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KSP2 Release Notes
Everything posted by SaSquatch
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[0.90] Kerbin Shuttle Orbiter System v4.13
SaSquatch replied to helldiver's topic in KSP1 Mod Releases
I just ran v2.07 on a fresh kerbal install (vanilla). I got up to a 150x150 with a KerbalLab and Aux Tank with fuel at 50% remaining (would of had more but I didn't notice the ET was empty and was still running the mains on internal fuel with all that mass still). Couple of things I might suggest. 1. Don't run at Full Thrust unless you need to for a TWR above 1 or other situation. 2. Specifically don't use full Thrust in the lower and denser atmospheres, unless you need to. 3. Shutdown the Main Engines and use the smaller engines once the External Tank is empty. My procedure on this Stock launch was. 1. Launch at 10-15degrees (75degrees vertical) 2. Throttle down shortly after liftoff to about 75% (let the LRBs do the work but keep TWR above 1) 3. After LRB Separation, Pitch to 45degrees 4. Keep throttle low but TWR above 1 5. When AP reaches 70, Pitch to level. 6. Keep throttle lowish to slowly raise the AP to my target of 150 slowly... but keep Time to AP above 30seconds (I ended up keeping it about a minute out) 7. Keep an eye on the External Tank fuel levels. Shut down the engines right when it's empty. You don't want to be lugging that mass around if you don't need to. 8. Shutdown the Main Engines when you start using internal fuel and run off of the smaller Omnimax 40T engines. They're more efficient once you're in orbit. I'm not suggesting this is the most fuel efficient way of doing things... but I just ran it and it worked. -
[0.90] Kerbin Shuttle Orbiter System v4.13
SaSquatch replied to helldiver's topic in KSP1 Mod Releases
Well here's something. IVA only Launch, Rendezvous, and Docking of the KSO to a target on an inclined orbit. It is very long but does walk through what I do. Notable Mods include but not limited to: Ferram Aerospace Research mod Deadly Reentry Visual Enhancements: Clouds & City Lights Distant Object Enhancement Texture Replacer http://www.youtube.com/embed/8YM9m_LsOfU This is with the v2.06 update. You may notice that I'm not using the LRBs from the KSO pack. I've been using a pair of KW SRBs simply out of a desire to stick to a Shuttle Analog with the boosters. -
[0.90] Kerbin Shuttle Orbiter System v4.13
SaSquatch replied to helldiver's topic in KSP1 Mod Releases
Remove "KSO.tcfg" from BoulderCo/textureCompressorConfigs -
[0.90] Kerbin Shuttle Orbiter System v4.13
SaSquatch replied to helldiver's topic in KSP1 Mod Releases
I agree... may I add some misc. screenshots of my own. -
[0.90] Kerbin Shuttle Orbiter System v4.13
SaSquatch replied to helldiver's topic in KSP1 Mod Releases
A node/variant on the lab or hab module with integrated side connections/berths. Analogous to the Tranquility and Unity Nodes on the ISS? Possible to makeshift now with surface attached Cubic Octagonal Strut, and then just attach a docking port to it. Still fits in the Bay even... in one orientation. -
[0.90] Kerbin Shuttle Orbiter System v4.13
SaSquatch replied to helldiver's topic in KSP1 Mod Releases
I should add. An old trick to stop unwanted rotations.... Toggling between time warp and back will kill all rotations. Really the only way unless you make specific note of which decouplers and docking nodes have little or no ejection force. Because Rotation would only occur after the object collides with something(if it's balanced), typically something inside the cargo bay (or it was already intersecting the collision volume of something else you had in there). I believe all the KSO docking nodes have a decent amount of ejection force... Attraction force too it seems (or I haven't been paying close enough attention... but might explain the excessive "bouncing"). So the only way to deal with that for cargo release that you want to remain static to a target (as in, a pod needing positioning/transfer) is to stop it with a robotic arm or let it bounce around the cargo bay a little to stop itself. Other then that, You're going to be chasing that thing down with whatever Tug you have on hand. ... Unless there was a very flat Cargo Decoupler that had very low/no ejection force? (A modified docking node maybe?) Or make a small robotic arm that can fit in there. There are a couple of mods that are customization. I've been tempted but haven't bothered yet. -
[0.90] Kerbin Shuttle Orbiter System v4.13
SaSquatch replied to helldiver's topic in KSP1 Mod Releases
Go to the Reference Object menu in the Target Menu of the MFD and select the docking port you want to use. Then go back to camera and the correct docking cam should be there (until you exit IVA I believe). No need for more mods. These MFDs are pretty powerful. You can also use these menus to undock from IVA. -
[0.90] Kerbin Shuttle Orbiter System v4.13
SaSquatch replied to helldiver's topic in KSP1 Mod Releases
Go to 17:50 -
[0.90] Kerbin Shuttle Orbiter System v4.13
SaSquatch replied to helldiver's topic in KSP1 Mod Releases
A flat Radial Decoupler? Or the smallest Docking Port (if it has an ejection force)? Or used RCS and translate down? -
[0.90] Kerbin Shuttle Orbiter System v4.13
SaSquatch replied to helldiver's topic in KSP1 Mod Releases
Honestly, the first time I tried landing the KSO, I fell like a rock. It just didn't want to do anything (1.13 and I probably loaded it wonky). I installed FAR and it just felt like an airplane. Not perfect sure(stuff in the cargo bay can still cause drag), but I've kept FAR installed ever since. And KSO has been a blast to fly. -
[0.90] Kerbin Shuttle Orbiter System v4.13
SaSquatch replied to helldiver's topic in KSP1 Mod Releases
Well here's something. Landing the KSO from an inclined orbit with Deadly Reentry and Ferram Aerospace. It is very long but does walk through what I do. http://www.youtube.com/embed/heyO46gtTz4 This is with the v2.05 update. The EDO pallet analog is of my own build and consists of a Fuel Cell and a TAC life support container, along with some Interstellar Radiators inside a 6S service compartment to reduce drag (drag is a tricky thing in the KSO cargo bay but items on a stack and not radially attached tend to do better). When you guys made the FPV (velocity Vector) functional on the HUD, it suddenly made all IVA landings very possible and immensely fun. Though, now I'm going to be "that guy" and be nitpicky/needy while I type out my... HUD Wishlist Boresight/Waterline symbol - Where the aircrafts' nose is pointing (fixed point. Sometimes indicated as a O, +, V, -v-, -vv-, or -^^- symbol) Altitude and Airspeed Numbers inside of their respective indicator Boxes - I honestly didn't even notice they moved until I was editing this landing video.These numbers are already on the Hud but off to the side. Note: I know the velocity indicator (along with the Pitch Ladder) aren't fully representative as a true FPV (Flight Path Vector) but it's far better then going without landing aids completely. Would like but not hopeful... I don't see these as being practical to work on or necessarily feasible with my assumption of current limitations. Energy Cue - usually next to the FPV to indicate acceleration or deceleration Slip Indicator - The Arc typically above the Pitch Ladder (though sometimes below depending on Settings and specific aircraft) to indicate the degree of roll. Airspeed and Altitude indicator bars not exponentially labeled but Linear instead. Though not always, sometimes G-load is also indicated. And, of course, the Pitch Ladder actually sitting on the Horizon. The Shuttles' Hud prior to Declutter mode. Note the Pitch Ladder, FPV (-0- symbol), BoreSight Marker (+ sign), big Airspeed numbers on the left with Altitude on the right. http://cdn-www.airliners.net/aviation-photos/photos/7/7/0/1465077.jpg Another Aircrafts' Hud. Slip Indicator is at the top of the display above the Heading("H 283" since the heading is there in a couple different places). Borsight is center behind the FPV as an inverted W. The Airspeed and Altitude numbers being repeated inside of their respected boxes along with their ladders. Military Aircraft (F16 I think) with the Heading Center (the "027") with minimal Pitch Ladder. G-Load indicator above the Airspeed Ladder (the "1.0") and other information below and dimmed ("T 76%" is probably throttle position). -
[0.90] Kerbin Shuttle Orbiter System v4.13
SaSquatch replied to helldiver's topic in KSP1 Mod Releases
I had that bug as well in v2.04. However, I haven't had that problem with the current v2.05 The bug only showed up for me when I right clicked the KerbalLab (not the other lab). Exit to the Space center and reenter the flight and avoid right clicking the Lab... or install 2.05... or this is a different bug (but doesn't sound like it to me). -
[0.90] Kerbin Shuttle Orbiter System v4.13
SaSquatch replied to helldiver's topic in KSP1 Mod Releases
Has anyone noticed a Right-Click bug on the KerbLab Module? Fresh-install with a simple LanderCan+Lab ship. Right Click the Lab and it kills Right clicking untill exiting AND restarting flight (not just revert from launchpad). -
He's removed the download link until he's done with an updated version
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I want to see your shuttle fly and land. It'll take some work but It'll be great to see a stock shuttle go through a full circuit.
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It's the novapunch remix pack that I linked above. A pretty cool collection of stuff.
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I think that's primarily because everything got scaled up with .16 from the stuff before. But if .17 is as big as it could be... who knows.
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You speak the truth... fellow Montana guy. Eh... if I can find some time I might mess around with a adapted engine mount for the larger fuselage.
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Edit* - Your moon rocket is huge, very kerbal, and it's rock solid during lift off. I liked the flower it makes when you decouple the 8 outer stacks from the main center stack. It should have enough fuel to do just about whatever you want with it. I used a mix of KW parts and Nova... some Down under may of got mixed in there too KW http://kerbalspaceprogram.com/forum/showthread.php/2448-0-16-KW-Rocketry-v0-5 Nova Punch http://kerbalspaceprogram.com/forum/showthread.php/3870-0-16-NovaPunch-Remix-Pack-1-3-Beta-%28Sept-7th%29-Requires-0-16 Down Under http://kerbalspaceprogram.com/forum/showthread.php/3097-Down-Under-Aerospace-Party-Supplies-v0-4-AUSPLANE%21 There's a bunch of others too, these have just been my goto mods since I started playing. Below is my current Shuttle. Much smaller then yours (single crewmember). Dryweight is 7.7tons while loaded its 10tons. Stallspeed is about 35m/s. The SRBs are the longest burning rockets I could find at 70seconds. The orbiter has about 800 thrust while the main stack is about 2000, I think. Surprisingly, I don't get the tumble with this rocket until the main tank is almost empty (altitudes at about 310km and above. Under 300km it doesn't tumble). I launch at such a shallow angle so that I can burn the main tank to Ap 320 P-250 in a single burn so that I can separate the orbiter and circularize without the external tank staying in orbit. <a href=" " title="screenshot68 by Talskar, on Flickr"><img src="http://farm9.staticflickr.com/8038/7983794231_6fe2aa03f4_z.jpg" width="640" height="360" alt="screenshot68"></a> <a href=" " title="screenshot153 by Talskar, on Flickr"><img src="http://farm9.staticflickr.com/8462/7983794133_c090b829f2_z.jpg" width="640" height="360" alt="screenshot153"></a>
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You're a pretty good designer I'd say. I haven't even attempted a stock part shuttle yet, AND you got the thrust to balance. It would of been just fine if we could adjust thrust on a per engine basis or turn off that big main engine all together. here she is http://youtu.be/oA4elUwAjP8
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Hello all, I've been playing KSP since january but only in the last few days have I started posting on the forums. I'm not exactly a novice and so I don't have any questions but I would like to say that it's entirely because of KSP that I've seen every episode of Star Trek Voyager. I can't exactly recommend Voyager but KSP literally took over my life for about the entire month of January. To cap off this introduction... here's my latest creation from just after when .16 hit. My nonstock shuttle. <a href=" " title="screenshot68 by Talskar, on Flickr"><img src="http://farm9.staticflickr.com/8038/7983794231_6fe2aa03f4_z.jpg" width="640" height="360" alt="screenshot68"></a> <a href=" " title="screenshot153 by Talskar, on Flickr"><img src="http://farm9.staticflickr.com/8462/7983794133_c090b829f2_z.jpg" width="640" height="360" alt="screenshot153"></a>
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I didn't do anything weird with the fuel line... started the line at the base of the main tank (where you did in the picture) and then clicked the small tank at the bottom of the stack. KSP made it look like it was connected to the decoupler but I clicked the tank. (I also had the quad thing clicked but that shouldn't have any effect. I was just worried a line would break during testing)
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Not my actual first post but pretty close to it. I finally had to say something in the forums here. I've been playing since january and it's because of KSP that I watched the entire series of star trek voyager on netflix in the month of January... while playing KSP. I wouldn't necessarily recommend the voyager bit but KSP has been an on again off again love affair since I first stumbled on it from a end of year games list from Giantbomb. Now... here's my non stock shuttle. (nova and KW pack I think... plus mechjeb for ease of repeated use but it's perfectly flyable manually) <a href="http://www.flickr.com/photos/66830730@N07/7983794231/" title="screenshot68 by Talskar, on Flickr"><img src="http://farm9.staticflickr.com/8038/7983794231_6fe2aa03f4_c.jpg" width="800" height="450" alt="screenshot68"></a> <a href=" " title="screenshot153 by Talskar, on Flickr"><img src="http://farm9.staticflickr.com/8462/7983794133_c090b829f2.jpg" width="800" height="450" alt="screenshot153"></a>
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First off... this is my first post, proper introductions I'll save until I figure out how to post some pictures and share some of my own builds.... Getting your shuttle into orbit is possible. These were the two main issues 1. More thrust in lower Atmosphere. The rocket is just generally under powered for the weight of the orbiter... in my opinion. A. I added 5 pod engines (same as on your orbiter) around your big main Engine (avoid putting them right under the SRBs). I also added a second pair of SRBs above the first stack. Fire up the second stack after you jettison the first set of SRBs. This will give you about 60seconds of SRB thrust and additional thrust in general. 2. thrust profile change in upper atmosphere. A. I removed the large primary engine for the small 2m engine. Added large coupler, Single 2m fuel tank (set fuel flow to false) and then the same Large primary engine on the bottom of that. Add fuel lines to complete the connection. When the pitch maxes out and you begin the death tumble, stage the large primary engine and start up the smaller 2m engine above it. The rocket will correct itself and thrust will balance again. I added the additional fuel tank only because the couplers don't allow fuel crossfeed so I needed something. The fuel tank is the best stock part there is for the job at 2m. Just be sure to set fuel flow to false or that engine will just barrel right into the smaller engine above it when you stage. <a href="http://www.flickr.com/photos/66830730@N07/7983794683/" title="screenshot227 by Talskar, on Flickr"><img src="http://farm9.staticflickr.com/8307/7983794683_f40b228866_c.jpg" width="800" height="450" alt="screenshot227"></a> Also of note: 1. The engine pods on the orbiter aren't actually being used at launch. This is good since you balanced the stack without their thrust and turning them on at launch just tumbles the rocket. Remove them and save their weight. Also, with mechjeb, you can ditch any other SAS or ASAS units. 2. I could see your orbiter lacking lift on reentry so I added some additional "wings" as well. 3. You're going to need to clean up how the orbiter is attached to the external fuel tank since right now staging will tear the craft apart. I would suggest only using 1 coupler and keep the struts on the same stage so they'll break when you need them to. Also, you really only need 1 fuel line to do the job. Just make sure it's pointed in the right direction. <a href="http://www.flickr.com/photos/66830730@N07/7983811862/" title="screenshot224 by Talskar, on Flickr"><img src="http://farm9.staticflickr.com/8319/7983811862_064ffaa2ed_c.jpg" width="800" height="450" alt="screenshot224"></a>