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Posts posted by Alcentar
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On 1/31/2021 at 8:03 PM, Anachro said:
I already made it after I found how can I mount engines on stock parts, do there is no more need for that..
Is there any plan to change engine parts' attach rule to make them can be attached to the surface?
Thus they can work with other mods(Like Cormorant Aerospace and historical Buran-Energia).
It is very easy to do this, but it will become inconvenient to attach parts to the main ship))
I will try to make a small update as soon as the time becomes available, see can make the engines more flexible if it really does not cause much inconvenience.)On 2/1/2021 at 5:30 PM, papasid said:Thanks for sharing, even i don't know what the issue is, pretty new to this as well. in any case, it works well without FAR. Also, could you check if COL or COM (indicators/markers/whatever they are called in blender/unity) are having correct angles. and it would be a bonus if you could share the files as well. Here is a screenshot as well. it is maintaining a heading but for that, it has to roll in opposite direction.
COL and COM are written only in cfg. file, they are not marked in any way in Blender or Unity.
I'm still looking for a problem, sadly there are no good modding tutorials in KSP.\
On 2/2/2021 at 3:25 AM, ninthninja05 said:How do you install the mod? I tried transferring the gamedata file folder to the KSP Game Data folder, but when I open KSP, the parts aren't available. Thanks!
You need to transfer the "Kerbolrise" folder to the "GameData" folder.
Welcome to the forum)
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On 1/25/2021 at 6:44 PM, papasid said:
Hi, i made an RSS/RO config for this mod. However, there are some systematic issues with aerodynamics and body lift. wings produce lift in a perpendicularly but body lift is tilted to the right by few 10's of degrees which makes this highly unstable in transonic regime during upper part of reentry. can you pls look into the issue and fix it, i have the same issue in your buran mod as well.
Here is my config :
@PART[KR_DeltaWing_Left]:для[RealismOverhaul] { %RSSROConfig = true //@масса = 5,3 @maxTemp = 1600 %skinMaxTemp = 2700 @rescaleFactor = 2.0 //%CoLOffset = 0.0, -1.0, 1.0 //@maximum_drag = 0 //@minimum_drag = 0 //@angularDrag = 0 @MODULE[KSPWheelBrakes] { @maxBrakeTorque = 18 } // ! Модуль[ModuleLiftingSurface]{} // %Модуль[FARWingAerodynamicModel] //{ // %MAC = 16,83 // %MidChordSweep = 45 / / %b_2 = 18.99 // %TaperRatio = 0,09 // %rootMidChordOffsetFromOrig = 0, 0, 0 //} } @PART[KR_DeltaWing_Right]:для [RealismOverhaul] { %RSSROConfig = true //@mass = 5.3 @maxTemp = 1600 %skinMaxTemp = 2700 @rescaleFactor = 2.0 //%CoLOffset = 0.0, -1.0, 1.0 //@maximum_drag = 0 //@minimum_drag = 0 //@angularDrag = 0 @MODULE[KSPWheelBrakes] { @maxBrakeTorque = 18 } //!MODULE[ModuleLiftingSurface]{} //%MODULE[FARWingAerodynamicModel] //{ // %MAC = 16.83 // %MidChordSweep = 45 // %b_2 = 18.99 // %TaperRatio = 0.09 // %rootMidChordOffsetFromOrig = 0, 0, 0 //} //@MODULE[FARWingAerodynamicModel] //{ // %rootMidChordOffsetFromOrig = 6.91, 0, 0 //} } @PART[KR_Shuttle_Evelon_Leftside|KR_Shuttle_Evelon_Rightside]:FOR[RealismOverhaul] { %RSSROConfig = true //@mass = 0.3 %maxTemp = 1600 %skinMaxTemp = 2500 @rescaleFactor = 2.0 //@maximum_drag = 0 //@minimum_drag = 0 //@angularDrag = 0 //!MODULE[ModuleControlSurface]{} //%MODULE[FARControllableSurface] { // %b_2 = 8.3 // %MAC = 2.3 // %TaperRatio = 0.52 // %MidChordSweep = 5.37 // %nonSideAttach = 1 // %maxdeflect = 20 // %ctrlSurfFrac = 1 // %transformName = 1 // %rootMidChordOffsetFromOrig = 0, 0, 0 //} } @PART[KR_Tail]:FOR[RealismOverhaul] { //@MODEL //{ // %rotation = 0, 90, 0 //} //@node_stack_side = -2.75, -3.7, 0.0, 0.8434, 0.5373, 0.0, 1 //@node_attach = 2.55, 0.0, 0.0, 1.0, 0.0, 0.0 %RSSROConfig = true //@mass += 0.1 %skinMaxTemp = 2200 @CoLOffset = 0, -2.0, -0.5 @rescaleFactor = 2.0 //@maximum_drag = 0 //@minimum_drag = 0 //@angularDrag = 0 //!MODULE[ModuleLiftingSurface]{} //%MODULE[FARWingAerodynamicModel] //{ // %MAC = 2.34 // %MidChordSweep = 44 // %b_2 = 6.89 // %TaperRatio = 0.40 // %rootMidChordOffsetFromOrig = 0, 0, 0 //} } //@PART[KR_Tail]:FOR[RealismOverhaul] //{ //!MODULE[ModuleParachute]{} //MODULE //{ // name = RealChuteModule // caseMass = 0.6 // timer = 0 // mustGoDown = False // deployOnGround = True // cutSpeed = 30 // spareChutes = 5 // // PARACHUTE // { // material = Nylon // capName = Parashute // parachuteName = CANOPY // preDeploymentAnimation = SEMI // deploymentAnimation = FULL // preDeployedDiameter = 3 // deployedDiameter = 10 // minIsPressure = False // minDeployment = 50 // minPressure = 0.00999999978 // deploymentAlt = 10 // cutAlt = -1 // preDeploymentSpeed = 2 // deploymentSpeed = 6 // } //} // //} @PART[KR_TAIL_Control]:FOR[RealismOverhaul] { %RSSROConfig = true %skinMaxTemp = 2200 @rescaleFactor = 2.0 //@maximum_drag = 0 //@minimum_drag = 0 //@angularDrag = 0 //!MODULE[ModuleControlSurface]{} //%MODULE[FARControllableSurface] { // %b_2 = 5.9 // %MAC = 1.45 // %TaperRatio = 0.57 // %MidChordSweep = -4.6 // %nonSideAttach = 1 // %maxdeflect = 20 // %ctrlSurfFrac = 1 // %transformName = 1 //} } //@PART[SHUTTLE_Tail_Control|ShuttleTailControl]:AFTER[FerramAerospaceResearch] //{ // @MODULE[GeometryPartModule] // { // %rebuildOnAnimation = true // } //} @PART[KR_Shuttle_BodyFlap]:FOR[RealismOverhaul] { %RSSROConfig = true @rescaleFactor = 2.0 %skinMaxTemp = 1873.15 %maxTemp = 1500 //@maximum_drag = 0 //@minimum_drag = 0 //@angularDrag = 0 //!MODULE[ModuleControlSurface]{} //%MODULE[FARControllableSurface] { // %b_2 = 6 // %MAC = 2.25 // %TaperRatio = 1 // %MidChordSweep = 0 // %nonSideAttach = 1 // %maxdeflect = 20 // %ctrlSurfFrac = 1 // %transformName = 1 //} } @PART[KR_CargoBay]:FOR[RealismOverhaul]:NEEDS[TacLifeSupport] { %RSSROConfig = true @rescaleFactor = 2.0 @maxTemp = 1400 %skinMaxTemp = 2400 !RESOURCE[ElectricCharge]{} !RESOURCE[XenonGas]{} MODULE { name = ModuleFuelTanks volume = 2710.3 type = ServiceModule basemass = -1 TANK { name = XenonGas amount = 10 maxAmount = 10 } TANK { name = LqdOxygen amount = 200 maxAmount = 200 } } !MODULE[ModuleReactionWheel]{} !MODULE[TacGenericConverter],*{} @MODULE[KSPWheelBrakes] { @maxBrakeTorque = 12 } MODULE { name = ModuleActiveRadiator maxEnergyTransfer = 8.5 overcoolFactor = 0.25 isCoreRadiator = true parentCoolingOnly = true RESOURCE { name = ElectricCharge rate = 0.9 } } // LOX to GOX converter. Converts the liquid oxygen into gas oxygen for // the life support system. MODULE { name = TacGenericConverter converterName = LOX to GOX Converter tag = Life Support StartActionName = Start LOX to GOX Converter StopActionName = Stop LOX to GOX Converter conversionRate = 6.0 GeneratesHeat = False UseSpecialistBonus = False INPUT_RESOURCE { ResourceName = LqdOxygen Ratio = 0.0000154599 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.05 } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.0125104279 DumpExcess = False FlowMode = STAGE_PRIORITY_FLOW } } } @PART[KR_Cockpit]:FOR[RealismOverhaul]:NEEDS[TacLifeSupport] { %RSSROConfig = true @rescaleFactor = 2.0 @maxTemp = 1400 %skinMaxTemp = 2700 @MODULE[ModuleReactionWheel] { @PitchTorque = 25 @YawTorque = 5 @RollTorque = 3 } @MODULE[ModuleCommand] { RESOURCE { name = ElectricCharge rate = 3 //just a guess } } !RESOURCE[MonoPropellant]{} @MODULE[ModuleRCSFX] { @thrusterPower = 2.9 !resourceName = DELETE PROPELLANT { name = Syntin ratio = 0.35652 } PROPELLANT { name = Oxygen ratio = 128.696 } @atmosphereCurve { @key,0 = 0 320 @key,1 = 1 280 } } MODULE { name = ModuleFuelTanks volume = 4500.00 type = ServiceModule //https://science.ksc.nasa.gov/shuttle/technology/sts-newsref/sts-eclss-wcl.html#sts-eclss-water //Each of the four potable water tanks has a usable capacity of 74.8 kg -> 299,2 liters //only filled to 20 liters as on orbit water is generated by the fuel cells TANK { name = Syntin amount = 949.6 maxAmount = 949.6 } TANK { name = Water amount = 300 maxAmount = 300 } TANK { name = Food amount = 732 maxAmount = 732 } TANK { name = LithiumHydroxide amount = 100.8 maxAmount = 100.8 } TANK { name = Oxygen amount = 342134.0 maxAmount = 342134.0 } //https://science.ksc.nasa.gov/shuttle/technology/sts-newsref/sts-eclss-wcl.html#sts-eclss-waste TANK { name = WasteWater amount = 0 maxAmount = 74.8 } TANK { name = Waste amount = 0 maxAmount = 67 } TANK { name = CarbonDioxide amount = 0 maxAmount = 13265.9 } } !MODULE[ModuleConnectedLivingSpace],*{} MODULE:NEEDS[ConnectedLivingSpace] { name = ModuleConnectedLivingSpace passable = True } !MODULE[TacGenericConverter],*{} MODULE { name = TacGenericConverter converterName = CO2 LiOH Scrubber tag = Life Support StartActionName = Start CO2 Scrubber StopActionName = Stop CO2 Scrubber conversionRate = 7.0 GeneratesHeat = False UseSpecialistBonus = False INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 0.006216 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.1 } INPUT_RESOURCE { ResourceName = LithiumHydroxide Ratio = 0.00001189 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Waste Ratio = 0.00003932 DumpExcess = False FlowMode = STAGE_PRIORITY_FLOW } } } @PART[KR_EngineMouth]:FOR[RealismOverhaul] { %RSSROConfig = true %skinMaxTemp = 2700 %maxTemp = 1173 @rescaleFactor = 2.0 !RESOURCE[MonoPropellant]{} !RESOURCE[LiquidFuel]{} !RESOURCE[Oxidizer]{} MODULE { name = ModuleFuelTanks volume = 17662 type = ServiceModule TANK { name = Syntin amount = 6653 maxAmount = 6653 } TANK { name = LqdOxygen amount = 8009 maxAmount = 8009 } TANK { name = Oxygen amount = 600000 maxAmount = 600000 } } } @PART[KR_propulsion_system]:FOR[RealismOverhaul] { %RSSROConfig = true %skinMaxTemp = 2700 %maxTemp = 1500 //!RESOURCE[MonoPropellant]{} !RESOURCE[LiquidFuel]{} //!RESOURCE[Oxidizer]{} //@PROPELLANT[LiquidFuel] //{ // @name = Kerosene // @ratio = 0.15 // @DrawGauge = True //} PROPELLANT { name = Kerosene ratio = 0.10 DrawGauge = True } MODULE { name = ModuleFuelTanks volume = 100 type = ServiceModule TANK { name = Kerosene amount = 100 maxAmount = 100 } } } @PART[KR_DockingPort]:FOR[RealismOverhaul] { %RSSROConfig = true @rescaleFactor = 2.0 } @PART[Holder]:FOR[RealismOverhaul] { %RSSROConfig = true @rescaleFactor = 2.0 } @PART[KR_Parashute]:FOR[RealismOverhaul] { %RSSROConfig = true @rescaleFactor = 2.0 } @PART[KR_EngineSegmentL|KR_EngineSegmentR]:FOR[RealismOverhaul] { %RSSROConfig = true @rescaleFactor = 2.0 %skinMaxTemp = 2700 %maxTemp = 1500 !RESOURCE[MonoPropellant]{} @MODULE[ModuleRCSFX*] { @thrusterPower = 2.9 !resourceName = DELETE PROPELLANT { name = Syntin ratio = 0.35652 } PROPELLANT { name = Oxygen ratio = 128.696 } @atmosphereCurve { @key,0 = 0 320 @key,1 = 1 280 } } @MODULE[ModuleRCSFX*] { @thrusterPower = 2.9 !resourceName = DELETE PROPELLANT { name = Syntin ratio = 0.35652 } PROPELLANT { name = Oxygen ratio = 128.696 } @atmosphereCurve { @key,0 = 0 320 @key,1 = 1 280 } } @MODULE[ModuleRCSFX*] { @thrusterPower = 2.9 !resourceName = DELETE PROPELLANT { name = Syntin ratio = 0.35652 } PROPELLANT { name = Oxygen ratio = 128.696 } @atmosphereCurve { @key,0 = 0 320 @key,1 = 1 280 } } @MODULE[ModuleRCSFX*] { @thrusterPower = 2.9 !resourceName = DELETE PROPELLANT { name = Syntin ratio = 0.35652 } PROPELLANT { name = Oxygen ratio = 128.696 } @atmosphereCurve { @key,0 = 0 320 @key,1 = 1 280 } } @MODULE[ModuleRCSFX*] { @thrusterPower = 2.9 !resourceName = DELETE PROPELLANT { name = Syntin ratio = 0.35652 } PROPELLANT { name = Oxygen ratio = 128.696 } @atmosphereCurve { @key,0 = 0 320 @key,1 = 1 280 } } @MODULE[ModuleRCSFX*] { @thrusterPower = 2.9 !resourceName = DELETE PROPELLANT { name = Syntin ratio = 0.35652 } PROPELLANT { name = Oxygen ratio = 128.696 } @atmosphereCurve { @key,0 = 0 320 @key,1 = 1 280 } } @MODULE[ModuleRCSFX*] { @thrusterPower = 2.9 !resourceName = DELETE PROPELLANT { name = Syntin ratio = 0.35652 } PROPELLANT { name = Oxygen ratio = 128.696 } @atmosphereCurve { @key,0 = 0 320 @key,1 = 1 280 } } @MODULE[ModuleEnginesFX] { ullage = False pressureFed = False ignitions = 40 @PROPELLANT[LiquidFuel] { @name = Syntin @ratio = 0.35652 @DrawGauge = True } @PROPELLANT[Oxidizer] { @name = LqdOxygen @ratio = 0.64348 } @atmosphereCurve { @key,0 = 0 362 @key,1 = 1 107 } } }
Hello, and thanks for the RSS / RO support patch!
I don't know much about this because did the aerodynamics of the shuttle on the advice of other people who used to do add-ons in KSP.
This is what a delta wing looks like in Unity.
I was told that to create lift, the Z direction must be forward, the Y direction must be up, and it also has no superfluous tilt in Unity: Rotation x-270, y-0, z-0.
Perhaps I misunderstood you?
On 1/21/2021 at 5:10 PM, Anachro said:What for? this add-on already knows how to do everything the same as "OK-92", only there is one amendment, in the center is not the Main Liquid Hydrogen Engine, but an emergency rescue system that runs on solid fuel)
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On 11/2/2020 at 1:06 PM, flamerboy67664 said:
@Alcentar, man I am having issues with the latest version of this. When you open the cargo bay, the wings also seem to swing out in an extremely weird way...
I have tried to fix this by installing each wing individually, but it seems the right wing does not have an attachment node on the side. The left wing however, seems to attach normally to the cargo bay, and does not swing out when installed that way. I had hope someone will have an attachment node config for the right wing, and/or a fix for this....
Reassemble the shuttle and the attachment problem will be fixed.
As for the cargo bay and fenders, maybe these are problems due to KSPWheel, I don't know ... unfortunately at the moment I am not able to support this add-on -
16 hours ago, TranceaddicT said:
That's just a mis-configured localization field. Nothing to stress about.
@Alcentar are you going to put it on GitHub for issue reporting and help with instances like this?
Unfortunately I have no idea how to use github. : /
By the way, there is further progress in development, completed the version of the classic shuttle:
I also got an interesting idea that if make a returnable self-contained container:
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16 hours ago, Jceratops said:
Is there an option to not have the jets? for more realistic shuttles
Just downloaded the mod and built a shuttle, It'd be nice to instead have an variant of the KR-1 engine mount with an attachment node for Shuttle OMS like thingiesI don't quite understand what "for more realistic shuttles" means, this option also has the right to live, and here's grandfather.)
Yes, it is quite possible that in the future there will be such an opportunity, I think about it, the more options the better.
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18 minutes ago, Cdodders said:
What docking ports will it dock to?
Any docking port for 1.25m (size1) , eg "Clamp-O-Tron Docking Port".
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2 hours ago, Commodoregamer118 said:
Okay, I'll fix this shortly, it's actually not a major bug, it doesn't affect gameplay.)
Fixed minor bug with B9.
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Release this add-on
This development thread is no longer valid, moderators, you can close it.
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KERBOLRISE - is the name of a non-existent space shuttle made in a style ... I don't know what style. Inspired by "Buran"
The author's task for this add-on is to create a universal shuttle of various configurations, which should be able to launch light and heavy loads into Kerbin orbit, as well as, after docking with a heavy block for acceleration, deliver payload to Mun orbit. The heavy upper stage is missing due to a number of technical problems, but I do not lose hope.
PICTURES:
Now will are LOTS of instructions for use, yes, it will be long, but who said that building and operating a shuttle is easy.
(tags for all detail = KR/RAMP (for manipulator)):
There are two versions of the shuttle, these are:
Kerbolrise-1 (KR-1)Kerbolrise-3 (KR-3)
They differ in the tail section, as well as in the rocket versions, and have different characteristics, capabilities and settings, so the instructions will be slightly different for different versions of the shuttle.
Construction in VAB:
IMPORTANT!!! - Always install "drainTankFTE-1" on engine mouths, LiquidFuel / Oxidizer must be completely drained when de-orbiting, this is a basic element to remember !!!The shuttles are quite simple to build, since they have a classic and familiar image, it shouldn't cause you any difficulties to build it, there is only a catch in two versions:
(KR-1)
Light variant. Has a familiar image of a classic American space shuttle, when building it you need to prohibit the use of LiquidFuel, and Oxidizer on the KR1-EngineMouth, otherwise the rocket will consume all the fuel, also when connecting the separator from the rocket (R-Decoupler) turn on crossfeed = true to supply fuel to the engines on the shuttle itself.(KR-3)
Heavy variant. KR3-EngineMouth has twice as much fuel (the main engines are located on the rocket), it also has two attachment points to which you can attach additional parts, changing the characteristics of the shuttle. At the moment there are additional fuel tanks, and turbojets, will be in the future added new other details.Start:
Nothing unusual. The two shuttles have slightly different rocket options, but both fly well enough.
Space:
(KR-1)
When detaching from the rocket, unblock the LiquidFuel and Oxidizer on the "KR1-engineMouth", and also turn off the main engines (KRengine-0150), their work is completed.(KR-3)
No problem.Return from orbit:
Returning the shuttle home is a different story, in fact, the two shuttles work the same when landing, it is important to remember and follow the instructions:
1 - We do the final turning on of the engines, leave the perigee about 23-21km.
2 - Drain all fuel except MonoPropellant using "drainTankFTE-1". Also close the engines to the final re-entry configuration (is not important, it has only an aesthetic aspect )3 - Activate elevons, bodyFlap and rudder controller, they are inactive by default.
4 -
P.S. At low altitudes it is best to disable SAS and only use it to stabilize the shuttle.RAMP (Robotic Arm Mani Pulator) currently only works with the official "Serenity" add-on.
Includes add-on KSPWheel - Required for chassis.
Supports RealPlume.
FX, sounds for engine and a parachute provided to me by DECQ.
I also highly recommend that you install this little plug-in, which will save you the pain of tying the shuttle with sewing threads.))
In the future, the shuttle will be supplemented with various details and IVA, which is under development.
craft files:
KR-1
Press "1" to disable main engines.
Press "2" to drain all fuel.
KR-3
Press "2" to drain all fuel.
Download link: https://spacedock.info/mod/2491/Kerbolrise
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So, to begin with, I'm surprised to see 500+ uploads in spacedock, don’t know how many people actually use it in their missions, but thanks anyway! I'm surprised because I didn't even expect 100 downloads this week, thank you!!!)
But still think that need to revise the entire add-on and make big changes both in textures and in models, so I am sending the add-on for remastering, better now, while the add-on is still under development.
At the moment, the updated textures for the shuttle are almost completed, it will be made in the "Buran" style, after the shuttle the rocket will be remastered.
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7 hours ago, I love ksp said:
Can you make an energy 2
It?
I have many models of varying degrees of sophistication, but there is no desire to return to real rockets and ships.
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On 8/4/2020 at 4:39 PM, flamerboy67664 said:
Anyone have RealPlume configs for this bad boy? many thanks!
RP support will be coming in the next update.
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v0.2beta available.
Fixed a silly bug where FX was not displayed for RCS.
12 hours ago, Z3R0_0NL1N3 said:The texture work looks great, like a SOCK version of Buran.
I know you're making this a fictional spacecraft, but do you plan on releasing the standard Buran aft as well? I think many players would be interested in that.
You don't have to worry about making a full Energia if you don't want to (Tantares has that already), but rounding out the "Buran-like" craft with the standard design seems like a good idea.
Quite possibly I've already thought about it.
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A beta version is available, I have updated the first page with an important description and a link to the add-on.
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20 hours ago, I love ksp said:
Sorry,my English don't well.I am Chinese players.
My English is bad too, so no problem.
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1 hour ago, I love ksp said:
The boost of energy is hydraulic, not solid. Can you modify it?
This is not "Energia", so nothing will change.
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Speaking of liquid fuel boosters, here is the lost KR-2, a version of the rocket with four LRBs, vaguely reminiscent of the Falcon9 first stage. But at the moment it is abandoned.
"Kerbolrise" in game! it flies badly enough in the atmosphere, and it takes more time to fine-tune it, but I think that there is still a little left and I will make the first alpha version release.)
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Work continues on the add-on, finally finalized the rocket and the second version of the shuttle with three engines included. SSRB took from my old "LCA" add-on, but got better textures.
The first version of the shuttle (KR-1) is not yet completed.
1.
2.
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And KRengine, naturally. :-))
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48 minutes ago, kerbiloid said:
Wrong thread?
No, I got there. Russia rests on the legacy of the USSR, just look at the same unfortunate and dead Angara, at the "Nauka" module, or at "PTK-NP", aka "Federaziya", aka "Orel", which, by the way, remains a layout, in a single copy.
Oh yes, Angara took off, but taking into account its cost and the time between launches, it seems that it has no prospects. 20 years of development was worth it. :ЪJokes about conquering the moon are funny, but over time, even the funniest joke becomes annoying.
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5 hours ago, DDE said:
Someone in Energia really hates the superheavy boosters.
I think everything is much simpler, just modern Russia is not able to create a heavy class rocket.
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5 hours ago, Dragon01 said:
I think that there are enough mods out there that provide the ET and SRBs, but not enough mods that provide something like Energia boosters. SRBs in particular are very common, I think that LRBs of some kind would be more interesting. There were Shuttle designs that used them, too. Also, liquid rockets are more customizable than solids, and 2.5m LRBs could also be used standalone to lift smaller payloads.
You've probably seen those, but I think they are a good inspiration.
I am well acquainted with "Energia" and early projects, especially since my shuttle is suspiciously similar to OK-92 (second picture), probably for a reason.
I just want solid fuel boosters, because it is easier and faster to create and configure, want to introduce all the details into the game as quickly as possible without losing quality, so I go in an easy and effective way.
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Today started developing a rocket, initially I planned to make a fully reusable rocket, but then changed my mind, it will take too much time, so will stop at the mixture of "Energia" and "ET".
Although in the future it is possible that the rocket will be changed, or will have modifications to return the second stage.
Pictures from Blender3D.
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15 hours ago, Dragon01 said:
Also, are you going to be making an IVA? I see you modeled the cameras, if you want, there is a mod that can make them functional and movable:
It allows you to, among many other things, to display a camera picture on an IVA monitor.
Yes, of course I am going to do IVA, and was already thinking about its functionality, but will do it a little later, now I am busy introducing the shuttle into the game, you can already start flight tests), while there is no finished rocket I will check it on the old "LCA" add-on.
MiniKerbalShuttle v1.5
in KSP1 Mod Development
Posted
Great job! If you need help with aerodynamics write me in PM, I have experience how to create lift force.