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inigma

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Everything posted by inigma

  1. Finally fixed and updated the STS Service Module for 1.0.2. http://kerbalx.com/inigma/STS-Service-Module
  2. I was updating my STS Service Module. Apparently its now gone from the site. No worries. I'm uploading a new one now...
  3. The wings, cockpit, and fuselage bottoms are naturally heat shielded. There is no need to add heat shields to them, fyi.
  4. stealth update to STS-5E. apparently I left residual liquid fuel in top booster tank. not needed and never used in the solid version, and only adds weight. slight performance increase after fix (can you say 500km ap?) - - - Updated - - - yeah! except I just tested and the torque values appear to be wrong still hmmm. for example, I show 1900 torque at booster sep, but I only have 30 SAS modules onboard for 900 torque. Yet the craft is not flipping out as RCSBuildAid would predict then. Something's amiss. - - - Updated - - - oooh can't wait to see the final result!
  5. hmmm... I'm running into an issue. RCSBuildAid torque values do not seem to be calculating correctly. testing.
  6. Absolutely beautiful! Can't wait to see her fly. Feel free to let me know if you need any pointers. You may freely copy anything I've put together. No credit necessary. Welcome to the shuttle club!
  7. KerbalX a bit unstable atm. Attempting to upload updated versions of my subassemblies... i think I broke KerbalX. Laggy, some updates gave an application error.
  8. Yes, craft file editing would fall under advanced KSP engineering. The good news is that once a craft is edited and made public for download its golden. No need for anyone to edit it. All can use it as is.
  9. My shuttle waits for RSC BuildAid to tweak its values to perfection... it can wait: In the meantime I eyeballed the torque values...
  10. Ya, its not "vanilla" stock...but rather "chocolate" stock. Requires no mods or editing by downloaders, but values per part are not vanilla. I conceed that. But in my book the values dont exceed the adopted parts (fuselages for srb solid fuel tanks) in the model, for if they did, then that would be cheating in my book. If you're gonna add fuel in a craft file, you will have to account for it by designating an empty part to store it. Else it's cheating. - - - Updated - - - This is craft file editing, not game file editing. I don't think you can edit part weights and thrust values in craft files.
  11. Thanks for the report! Try the STS-5. Less parts. Easier to control on laggy comps. Same performance without the eye candy SRBs of the 5E.
  12. Its a crucial part of the STS-5E booster aesthetic. Without it, heavy lift shuttles are limited to only using liquid boosters. Its info worthy of aesthetic value as a result.
  13. It compensates for lack of mk3 boosters. I think its not only justified but necessary given current SRB limitations. Until they publish mk3 sized boosters, this should be a perfectly acceptable stock method of designing boosters with that expected performance.
  14. It's not extra fuel. It's compensated fuel. It's supposed to be there, but currently the game does not have solid fuel tanks allowing you to extend solid rocket boosters. This craft file editing trick makes that a reality. No mods required. File is saved, and usable by anyone. No editing necessary. Heck in the Editor you can even empty out the fuel with the slider and return it to pre-edit levels. The extra mass is accounted for by the game physics. One still has to design proper booster placement since now with the extra fuel (represented by the empty fuselages) they are heavier. It's a design trick to get around a stock KSP limitation until Squad pushes out booster extensions. Only the CoM suffers since it doesn't change. I think for boosters at least, that's a legitimate compromise. Of course, editing to give more fuel than the model would support, is cheating, but if your model intends for it via empty tanks or fuselages of any kind, then it's not really cheating. Its compensating.
  15. It is easier, yes, and you can, but the real NASA space shuttle had a required roll program. Most players want to fly the shuttle like the real thing, so that is why it is published this way. But of course you can change it.
  16. No. That is the only limitation of this method. Thinking about it though, perhaps there are other things that could be done in the craft file that have yet to be explored that could make that happen or possibly compensate for this. Interesting idea. Craft File Editing: now THIS is advanced KSP engineering!
  17. Yes. Essentially, all I did was to figure out how to make empty mk.1 fuselages into solid propellant extensions without requiring a mod.
  18. If you stack a booster with four empty fuselages on top, which you edit the boosters to account for those fuselages if filled with solid propellant themselves, is not cheating. It's accounting for the true value of propellant expected by the height of the total composite booster. Furthermore it is still stock since the craft loads just fine in any stock game, no editing necessary. It is even less cheating than clipping the boosters in the first place. That and the extra mass is applied by the game physics accordingly.
  19. The secret sauce to the success of the STS-5E all stock Solid Rocket Boosters (see my sig for link) capable of lifting said craft plus a 42 ton orange and yellow tank plus hardware on its first leg to 400km orbit. Each SRB is made of 8 stock boosters connected to the second from the top tank, strapped by 8 struts to the bottom clipped tank. All liquid tanks are empty of course, as they simply act as shrouds. Then to the craft file itself to edit the solid booster amounts for each booster from 2500 units to 3750, to account for the extra/empty space above in the top two empty liquid tanks. It's not cheating since the individual solid boosters would contain that amount anyways if they were as long as these boosters appear, that and the extra mass is factored automatically into the game physics. Totally stock.
  20. Sorry, try this: Each SRB is made of 8 stock boosters connected to the second from the top tank, strapped by 8 struts to the bottom clipped tank. All liquid tanks are empty of course, as they simply act as shrouds. Then to the craft file itself to edit the solid booster amounts for each booster from 2500 units to 3750, to account for the extra/empty space above in the top two empty liquid tanks. It's not cheating since the individual solid boosters would contain that amount anyways if they were as long as these boosters appear, that and the extra mass is factored automatically into the game physics. Totally stock.
  21. 'nother SRB pic, this time showing you how they work Beautiful? Functional? You bet! (craft file editing at its best - for the advanced engineer inside all of us) all stock parts.
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