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KSP2 Release Notes
Everything posted by slaintemaith
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Yeah. That'll help.
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So it's been some years time. I know the SOCK still doesn't play well with Ferram, so has anyone developed reliable procedures (at least a good range from which to deorbit) for reentry for a 2.5x KSRSS? With FAR and RSS, I can nail manual reentry deorbiting at 7500km downrange from my base, so long as I'm +/- 15 degrees away from my landing site. Without FAR, the atmosphere is far more soupy and I have yet to develop a feel for when to deorbit. Any help would be most ...helpful?
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Can confirm, it looks gorgeous now! Thanks again!
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Mine still looks like my above screenie a couple posts ago. Is there something I need to *do* to KSRSS (latest github) 2.5x to make this go in 1.11.2? I have the latest Sigma installed as well.
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So this does or doesn't work for 1.11.2? It looks like it needs some ...adjusting, is all.
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The arm itself I don't think was ever really a problem--the underlying physics it needed to use, on the other hand... Pretty sure that's no modder's fault.
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And that you even attempted it, the community appreciates.
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I seem to recall the SOCK having some massive issues with Ferram. It's why I don't use it. Also doesn't work with Dondi's reentry script as far as I recall. It's been a few months, maybe that's all changed.
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Make sure you use the latest version of KSPWheel for <insert version of KSP you're using.>
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This might help as well.
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There isn't, but that didn't stop me from using Kermantech's IVA anyway. I just patched it in. The windows don't line up, but the avionics work great.
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Yeah. I was talking about a different shuttle. I was using Cormorant Aeronology's shuttle in KSRSS 2.5x. I was also using Ferram's Aerospace Research. PVG should work, though. I use these settings. Set Periapsis to 0 (You can set this higher, but if you leave it at zero, the ET has zero chance of remaining in orbit with you. It doesn't cost that much d/v to get Pe to 90+) Apoapsis as desired. Attach Altitude set for something above 90 (This is how high you'll be at MECO--I like to coast uphill for a few minutes to make sure I have time to get prograde and roll 180) You'll want to Omit Coast (SSMEs only light once) Keep Limited Throttle over 65% (This will simulate throttledown--you can skip this) Force Roll to 180 for both climb and turn (This will orient the shuttle properly--if you want to use finesse, roll to 0 for the last two minutes of flight. Just remember to set it back to 180 before the next launch. [Ask me how I know]) Drop Solids early--this you might have to play with--I'm not sure when to drop them in 2.5x, but you should certainly dump the SRBs when they're at 10% rated thrust or less. I know in RSS/RO it's about 0.4 seconds. Your mileage may vary. That should be it. You're not in orbit yet--you'll still need to use OMS at apoapsis to nudge your periapsis over 90km. Hope this helps.
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I get into orbit all the time. The numbers are on this thread a couple pages before this post.
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v.12.8.5
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My exploding shuttle had to do with the latest version of RealFuels. If you find your ships are spontaneously exploding coming down from 10000x to 100x time aceleration, try reverting your RealFuels to the penultimate version.
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I wouldn't pretend to know. Only that it doesn't happen with other spacecraft.
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You want it in fly-by-wire, with moderation and coordinated turn modes on. My issues are the speed brakes at the moment. I can control it just fine, I just can't slow it down. =) Well, I'm also having issues with every part of the shuttle exploding individually and simultaneously from overheating when coming out of time acceleration. But that's neither here nor there...