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benjee10

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Everything posted by benjee10

  1. When making OMS burns you want the control point set to -15 (in line with the engines), not forward. You can also throttle down towards the end of the burn (or thrust limit the engines) to give the RCS more control authority, or stop the burn early and make a smaller correction burn afterwards.
  2. Make sure you’re using smartASS set to SVEL during reentry, and make very small adjustments. You’ll need RCS on a fair way down to maintain control too. On the real shuttle, they intentionally overshot the runway and looped back around to bleed off speed which can be a good strategy in KSP too. It takes a lot of practice (and quicksaves!) to hit the KSC but once you get a sense for it you can make adjustments to your AoA as you’re entering the atmosphere to fine tune your landing point. I haven’t tested the shuttle with FAR, but when attempting S turns I use SmartASS and adjust the roll value (don’t touch yaw) in very small increments (a couple of degrees at a time). You’ve got to watch the pitch quite carefully too. Generally it seems like you can’t quite get the same cross range capability as the real shuttle which is a bit strange given in theory the aerodynamic performance is better.
  3. Unfortunately the part affected is the single most complex part in the mod as it’s the dual-axis array. It was extremely finnicky and time-consuming to set up in the first place (there are four animated deployable tracking modules and with fairly complex rigging) so I would rather not have to do it again. I’d say in terms of hours invested in this mod, a good 20-30% went into that part alone! There’s always a chance that whatever broke it last time could unbreak when 1.9 comes out, as the part functioned okay in previous versions, so I’ll hold out til then before making a decision on what to do. In the meantime World Fixer apparently mostly fixes it, though I haven’t tried that out myself.
  4. You should be able to roll the shuttle over post-SRB separation- make sure to change the control point on the cockpit to -15 degrees, and then just change the roll lock in MechJeb's window. If the craft is set up right (make sure roll is disabled on the main engines, RCS is off and control surfaces are disabled) it should execute a slow roll to heads-up. Otherwise it sounds like you did it right! The orange tank should get you to 300x100 quite easily, with a little bit to spare depending on your payload. In real life there's enough drag at 100km to bring the external tank down quite quickly, though we don't have that simulated above 70km in KSP so you can either set the periapsis lower (and lose a bit of performance from the OMS) or delete the tank from the tracking screen. Ditch the tank when your orbit is established and then perform a small OMS burn to separate from it, set up the shuttle for orbital flight and then perform a circularisation burn at 300km. Unfortunately there isn't a unified interface for the robotics. I wish there was a solution, but sadly the robotics remain rather fiddly to use in a practical way. Robot arm sure does look cool though.
  5. Really great work, you can tell how much care and effort has gone into this. Can’t wait to see how it develops further!
  6. Yeah, tried for a long time to fix this issue but no luck unfortunately. It has something to do with the part thinking it's clipping into the ground on spawn because of where the colliders are located, but I haven't been able to determine what specifically is doing it. Weird thing is that it affects the double solar array but not the single solar array. So again - if anyone has any ideas, please let me know!
  7. You need to use the ‘rainstorm’ engine included with reDIRECT not the vector. It uses the same model as the stock SSME but is configured to use liquid hydrogen.
  8. The tank, SRBs and decouplers are from the reDIRECT mod. This mod is just for the Orbiter itself.
  9. I’d like to revamp Orion eventually so this is definitely on the list.
  10. The only part with an IVA is the cupola (in the GitHub development versions only so far). The rest have placeholder IVAs so that kerbal portraits will show up.
  11. There is an offset variant of the truss connector docking ports, no need to offset manually. Also updated the GitHub to include the Dev version of the JEM exposed facility, and finally fix that B9 part switch NRE on load: https://github.com/benjee10/HabTech2 Unfortunately no luck debugging the solar arrays causing the craft to spawn way up in the air as of yet.
  12. There should be a rotating part behind the End Effector that allows you to roll it into position - the gold box on the End Effector should line up with the crosshair on the grapple fixture. That being said it can be fiddly, it seems the angle snap is not wholly reliable. Some people have removed it from their config entirely and I may well do the same next update.
  13. Robotics are notoriously wobbly and buggy in general in this game so unfortunately can be quite frustrating to work with. You want to bring the torque and traverse rate down to pretty much as low as it possibly can go and just take things extremely slowly (like they do with the real arm). With that much mass on the end of the arm, oscillation can build up quite quickly and KSP's joints are just too flexible to be able to arrest it without compounding the problem. I also like to bind locking the joints and enabling autostrut to action groups so that I can easily lock the whole arm. You'll want lock and unlock on separate action groups rather than using a toggle because otherwise you can end up in a situation where not all of the joints lock simultaneously, and then the next time you toggle to unlock you're actually locking some of the joints. Can get very messy. It's unfortunate that Breaking Ground didn't go a bit further with the robotics. They desperately need to be stronger and more stable and a better control method for robot arms is sorely missing. We really need an IK controller for this sort of thing but all attempts at that seem to be dead in the water unfortunately.
  14. Has no effect, the mod works fine in the latest version aside from the known solar array spawn bug. I’m only updating when that’s fixed and I have new content to add.
  15. Interesting - I've not encountered this. Under what circumstances does this happen? What other mods are installed?
  16. Yup, a bunch of tunnel/airlock/adapter parts are planned along with other parts to make payload mounting easier. For now you might get serviceable results with a 1.25m crew tube offset into the cockpit. I appreciate it's not an ideal solution, but it's at least a workable solution until I get some time to model these parts.
  17. I’ve seen quite a few people have this issue but the ports definitely be at the correct angle, so I suspect the game just isn’t a fan of angle restrictions on same vessel docking in certain scenarios. I’d imagine it treats things slightly differently to a scenario with two separate vessels.
  18. That’d be awesome. I always wanted to provide RPM comparability but just don’t have the time to embark on something like that. Let me know if you need anything from me. You can toggle same vessel interaction as of a couple of versions ago I think. Some people are having issues with the angle snap on the grapple fixture, so I’m intending to remove that next update - it seems to make things a bit too finicky docking the arm to payloads on the same vessel. If you remove those lines from the config you might have a big more luck.
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