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Everything posted by Pak
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Update 1.1.3 posted on Spacedock New Part - External Tank Decoupler added. - Texture is mostly a placeholder until I know what else is sharing a map with it. SAS added to MMU Shuttle body node changed to hopefully resolve some issues. A bunch of small edits/tweaks that I don't really remember! Yeah I'm looking at other mounting options
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This makes me happy. I've had this idea so I had to see if it would work. I've been trying to figure out a way to do a large satellite launcher like the IUS for a while. Just like the beast it's named after, the idea struck suddenly while I was doing something completely different. Kraken-Tech! If you're unfamiliar with the concept you should check out EJ_SA on twitch, but in short it's a way of making moving pieces in stock using docking ports and part collision to hold separate craft together and form a working hinge. Still in the idea stage but after lots of messing around it's pretty reliable so far. Check it out!
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Changing Node Stack Top to 3 will do it Should look like this node_stack_top = 0.0, 0.0, -0.515, 0.0, 1.0, 0.0, 3
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Thanks gp, glad you like it. There's plenty more to do Thanks. Not sure how I missed the text. I can't seem to see the bottom half of embedded imgur albums anymore. Maybe that's it Let me do a quick functions check with you here to make sure we're on the same page. 1. Bay doors closed. Solar panels cannot deploy while stowed 2. Open bay and deploy panels 3. Close bay. Solar panels should now read 0.0 sun exposure, blocked by mk3cargobay If these were the same steps you took I just fixed it. Luckily it was a lightbulb moment with the 'seal' comment. I had the main node on the shuttle bottoms as size 2 for whatever reason. I switched it to size 3 and it fixed it. This might be part of the weird quick loads some people were seeing too. Still seeing drag on some parts in the cargo bay as expected, but it might help with some bits falling off during reentry since it wasn't protecting the solar panels before. Thanks for looking into it, @macc92
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Not really sure what we're looking at. Could you explain the problem? Whoa that's pretty cool. I ended up with this guy based on a Grumman design. I'm liking it so I'll probably stick with it for now. The original fuselage I posted is still in there so the blended wing will be separate parts. Trying to keep things pretty kerbal with this one.
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Yep. That's the thought
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Oh no worries. I've got some ideas. Design goal-wise I mostly want a rocket launched shuttle that can deal with bulkier 1.25m payloads maybe up to 1.875m. I like reusability and flying stuff, so it would be nice to have that option during the earlier 'capsule era' of the tech tree. Lower tech and more utilitarian than the sleek mk2 bits
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Thanks. I think Shutesie and I just had the same idea. I'm looking more for something to fill in between the mk2 and mk3, so I think I might go with a completely different design. Especially since you guys are working on a great model already. I use BDB with all my saves so I don't need 2 Mk-20s! Found it. Looks great!
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Yeah I put some thought into it and it pains me to not incorporate BDB's lovely transtage, but for me it's less about the X-20 and more about a medium shuttle so I may end up in an entirely different direction. I just like early shuttle concepts and the X-20's goofy space-trunk. Do you have a thread? I couldn't find any X-20 related things on the forums last night Yeah I guess
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Thanks, Zobr 1. I'd take a look at where and how you're transitioning into the denser atmosphere. Around 1000-600m/s is a major flat spin danger area. At this point you should be pretty much hands off on the controls and start moving into level flight. This is also where the rudder speedbreak comes in. Once you get closer to 600m/s you'll want to be pitching down to remain stable. Also consider where your fuel is. With the shuttle you'll want to push everything forward into the nose and with the buran you'll want to be heavier in the tail. 2. Yeah I guess not. I only test in sandbox where probe cores all have the full SAS. I added it. The gyros were intentionally weak because of the old small craft wobble issues. 1.1.2 seemed to have cleaned that up a bit so they're raised in the 1.1.3 update I'm working on. I test the MMU at 10-12tons so for anything beyond that I would add some additional help on the module itself. 3. Stock issue. I don't mess with the cargo bays, only add a texture. 4. Thanks I'll add that in. 6. Not an issue. Couldn't sleep so I started a separate project I've had in mind for a while. The Weka Shuttle! (X-20) The goal would be a handful of parts to make smaller shuttles (1.875m) earlier in the tech tree aimed at small 1.25m payloads, crew, and tourism activities. I'll mess with it more after the 1.1.3 update (decoupler and little fixes).
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I'm traveling right now and can't really see what's going on in those pictures. I'll look into things once I get back
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I had this happen on my testing version of kerbal but never found a solution. I grabbed a new KSP file from steam and everything worked. Maybe try a file verification? (if you use steam)
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Fixed. An old cfg snuck in while I was moving files around. Sorry about that.
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1.1.22 Update posted to Spacedock. Fixed missing lift on Shuttle B Added E-2 Pallet. A simple detachable pallet for mounting tools and other small bits to help with orbital construction. The rectangular target counts as a Docking Port Jr. for an MMU or other tug Added Thermal Blanket texture option to Mk3 Cargo bays Changed wing textures to MeshSwitcher. There is now a "Flip Tiles" option in the VAB/SPH. Includes Real Plume configs by VenomousRequiem Here's the new stuff; And the wings have changed. Flip your tiles!
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Hey it worked out. I figured there'd be some confusion with the current wings so I'm glad there's another option within my limited capabilities. It lets me put a flag on just the left wing too.
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Not done yet! It'll be in a small pack with the ELC and some fixes for the last update
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Looks great MrMeeb. Mine will be heading in a bit of a different direction as the real world application of it doesn't have much use in Kerbal. I'm still working out all the different roles for the pallets to fill. Not in this pack at least. The stock Mk2 parts do a pretty good job of that besides the adorable cockpit though. Here's an untextured look at the ELC kind of pallet. Rides up on a radial decoupler and has a built in Docking port jr. spot (where the MMU is) and an empty node on the back so you can move your tools and little bits over to whatever you're working on.
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Not even a little bit, but that's a really good idea
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Thanks tg, Yeah I agree and don't have that intention. There's CSS for that level of detail. I'll be keeping everything modifying the stock bits on texture switchers and make sure nothing clashes too bad with the stock parts. After the cargo bay I can't really think of anything else I'd want to mess with. With the cargo bits I mostly want to add more gameplay options in the stock environment that people less familiar with the shuttle might not know about. Like for me when I was starting out with shuttles I just slapped a docking port on the back wall and stuck some things in orbit. Having some more payload mounts seems like a good way to introduce all kinds of other missions it could do. Plus I just like learning about and modeling these things. This shuttle portion of this mod will eventually come to some sort of parts conclusion. I don't want it to get too bloated and unfocused.
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Ha. Definitely no wheels. I'll be staying pretty focused on the Orbiters themselves and things to stuff in them. I was thinking about a post like this so good prompt. I honestly don't have a solid roadmap. I tend to build stuff that interests me at the moment, and things based off the discussion and suggestions here. I wouldn't have built any of this stuff without the interest and ideas from you guys. I do try to read everything, so don't worry if I didn't reply in the thread. I most likely saw it and maybe I'm uninterested in the idea now, but in a month or two when I'm looking through ideas I could change my mind. Like the angled engine mount for example. I'll be trying to update in loose categories from now on along with releasing less parts at a time. That was a lot of stuff. It started out as a wings and aero update until it got hijacked by those Russians (for the better of course). My next direction is cargo bay stuff so right now I have plans for a some parts inspired by the different pallets and payload mounts used in the shuttle. I'd really like to get the shuttle to be the awesome orbital construction vehicle that it should be. So in no particular order and not all at the same time, my next stuff will be; Cargo Bay texture switches (including the back of the cockpit to match) ET Decoupler ELC pallet ICC-VLD pallet (maybe) Bigger pallet (the white U shaped one) EDO supply module Spacelab something to mount small satellites onto Assorted KIS tool boxes and other doodads Some more work on the MMU Forgot the obligatory WIP shot. Good idea @Sgt.Shutesie
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Right, the decoupler will be in the next part update. Sounds good with the craft files. I'll definitely take a look at them Yep. Must have missed it in the final package. Thanks for letting me know. In the meantime you can copy the module from the other body and it'll work.
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Looks like they just used mesh switch. I'll mess with the idea I'll look into it Right. I didn't test it without the body lift but it shouldn't be too different. Should be fixed next week or so with the 1.1.3 patch as well
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Yeahhhh. Thanks! I've been meaning to figure out how to do that but never got around to it. I'll stick it on the front page for now and add it in next patch.
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I don't suspect a conflict, but let me know. The wings are kind of goofy but I couldn't figure out a better way to do it. This might be your issue. The tiles will always try to face 'down' in the SPH and VAB but they'll stick during flight. So for the VAB you'll want the bottom of the wings facing the left wall (the one with the flag I think?) I'm using a mirrorRefAxis = 0, 0, 1 on the wings. If anyone knows a way to get them to behave better in during building let me know
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