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Everything posted by smotheredrun
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I concur with @Capt. Hunt. Mechjeb Ascent Guidance will make it an interesting ride. I only use mechjeb for the data readouts anyways. I found (using the Dauntless/Resolute/KSO Mini Shuttle) that having the booster gimbals turned off helps keep the oscillations to a minimum at the start of the launch. Turning them back on 3/4 ish of the way through their fuel seems to help keep the shuttle pointed closer to the 20-30 degree pitch, instead of the flat 90-95 degree pitch it seems to flop to at booster burn out. Someone asked about the nose wheel if it works.... I don't know so far.. only made one landing (on land) so far in career and stalled (30-40 m/s seems to do that) it during the landing.... Broke the left wing off and then rolled for a few hundred meters.... rendering the use of wheels unnecessary. The wing flaps do not seem to add lift. I think this has also been mentioned earlier on.
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Groovy. I'll play around with that later today. Thanks! I did manage to build something that resembles what was in the pics in the OP, however I think I have something goofy, because the entire craft from the Rotating Hub back rotates.... hoping the craft file will shed light on why..... I believe I have missed a part somewhere...
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I seem to have an issues: when trying to load the craft file for the Hermes, I get an error message saying "Craft Loading Error, Craft Hermes was not loaded because it had the following parts missing: hermesfullRing" I assume, based on the OP that there was to be such a part included?
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You're welcome. Your videos are fun to watch. Also, if you are bringing back a payload of any kind with the smaller orbiter, an earlier deorbit burn works best for me. Keeping a 5-15 degree pitch on the nav ball helps with some of the reentry heating.... at least for me. @Avalon304 also posted a tutorial video, mostly regarding integration of Mechjeb, but it is useful nonetheless for flight tips. Hope that helps! Happy testing
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We all mourn the losses of Jeb, Bob, and Pablo. I would start by leaving your vertical control surfaces undeployed, I think this contributed to the side slip. The engine block mount has an airbrake which is tied to an action group. The wing flaps are also tied to action groups, but my experience is they are not as effective in 1.1.3 as they were in past versions, I am not totally sure why. The KSO download also has a PDF which contains deorbiting instructions. Making your burn near or before the mountains at that desert you mentioned at 24:25, disable Tragectories (trust me), and have your periapsis drop so that it is in the ocean near that Korean Peninsula looking landmass. There are some good map view screenshots in the PDF describing this. It took me several iterations of the KSO Resolute (the one you flew here) to even get it to land on solid ground. Sometimes I have to use the 2 OMS and the central SSME to get the thing under some kind of control on the way down. If you do make it to solid ground (runway if you are lucky), be prepared for the Jeb does a crazy spin out as the shuttle comes to a stop..... (broken wheels bug prevalent in 1.1.3)
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
smotheredrun replied to Thomas P.'s topic in KSP1 Mod Releases
Awesome! Thank you @Thomas P.. @Snark, your patience is amazing. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
smotheredrun replied to Thomas P.'s topic in KSP1 Mod Releases
But your KSC will now have a reason to ask Kongress to lift the hiring freeze! More sacrifices for the Kraken! Great Kerbal Test Subjects Explorers for everyone! -
I am quite positive several posts throughout this topic have covered that in one form or another. It has to do with the COM (Centre of Mass) and the orbiter's angle of thrust (this is a very basic description). This quirk is present in most shuttle designs, even in stock ones you build. Your best bet will be to do a quick search using the search bar at the top right of this page, using COM or Centre (Center) of Mass and thrust as keywords. You'll find some good ways of dealing with this. I have done this myself to come up with ways to maneuver either shuttle in orbit. There are quite a few YouTube vids covering this too. Shadowzone and Scott Manley's channels (among other's) have excellent vids on these Perhaps it's the differences between our piloting abilities (or in my case the lack thereof)?
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Hello all, I have tried to find this on Steam's community forum to no avail. Is there a way to roll back my version back to 1.2.0? I have tried the right click -> properties->Betas-> previous verison thing, but 1.2.0 is not listed as available. I ask as I just lost my Outer Planets as Kopernicus is not compatible according to KSP AVC. Any thoughts? Thanks!
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
smotheredrun replied to bac9's topic in KSP1 Mod Releases
@blowfish and team: This was an unexpected Halloween treat!!! Or is this a trick? I finally can have my favourite RCS ports and goodies back!- 4,460 replies
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I would agree that SAS is goofy now. However, I did another flight with the Super 25, with SAS off on launch...... right into the ground... after a few vertical barrel rolls. Jebadiah and Bill were in their glory! And then their graves!
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[1.2] Shuttle Payload Technologies v0.2 - Spacelab Released!
smotheredrun replied to MrMeeb's topic in KSP1 Mod Development
I tried. No joy. In SPH and VAB used just big spacelab and experiment airlock. Airlock remains greyed out at all 3 nodes. Used the airlock as root part, and nothing spacelabs or otherwise attaches to it. I'll upload screen shots if I get a chance later- 282 replies
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Just did 2 flights (writting this then going to sleep) with the Super 25. Both with zero payload. First flight, well, the thing was squirrely. Pitching and rolling like it was one of those coin-op bucking bronco rides in the bar. With much consternation, was able to coax it to orbit. Then deorbit and land on KSC runway. This flight I returned with almost half of my LFO left in my fuselage tank and about 100 units aof Monoprop. Second flight, started with LRB booster gimbals set to locked (no gimaballing). Less bad was the result. The oscillations took longer to manifest. On a hunch, I stopped fighting the roll, just to see what the thing did. The shuttle rolled over so that is was on top of the ET, with on a very inclined trajectory. Again, got it to orbit, made a pass and deorbited .... It was night over the KSC and I misjudged my deorbit burn and ended up in the ocean. The Super 25 is now nose heavy in water. While the Super 25 was designed to return heavy, I had no LFO left in tanks, and roughly 40 monoprop left (I burned it all trying to turn around and fly to Island or KSC). The orbiter was nose down in the water, first time that has happened. Watching the navball on both flights, it seems that the SAS is trying to compensate for the gimbals on the SSME's, which in turn try to counter act the SAS compensations. Turning off SAS while on late reentry and approach to KSC reduces the oscillations, but getting the thing out of a nosedive is tough. I'll try to launch with SAS disabled the whole time sometime tomorrow.
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[1.2] Shuttle Payload Technologies v0.2 - Spacelab Released!
smotheredrun replied to MrMeeb's topic in KSP1 Mod Development
@MrMeeb I too have an issue with the experiment airlock. It does not attach to anything. At all. Not even the big spacelab. I'll remove and reinstall the mod and CA as well and try i again. Will update. Really like what you, @Pak,and @Angel-125 have done with this. Quickly giving competiton to my favourite Kerbal shuttle system- 282 replies
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Wel..., it seems some of the problems I with both this mod and another shuttle mod were my doing. Somehow when I updated KSP via Steam I had some shenanigans and "stuff" happened. So I did some other "stuff" on purpose and now have a fresh 1.2 install with that other shuttle mod and the KSOS mod and dependancies. A few flights later (with other shuttle) and I have crazy rolling unless I disable the SRB booster gimbals. Doing this = less crazy rolling. Will try these 2 shuttles in between my gigs this weekend
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I gave 1.2 a shot on the weekend with the Ascension and another shuttle mod. Something has definitely changed regarding shuttle flight. Will try a rocket or two this week. Had issues with doing gravity turns and rolls, as in the things rolled all over the place. All of my launches were under manual flying (as is the norm for me).
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Thanks @kiwi1960. I agree. Let them do their post KSP thing, without the drama. It's sad they are leaving, but the world will still turn. There will be others, and those whom came before will do just fine down the stretch.