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Everything posted by DJ Reonic
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This mod is amazing. I love the ability to launch from different launchpads. This and KSC Extended make the KSC much better.
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Shuttle Orbiter Construction Kit - Dev Thread
DJ Reonic replied to benjee10's topic in KSP1 Mod Development
This is absolutely amazing. Are you planning on a Block 2 shuttle as well? -
I don't think so, yet. Check out Tundra Space Center and KSC Extended to get the awesome new KSC. I'm hoping to see other launch sites based on real ones, like Vandenberg, Kodiak, Mid-Atlantic, etc. I'd even love to see a new Kosmodrome, but with OSS and the ability to use the Russian launch hardware from MLP.
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@Beale Are you planning on making the Soyuz TMA Skirt Antenna? I'm assuming it's from the KURS system, but I'm too lazy to check.
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- totm march 2020
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I think various lengths/widths of runways ought to be included, if runways are planned to be part of the pack. Have XL runways for spaceplanes and shuttles, Large runways for bases intended to receive large aircraft, Medium and Small runways for the other bases. Maybe also have variants that take on terrain colors for those that want to have an Edwards AFB or McMurdo Station on Kerbin, or runways on other planets. I think at the very least a Shuttle Landing Facility and the CCAFS runway should be made, as the KSC Extended mod makes the KSC look like Kennedy. Also: Thank you so much for this mod. It got me to get my KSP set up for a career playthrough. This is amazing work.
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Tantares was never meant to be used in RO. There are other Russian mods that are meant for RO. If you are looking for Real Sized parts for a real scale system, look up Transmogrifier. I've tested it, and so far it looks promising. https://forum.kerbalspaceprogram.com/index.php?/topic/166495-transmogrifier-real-size-rockets-stockalike-gameplay/
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
DJ Reonic replied to Pak's topic in KSP1 Mod Releases
I usually place it on the node between the main engines. There is a big attachment node in the center of the main engine attachment plate.- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
DJ Reonic replied to Pak's topic in KSP1 Mod Releases
Angled CP is an angled control point. For the CA shuttle, it is often beneficial to add a probe core part to the shuttle, angled to match the OMS engines. The Main Engines and the OMS engines are angled up relative to the orbiter. During the initial stages of launch, when the shuttle is belly-up, this isn't a problem, however, when you are getting close to MECO and you want to roll the shuttle to a heads-up attitude, then the engines are actually pushing you down, as well as forward. Adding a probe core angled to match the engines, and switching control to the probe core when rolling heads-up, can help keep you thrusting forward instead of forward-and-down. If the "Lifting Body" parts could be turned into probe cores, but have the game think that forward is actually 10-15 degrees "down", then it would eliminate the need to add an extra part.- 2,351 replies
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I would like this capsule as well. I may have it already, as a matter of fact. I can check my old downloads and try to link it if I have it.
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
DJ Reonic replied to Pak's topic in KSP1 Mod Releases
Well that would work quite well.- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
DJ Reonic replied to Pak's topic in KSP1 Mod Releases
For those of us who use Mandatory RCS, or another reaction wheel nerfer, the angled control point is essential for orbital operations. I switch to the angled CP before circularizing my orbit. Maybe an angled CP could be added to the lifting body part?- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
DJ Reonic replied to Pak's topic in KSP1 Mod Releases
@Pak I have been looking into fleshing out the Real Fuels configs, and I am running into a problem with the External Tank. No matter what I do I can't get it to work with RF. I'm wondering if it has anything to do with the FSfuelSwitch being integrated into the part config vs being in a separate patch. I think i'm going to try to move all FSfuelSwitch modules into a ModuleManager config and see if that will let me use RF. Also, I'm noticing an issue when using the 2.5x configs, as well as the Stock Fuel Configs. In stock scale, the shuttle leaps off the pad, as in real life, but in 2.5x scale it just sluggishly lumbers off the pad, and then the SRBs burn out while I'm still over the space center. The shuttles in 2.5x are scratch built, and in some tests, SMURFF was used to help lighten the load.- 2,351 replies
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So, the FSFuelSwitch is added in the part configs themselves. I had to remove it to get RF to work, but the main Shuttle ET lost texture switching and RF wouldn't work. I'm not quite sure how to get around this issue. The Shuttle ET is the only thing I am having problems with.
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
DJ Reonic replied to Pak's topic in KSP1 Mod Releases
I would highly recommend Gravity Turn for launch. As far as landing, i use MechJeb's Smart A.S.S. set at SVEL+ with 40 degrees pitch. Then, I use a joystick and Atmosphere Autopilot's Fly-by-Wire for the rest of the landing. Learn to use Trajectories for reentry planning.- 2,351 replies
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