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Everything posted by pinolallo
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*** SHIP UPDATE *** here you can find the updated ships Package Contains 2 fatBob lifters: one with the new HoneyBee shuttle and one with the CrewShuttle. Both shuttle are update too with the new engine block (2 toroidal aereospikes for moon landings and Planets takeoff and one Nerva for Interplanetary transfers.) and with the Kas winch for eva fuel operations. Enjoy.
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Dear Friend, from the version 3.0 of B9 airintakes changed like that " * Intake stats recalculated using a different formula (factoring the root of mass / 0.01 for unitScalar, and factoring (unitScalar*sqrt(coeff))/(unitscalar+1) into the speed). Nothing changed gameplay-wise, but that will fix improper flow reporting in KSP context windows. Nope, RBM intakes never were 10 times more powerful than others, KSP lied to you. It will continue to lie about air speed though. " Spamming Vanilla RamIntakes may solve.
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BollyBolly, I' happy for the update of the Topic post, but why I'm listed on the gate crasher with this ship (6 may) but not with this one (11 may)? That just 30 tons ship hold an unmatched 92.77% record of efficiency on a 100 km orbit, hold 7 kerbals and is able to do a 3k-prize run in a row.
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No, I'm not using FAR but i'm using the Firespitter mod so I guess the problem is coming from the B9 3.2 (there is something changed in a plugin that manage the airintakes): I'm going to do that: update my B9 version to reproduce the problem and fix it. If I did not succeed to reproduce the problem I will in any case post here a version with the vanilla intakes. Meanwhile I have update the HoneyBee shuttle after used it: this update version is able to liftoff with full cargo from Laythe, more fuel, better docking port position, better RCS and a brand new landing struct that will allow safe landing also in sloper surfaces. edit: I do replicate the problem upgrading B9-pack. This evening I will update the rechecked ships with vanilla ram intakes.
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I agree with pa1983, his advices are from an experienced ssto builder and I find it's design valid AND unbelievable successful, others are just chit chats. But: In a straight stock point of view build such a ssto will need thousands of parts and this, for an exponential physics algo part based, is really too much. For this reason I stopped to make computer killer ships using such an insane number of parts. I do prefer use the procedural wings or the b9 large wings and the b9 airintakes (against a block of norma ramintakes. So my lates 40+ tons lifter has just 170 parts and just 8 structs. Conceptually I think that use an SSTO is good to lift things in orbit, not to bring that things around the kerbol system that is good for a challenge not for a planned colonize program. I do lift in orbit SSTO using a SST0. For example i dropped the Münliner (that fly in a single jump to mün and back) for a better designed system: I do bring in orbit an extra atmospherical SSTO shuttle using the lifter, and bring that back to KSC using the same SSTO lifter: better result with minor effort. So the main idea to bring things in duna can be: a) lift your payload to LKO space station ferry your payload from LKO spacestation to LDO (Duna Low Orbit) spacestation using a extra atmospherical shuttle. c) drop your stuff to Duna surface using a Duna SSTO from the Duna spacestation. Yes, you will have 4 different ships (kerbin SSTO, SpaceStation, EA Shutte an Duna SSTO) to ferry the payload, but that ships can be optimized for the task. So the Kerbin SSTO will be different from the Duna SSTO and the interplanetary shuttle designed to never land on a planet but very effective to transport.
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I do launch the FatBob with 42 tons payoald so easily to make that kind of payload a standard for my colonization program making a fatter HoneyBee. I do the launch like that: a) takeoff as usual after the lift I rise up the gear using the button, c) I engage the mj SMARTass surf to 90 degrees heading and 50 degrees pitch. d) I wait until the ship is around 25.000 then I level the pitch to 0 degrees until veritical speed *set this value in you display windows* > 20ms/ e) when vertical speed < 20m/s I change the pitch to 15 degrees *and the ship is around 30.000 mts. f) I keep the ship speeding up at almost leveled up ~7/10 degrees until the apoapsis is > 130km g) I disengage the turbojets (key 1) engage the rockets (key 2) and activate the mj ascent autopilot. +----+ I'm using KSP 0.20.2, B9 r3.0 (now is r3.2), mj 2.0.8 Did you have the latest B9 and mechJeb throttle airintake control set? Is the problem related to the honeybee only? I can eventually update the ships. Anyone else has similar problems?
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FatNose space Inc. the FatBob lifter Project. The main idea. This system will be a concrete answer to any Kerbal Space Program Manager that have this priority in mind: Budget: a 40+ tons payload rocket lifter is very expensive and the waste of materials (engines, fueltanks) is a limitation for any space program. Reliability: complex launcher will suffer too many failures that will have a cost not only in terms of materials but also in terms of kerbals. Large freedom of mission planning. SSTO are the key for cheap missions: they work just with fuel and using Kethane you will have it almost for free. the FatBob cargo lifter cost 82M$ empty, and you will need just one to bring in orbit EA shuttles, spacestation modules or a 36 tons Jumbo fuel tank. So here the idea to use a SSTO to bring in orbit SSTO spacecrafts. Ship design This ship born within the FatNose space Inc. cargo SSTO expertize: 0.17 spacetruck, 0.18 SpaceTruck MKII and the bestSeller ship the BigMouth . This is a fullwing aircraft designed around the HW21 b9 large wings coming from the experience of the experimental WildGoose. It's design will allow a balanced flight state in any fuel conditions and can land on KSC runaway or the Island Runaway with or without cargo. All fuel, engines and tanks are wing mounted in a single block that will allow a balanced thrust and cargo access. The ten turboJets will push this fat bird at around 2.200 m/s at 35k of altitude leaving 700m/s residual ∆v on a 100km orbit that will be enough for orbital maneuvers and sharp deorbit burns. The large cargo bay of the FatBob can host a 3m module such as the H.O.M.E and the new bayDoor of the TouTouTorpedo's MKiv fuelage system will allow you also the redocking of a module or of a EA shuttle for a safe Kerbal Space Center return and this are unique features for any spacecraft. The SSTO crafts: This ship alone can easily be used to carry space station modules or fuel but it's exceptional design specs allowed an NEXT step on space colonization: boarding SSTO and bring to LKO SSTO ships.Like These ship are builded on the B9 M27 overview cockpit and the FatNose space Inc. Engine/Support/Landing block with 6 Landind structs, 2 nerva engines, the Kas connectors and winch. The modules comes within the HOME 3m parachutes allow smooth landing on atmospheric planets saving a lot of fuel. The double nervas are mainly for DUNA takeoffs. HoneyBee This SSTO ship main task is to refuel orbiting spacestation form kethane field bases: its design will allow full loaded takeoff from Mün, Minmus, Ike and DUNA, and the parachutes can allow cheap landing after the refuel missions in these SSTO's missions. KAS fuel conectors. cost 31M$ weight 34Tons 7000m/s ∆v CrewShuttle. This SSTO ship main task shuttle crew to from spacestations and bases. Its design will allow full loaded takeoff from Mün, Minmus, Ike and DUNA. 8 crew members. Has the KAS fuel conectors. cost 30M$ weight 30Tons 4000m/s ∆v The file contains 3 ships. An unloaded one and two with Shuttles preloaded. Download Ship Full list of fatNose commonly used Mods (* will display the required for this released ships) MechJeb*H.O.M.E.*FatNose FuelTanks * BobCat KAS* VanguardTechnologies B9_Aerospace* QuantumStructs* Kethane ProceduralDynamics MPSS MKIV fuselage system*
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nice ship Rune.
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ZOZZONE!| hai gia' usato la versione 3 di B9!!
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Daze: ma sei pieno di soldi allora
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Io sono piu' pragmatico: i jumbo tanks li porto su vuoti e dopo li riempio. Per farlo uso questo SSTO che e' stock nelle sue parti fondamentali nato da uno spinoff del mün liner e porta in orbita l'equivalente di carburante di un jumbotank. Per quanto riguarda invece per il trasporto da e per le lune di Kerbin ho preparato questo mezzo (ci ho messo due settimane a farlo) che porta in orbita uno shuttle extra atmosferico con 6000 DeltaV in grado di allunare sia su Mün che Minmus (e tornare in LKO), dopo di che rieffettua un rendezvous, si riaggancia all'ssto che lo riporta su kerbin senza buttare nulla e pronto per un'altro giro. click per album
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Click to see the related albums.
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TT's Mod Releases - Development suspended till further notice
pinolallo replied to TouhouTorpedo's topic in KSP1 Mod Releases
As promised here the new SSTO cargo preview: the SSTO can bring in orbit (any) 25 tons, and can bring also down to kerbin the same weight. The First application of this beauty is the MSS (Moon Shuttle System): The SSTO mother ship will bring in orbit a MoonShuttle (6000 m/s ∆V) with Landing capabilities and with 8 crew member (2+6). T he shuttle is designed to allow easy dock/undock from the SSTO mother ship. Has ∆V to do any shuttle mission (eg LKO->Mün->Mimnus->LKO). This system represent now the cheapest way to ferry crew around kerbin system since the trip will cost just the fuel and everything will be reused (ssto, shuttle). Technically I need to use the quantum struct, the SSTO has an innovative engine block that old everything (fuel, oxidizer, turbojets air Intake and rocket) but the main challenge was to find the needed balancing to allow easy launches and returns with/without the Shuttle on board. -
TT's Mod Releases - Development suspended till further notice
pinolallo replied to TouhouTorpedo's topic in KSP1 Mod Releases
Any case, I'm about to release a new FullWing cargo SSTO that will use the new door and the B9 pack (thanks to the mkIV adapter). The new door allow a much easier undock for the cargo and a docking maneuver to bring back wide loads from orbit -
TT's Mod Releases - Development suspended till further notice
pinolallo replied to TouhouTorpedo's topic in KSP1 Mod Releases
I do updated all the TT parts on the new structure (eg a /GameData/TT/Parts/etc /GameData/TT/Spaces/ after I patched the .cgf files adding the "PART {}" stuff. I do find only problems loading the embedded Damned Robotics Parts. -
There are some useful advices here pinolallos ssto guide
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Thrust my friend. Your nose are pitching down and your ship seems balanced? your thrust vector is above the complessive mass center. Do not try to cover the unbalance using a sas/asas, before install than modules you must find the right balance of your ship at full throttle: same weight an position up as below your thrust vector.
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Azz, sono riuscito a sistemarmi tutte le navi per KSP 0.2, Ho rinnovato il, Cargo, la SpaceStation e la 3mb, che adesso atterra anche su Duna. Ho dovuto scrivermi uno scriptino per sistemare le parts, ve lo passo casomai... (io ho un Mac, ma funziona palla palla anche su Linux) I did like that (I'm using a mac....) 1) ecco come ho sistemato le cartelle con le mod ecco lo scriptillo. #!/usr/bin/php <?php //I'm using Unix so this a fast way to parse folder for files exec('find GameData -name "part.cfg"',$result); foreach ($result as $partFileName){ //I guess that Squad parts are already fixed, and don't deserve extra parsing if (preg_match("#Squad#s",$partFileName )) continue; $parseMe=file_get_contents($partFileName); //check if the file is already fixed.. if (preg_match("#PART#s",$parseMe)) continue; //fix and save $fixedFile="PART\n{\n// fixed By fixPart script\n".$parseMe."\n}"; if(!file_put_contents($partFileName,$fixedFile)) echo "can't save ".$partFileName."\n"; } ?> per eseguirlo e' necessario dagli un chmod +x e metterlo dentro la cartella KSP_osx (le mod me le sono riorganizzate da solo, ma ho visto che quasi tutte sono state aggiornate), Kethane (il fix funziona alla grande, non e' quella ufficiale ma va bene lo stesso) b9: va riorganizzata la cartella Plugin Vanguard, funziona. Mechjeb, nella cartella GameData/mumech ho messo tutti e due i plugin (sia il "vecchio" mechJeb che il 2.0.8) che funzionano a seconda del modulo che e' installato. TT, riorganizzata la cartella pare non funzioni solo il ruotino, ToshSeaplane, penso debba risistemare qualche config per renderlo pienamente operativo (non "vede" le ruote) e galleggia meno ma il Catalina funziona. Home (e' stata aggiornata) Nautilus, se si riorganizza la cartella funziona perfettamente. SubAssembly Loader, il fix che e' stato pubblicato funziona anche meglio di prima. comunque ecco la lista delle mods che funzionano sul mio 0.2 B9-aereospace BOBCAT CleverWalrus CrewManifest Damned Robotics FatNose Firespitter HOME Kethane MPSS mumech ORDA SpaceTech Squad SubAssembler TOSH floating TT Vanguard
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I have just update the pack on spaceport for 0.20