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Everything posted by MrMeeb
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While I haven't looked at the craft, as a general sweeping statement I'd go further than what @Raptor9 said, and entirely lock control surfaces for ascent (don't forge to unlock them again back in the atmosphere!). That's generally the source of people's problems. When you say autopilot, you haven't made clear which autopilot you're talking about - MechJeb ascent guidance? Stock SAS controls? When you say wabble do you mean it yaws left and right? Or does it roll consistently? Or does pitch up and down? These would be useful pieces of information If it's rolling unnecessarily, and you're using 3 vectors (again, an assumption), I'd stop 2 of them controlling roll by going into Actuation Control on the engine's right click menu and disabling roll control. If you are going for a standard space shuttle design, based off STS, that should work!
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
MrMeeb replied to Pak's topic in KSP1 Mod Releases
I didn't do drop testing with that shuttle, but I did do it in my RSS shuttle development: The way I did it was to start with the shuttle and then attach a decoupler then a load of fuel tanks, some wings and some engines. That portion was unmanned so I'd just drop it and let it crash- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
MrMeeb replied to Pak's topic in KSP1 Mod Releases
I've done this in all my shuttle designs, and it really helps! The way to do it is to built the tank as normal, and then put a part with no crossfeed between the ET and its top-most tank. Offset to your liking, and then link the rest of the ET to the top-most tank using a fuel line. Once you've done this, run a fuel line from the top tank to the orbiter. That way, the orbiter's SSMEs will be fueled by the top tank, and the top tank will be fueled by the rest of the ET. If you've done it right, the ET will drain from the bottom up, instead of the top down. If you're having trouble, I'd recommend you download my shuttle mentioned here, and see how I've done it Happy piloting!- 2,351 replies
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I asked this before making those fairings, and then decided I'd be productive and try and make my own while I waited, and so I used the ones in the Tantares Procedural Parts set. Honestly, I'm really happy with how it came out! That being said, I was looking for the Proton textures, and I may now need the TKS textures. Is it possible to get those two sets?
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- totm march 2020
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Funnily enough, I have more budget than you'd think - what was 160 parts is now only like 40. The magics of part welding I thought about it though. Looks like I'll have to remove those parts from the weld and put them in individually, so I can do that. Hopefully that (along with the changes already mentioned) will be one of the last, so I can move into creating a video and putting it up for download! Do you have a magnifying glass or something? That first image is tiny! (Edit: I am now downloading EVERYTHING on that website...) Jokes aside, thanks for the help once again! Your help may be required again when I get to Zvezda, for which I would be very grateful. Interesting what you said about the fairings. My understanding was that that was something they did. I presumed the little white protrusion in this image was for that purpose, but seeing it in photos of other modules, I guess it must be a feature of the fairing assembly. You learn something new everyday.
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After a load of texture fenangling to get the TKS mount to blend nicely with the rest of the Proton, I introduce the new design of the fairing in its early stages, based off @InsaneDruid's feedback and photos. As you can see, Zarya fits nice and snug into the fairing, by pure skill (chance). I've still got some things to do, including shrinking the size of the fairing text and making the TKS mount shorter (it is way longer thanks to the PF mount, but I'll get around that). As you can see however, if I want the more authentic profile, the antennae stick out really quite far from the fairing. IRL, the fairing had small aerodynamic shrouds built into the fairing to protect these, and I suspect this was combined with a telescopic arm. Either way, neither of those options are available to me, so I'm not sure what I'm going to do there, other than go for a wider fairing.
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Oh. My. God. It's...beautiful
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Hi guys, I've been trying to make my own procedural fairing, with a custom texture (yet to be implemented, of course), and I have started off by moving @MainSailor's fairing cfg and fairing texture into my own file, and changing the path. Everything loaded in and looked as I expected. I then changed the name and title of the part to be more suitable for what the fairing would be for, and suddenly it stopped loading. After a bit of trial and error, I've found that it will load into the game with the name changed, but if I change the title, it stops loading in. Below you can see two configs of the fairing that will load into the game: However, this config (where both the name and title are changed) does not load into the game. What have I done wrong here?
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
MrMeeb replied to Pak's topic in KSP1 Mod Releases
Ayyyyyyy brotha!- 2,351 replies
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totm june 2018 Work-in-Progress [WIP] Design Thread
MrMeeb replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
You may have seen it in other threads, but seeing as this is the WIP thread and it's still WIP...Zarya got a lifter! It behaves beautifully in my RSS save. I start the gravity turn at 100m/s, lock prograde and all I have to do is stage to orbit. No control touches! The main thing I've got left to work on is the fairing. It's not right yet, and while I can't make it accurately narrow due to the antennae, I can make it a more accurate height. Gonna be a bit difficult, but I'll see what I can do -
I seem to remember you used to have a link to download the source .psds of your textures. Is there somewhere I can find them? They don't seem to be in the OP anymore
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[DEV HALTED][1.3] CxAerospace: Stations Parts Pack v1.6.2 [2017-5-24]
MrMeeb replied to cxg2827's topic in KSP1 Mod Releases
I suppose. You can certainly change the crew capacity yourself if you wish. It's just in the part configs -
[DEV HALTED][1.3] CxAerospace: Stations Parts Pack v1.6.2 [2017-5-24]
MrMeeb replied to cxg2827's topic in KSP1 Mod Releases
I think Cx explained that while the modules have room for a set amount of people (in terms of the amount of bunks), it would be rare for the module to operate at capacity, so that Kerbals that are living in it have room to stretch their legs and move around, etc etc. I would compare it to my house: we have space for 6 people, in terms of beds, yet 4 of us live here. When we home 2 more people, while we can support it, the house feels very crowded, hence why they're only temporarily occupied. I think the same concept applies to these modules -
Wow, thank you for this! Looks like I've got some (possibly difficult) redesigning to do. I hope I can find a way to make it work. After all, replicas are about tiny details that no one will notice, but they are there anyway
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- totm march 2020
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You could try disabling the volumetric clouds. Go into the game and press Alt-0 to bring up the EVE UI, find the relevant cloud layers and disable the volumetrics. Sorry I can't offer a more comprehensive guide on how to do so, but if you just look around the UI, I'm sure you'll find what I'm talking about
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Yeah, I'm aware that the fairing is too wide. I also think it's too tall. However, I didn't particularly want to tweakscale either the Proton or the module to make the proportions correct. Also, I think the issue is actually due to how the Tantares solar panels retract. It's either that or due to the antenna I have not being able to retract like the real ones could (or have funny extensions to the fairings to allow for them), and procedural fairings is just trying to work with it. If you look here, the bulk of Zarya is the same width as the Proton. It's the antennae causing the problem. I don't really understand your comments about the missing interstage, or shortened DOS (I don't know what that is...forgive me, but I'm not great with part names on the real hardware), but I'm interested. As you can see, I just mounted it in a way that felt sensible to me, due to there not being any easily find-able (if any) images of Zarya being mounted or anything. Do you have any reference photos/articles that I can take a look at? Or you could PM me a more detailed explanation? As for the markings, I used a mod that allows you to place flags on the craft, and each letter is just an individual flag. I think they came out pretty good, all things considered (I'm a total noob at texturing) ------------------------------------------------------------------------------------------------------- I did the first test flight of the whole stack, and it flew remarkably well in my version of RSS! I initiated the gravity turn at 100m/s onto the correct heading, locked prograde and the only times I had to touch the controls were for staging and cutting the engines on the last stage! Hurrah! What you don't get to see is the amount of 'ballast' required to balance the first stage to have a suitable TWR and an accurate burn time after SMURFF makes it incredibly OP (Also, I know it's upside down. It rolls over. Shhhhhh)
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
MrMeeb replied to NecroBones's topic in KSP1 Mod Releases
If you read this post, all will become clear- 966 replies
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The Tantares mod, as mentioned above, is a good option to go with if you're looking for a stock feel, but Russian looks. If it's something more realistic you're looking for, I'd recommend Raidernick's Soviet Rockets mod
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Promising start! Is there a particular reason you chose to make your own Kvant-1 instead of using the module in the mod?
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Tantares and TantaresLV textures for ProceduralPart
MrMeeb replied to hraban's topic in KSP1 Mod Releases
I did. Did some reading back in the thread and a reinstall fixed it