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Tyren

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Everything posted by Tyren

  1. They work. I just took them to EvE, reentried and took em for a spin. No lift or drag as long as they are stowed...deploy them and the aerial forces kick in immediately.
  2. I only tried with several probes, but that gone pretty well. Around 4 tons into 250 km orbit, ascend profile is gravity turn starts at 1 km, turn profile 64 %. Oh,ans just like the real shuttle belly up
  3. I did reverse reentries, hard reentries > 30°, soft reentries <10°, stalling over the runway, fast powered landing...i cant get it to break or flip around...nice work guys
  4. gnight lad. it is 8.15 pm here, kids are in bed now, time to test some things
  5. Internet crashed...doing forum things from my mobile foer now. i get my hands at it asap and report in.
  6. ._. errr what? If i could find a decent blender tutorial...i did not understand anything of what you wrote No way i can deal with animations myself Oo
  7. Well, the parachute is staged, right? Why not have a physicsless casing at the lower rear of the stabilizer which decouples (and explodes on the runwsy gnihi) triggered through staging? Maybe it is even possible to have ot look like the casings pulls out the chute...thats more or less even realistic. - - - Updated - - - But that is maybe a bit too much of work, dunno (yet).
  8. It indeed is. Cant wait for the actualized bundle to get up.
  9. Here it comes: It feels like we waited for this for years now...oh wait, we did!
  10. Just tr to deploy it right before you touchdown, funny things will happen. Your crew will be unharmed though, this Shuttle is pretty tough.
  11. a lot weaker, somewhat along an eighth to a quarter the drag+if possible, full deployment at touchdown, semideployment in flight.
  12. use the small drogue chute model and settings; look at this: THe chute is as big as the tail wing in real life at most. Because Kerbins atmosphere is still thin soup, we should make it way smaller.
  13. After touchdown the parachute stops you in a neck braking half second, imho way too dangerous. With DRE the crew were dead meat splattered over the instruments.
  14. You should ask which mods i dont have, thatll be way faster but for testing purposes; no realchute, no revamp, no FAR and no DRE. If i deploy the chute before touchdown the Shuttle flips over. Guess it should be way weaker and smaller, because it is a drag chute.
  15. THe landig parachute is pretty strong Oo---just tested it yet, it almost rips apart the tail
  16. Now it flies great Just like a brick should, slow, clumsy but always controllable. I set up a catastrophic failure, while ascending one of the boosters suddenly overheated at a speed of 1100 m/s (sepratron stagin whooo). I managed to get it under control before dropping below 10 km - - - Updated - - - Oh even physical timewarp is not longer a problem, with KJR, that is.
  17. Why not put the F-1 Engine at the back of a Kojote and see what happens? What could possibly go wrong? Now that i know whats causing it, i am satisfied. Just leave it as is if you like it this way. It is working as intended, no bug, thats all that counts.
  18. FAR shouldnt have an influence on this mod...except aerodynamic failure...how did u set up your shield generator?
  19. yeah makes sense, but it is a massive drawback for my smaller planes due to the fact my com sometimes hits the capsule, no way to properly align wings there. just dont have to use these engines for them. ir maybe it could be aligned like Kunai, a slight relocation towards the engine?
  20. Took update 6 for another spin, it flew surprisingly well, even with some 'oh ....!' moments because i messed up the point of reentry...it was no problem to get a touchdown on an Island...well ok, Bill complained all the time and muddled stuff about women and Valentinas flight skills.... - - - Updated - - - OMS is really weak now (as it should be)and doesnt apply considerable torque to the shuttle. good job guys. :] - - - Updated - - - i forgot: at least in the one part cockpit rcs doesnt respond.
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