with your gizmo'ing I decided to take the day and get this released with a few of the other requests like additional nodes on the base parts and fuel switcher if I have time. Albert, besides the attachment nodes I'll be keeping the engine surfaces flat to allow for more options. A little gizmo work and you'll be set for a wide variety of COM placements. Look at 'em go!
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No worries guys. No need for disputes while there's space to be had. More features and outside mod support will come after the Unity 5 dust settles. In the meantime. Here's a WIP shot of the OMS pods I was working on
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I didn't do much testing on the mini-shuttle size. Correct that the nosecone doesn't have any added lift right now. I left it alone for the sake of simplicity on the full-size but I plan on hashing out the nosecone lift on the next update. I'm holding off on any updates until 1.1 hits and some of the major mods recover. Then I'll be looking at adding fuel switcher support, figuring out FAR, maybe an RSS config and adding a couple more parts like the OMS pods. Thanks for all the feedback. I'm glad the parts are being used and enjoyed. I have some plans for non-shuttle bits that I hope to figure out once I have time as well.
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Thanks for the support guys I normally used nosecones to stick engines on on the back, but more recently have been using Ven's Stock Revamp which has surface attach engines. I can take a look at adding some more nodes though. OMS with RCS is most likely going to be the next thing I tackle as that's the last section that adds a lot of parts to a shuttle. It's not RAM-free, just stock-alike. All the parts share one texture though.
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Thanks for the love and comments. OP is back. I edited the post and it got sent back to moderator review because of my new member status. I tried it out really quick and can confirm that it doesn't explode. It's a little more sluggish than I'd like, but it's not the worst. I don't really have any reference though as I haven't used FAR in a while
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Attribution-NonCommercial-NoDerivatives 4.0 International Mk3 Shuttle Pack (aka Shuttle Lifting Body) is required to use this add-on. Shared textures are engines>CA_STME and shuttleStack>CAet Attribution-NonCommercial-NoDerivatives 4.0 International If you would like to see a mod supported by Cormorant Aeronology, write an @part patch and message me with the patch and a link to the mod so I can check it out. Like these fine people did Realism Overhaul Patch by @DrLicor (Github Link) 2.5x Scale dV Patch by Me and @TheRedTom on Github (Works with Quarter RSS by @pap1723) Real Plume Configs by @VenomousRequiem included USI-LS patch by @FellipeC included TAC-LS patch by @Spike88 on Github Cool Rockets effects by @damonvv on Github Stock Fuel Values by @PickledTripod on Github (Adjusts the ET and boosters to match Stock fuel volumes. Best used in 2x-3x systems) Persistent Rotation Upgraded by @MarkusA380 and @linuxgurugamer Atmosphere Autopilot by @Boris-Barboris Changelog This mod redistributes Firespitter Core by snjo and Roverdude - Forum Thread Module Manager by ialdabaoth and sarbian - Forum Thread Attribution-NonCommercial-NoDerivatives 4.0 International Parts derived from stock assets are free to be used in any way: CAdelta, CAstrake, CArudder, CA_Elevon1, CA_Elevon2 ----------------
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