Mike-NZ Posted July 6, 2015 Author Share Posted July 6, 2015 https://upload.wikimedia.org/wikipedia/commons/thumb/8/83/EDO_pallet.jpg/220px-EDO_pallet.jpg https://upload.wikimedia.org/wikipedia/commons/5/56/Extended_Duration_Orbiter_display.jpgThis is literally so easy to make. Expect it tonight.. and the FSS... unless I get caught up. Link to comment Share on other sites More sharing options...
sp1989 Posted July 6, 2015 Share Posted July 6, 2015 I am surprised to say this, as I never was a fan of unofficial release, but, I seriously want to play with your mod release! Looks awesome! you should send some of your extra parts to dragon to be added into the official release eventually!Dragon?! Dragon who I say! This is the only shuttle (STS) mod right now that is actually working and that is being worked on. So if and when dragon decides to end his self enduced exile he will find this mod much better than when he left it. Link to comment Share on other sites More sharing options...
JoseEduardo Posted July 6, 2015 Share Posted July 6, 2015 i'll just leave this here and runbut before I run, I managed to make one using KW+tweakscale+procedural fairings+that stock radial attachment point, which was the most tricky of all parts, managed to send it to mun, could have sent it to mars one-way if I wanted to... If you ever consider allowing such thing to exist within your mod, all is needed is a bottom node somewhere in the bottom of the tank, even hidden inside the part btw, how does the payload adapters work? I tired attaching a probe core to them and things didn't went well...also, do you plan on adding Spacelab? Link to comment Share on other sites More sharing options...
Mike-NZ Posted July 6, 2015 Author Share Posted July 6, 2015 i'll just leave this here and runhttp://www.astronautix.com/graphics/s/shusat1c.gifbut before I run, I managed to make one using KW+tweakscale+procedural fairings+that stock radial attachment point, which was the most tricky of all parts, managed to send it to mun, could have sent it to mars one-way if I wanted to... If you ever consider allowing such thing to exist within your mod, all is needed is a bottom node somewhere in the bottom of the tank, even hidden inside the part btw, how does the payload adapters work? I tired attaching a probe core to them and things didn't went well...also, do you plan on adding Spacelab?You sir have my interest. Any info on this?Sorry about the bay adaprers. Kinda early release right now and have not checked nodes and decoupling yet Link to comment Share on other sites More sharing options...
JoseEduardo Posted July 6, 2015 Share Posted July 6, 2015 You sir have my interest. Any info on this?Sorry about the bay adaprers. Kinda early release right now and have not checked nodes and decoupling yetjust thesehttp://www.astronautix.com/lvs/satuttle.htmhttps://en.wikipedia.org/wiki/Saturn-Shuttlebtw, you asked for issues to be be sent by PM, right? i'll send you one that I just found out as I post Link to comment Share on other sites More sharing options...
Mike-NZ Posted July 7, 2015 Author Share Posted July 7, 2015 just thesehttp://www.astronautix.com/lvs/satuttle.htmhttps://en.wikipedia.org/wiki/Saturn-Shuttlebtw, you asked for issues to be be sent by PM, right? i'll send you one that I just found out as I postSweeeet. I will model this into the game. I love adding extras! Keep up the good finds like this!Yes pm me any issues please will make a fix tonight. Simple overwrite fixes until its stable. Then work on v1.8- - - Updated - - -- - - Updated - - -- - - Updated - - -Yes spacelab and centaur is in the works. Need to fix my 3dsmax to get the spacelab back.- - - Updated - - -Can I have anyone available to teat the tail control in different situations and check if it rotates in the correct direction? Link to comment Share on other sites More sharing options...
JoseEduardo Posted July 7, 2015 Share Posted July 7, 2015 (edited) there's a Centaur in the FASA pack already, unless you're going for a modern centaur with new engines does this count as an extra? I mean, it comes directly from it... http://www.directlauncher.org/EDIT: found these: https://www.aiaa.org/uploadedfiles/about-aiaa/history_and_heritage/final_space_shuttle_launches/shuttlevariationsfinalaiaa.pdfhttp://andegraf.com/rockets/shuttle.htm (includes depiction of a variety of payloads it flew, but it doesn't give their names)http://andegraf.com/rockets/us_never.htm Edited July 7, 2015 by JoseEduardo Link to comment Share on other sites More sharing options...
Mike-NZ Posted July 7, 2015 Author Share Posted July 7, 2015 there's a Centaur in the FASA pack already, unless you're going for a modern centaur with new engines does this count as an extra? I mean, it comes directly from it... http://www.directlauncher.org/EDIT: found these: https://www.aiaa.org/uploadedfiles/about-aiaa/history_and_heritage/final_space_shuttle_launches/shuttlevariationsfinalaiaa.pdfhttp://andegraf.com/rockets/shuttle.htm (includes depiction of a variety of payloads it flew, but it doesn't give their names)http://andegraf.com/rockets/us_never.htmNow thats cool. Will add these prototypes to the list. Fixes come first tho.Gonba be a long night. Work days drag too long. Sigh. .. Link to comment Share on other sites More sharing options...
Blacks Posted July 7, 2015 Share Posted July 7, 2015 (edited) HelloI have a few suggestion for a more easy tracking, optimize your mod pack try doo this:A. redesing all directory structure what u have > do it now when you are at beginning & you will be happy laterAgencies = noo change it remain how it isAssets = New directory were to move all mu & dds file to keep together aka you can avoid to have same file in multiple place when u can have ONLY 1 !!! special texture, i know redesing it will take time to reedit all cfg file but if u do it now when u are at start it will be more easy later FX = noo changeParts = u keep all directory structure what u have inside but only config file (cfg) goo there & for special need you set inside what u extra need but try keep to minimal Patches = usual is use for special cfg file u know for compatibility between modsProps = same situation like PartsSound = noo changeSpaces = same situation like Parts & ProbsTextures => this u can move in Asset after set together all mu & dds fileB. Most nasty part from my point of view is to find a way to brake texture from Space_Shuttle\Spaces\css_cockpit\ in small pice & make them be smaller coz 2 file x 22.3 Mb = 44.6 Mb is a litle to much, but is my perspective some it will say ooo but we want shining pixel sure i understand but when game it will start to crash or lag like hell to not be amaze way it happen Personal i will aim for a max 8 - 10 Mb MAX target ...Same try to not be shy to use dx1 compression, difference between x1 & x5 in some case are minimal, barely visible, i know most ppls want shining pixel but when they are to many in some case it can cause to much trouble aka better have a functional model & in time to tune, aim for best anyway all what i say above are small suggestion is up to you what you will doo in future & thx for all who was set work for make this happencheer Edited July 7, 2015 by Blacks Link to comment Share on other sites More sharing options...
Mike-NZ Posted July 7, 2015 Author Share Posted July 7, 2015 HelloI have a few suggestion for a more easy tracking, optimize your mod pack try doo this:A. redesing all directory structure what u have > do it now when you are at beginning & you will be happy laterAgencies = noo change it remain how it isAssets = New directory were to move all mu & dds file to keep together aka you can avoid to have same file in multiple place when u can have ONLY 1 !!! special texture, i know redesing it will take time to reedit all cfg file but if u do it now when u are at start it will be more easy later FX = noo changeParts = u keep all directory structure what u have inside but only config file (cfg) goo there & for special need you set inside what u extra need but try keep to minimal Patches = usual is use for special cfg file u know for compatibility between modsProps = same situation like PartsSound = noo changeSpaces = same situation like Parts & ProbsTextures => this u can move in Asset after set together all mu & dds fileB. Most nasty part from my point of view is to find a way to brake texture from Space_Shuttle\Spaces\css_cockpit\ in small pice & make them be smaller coz 2 file x 22.3 Mb = 44.6 Mb is a litle to much, but is my perspective some it will say ooo but we want shining pixel sure i understand but when game it will start to crash or lag like hell to not be amaze way it happen Personal i will aim for a max 8 - 10 Mb MAX target ...Same try to not be shy to use dx1 compression, difference between x1 & x5 in some case are minimal, barely visible, i know most ppls want shining pixel but when they are to many in some case it can cause to much trouble aka better have a functional model & in time to tune, aim for best anyway all what i say above are small suggestion is up to you what you will doo in future & thx for all who was set work for make this happencheerThere are some good ideas, I will try. thank you. Link to comment Share on other sites More sharing options...
TheRag Posted July 7, 2015 Share Posted July 7, 2015 Wow, so many shuttle prototypes, this might become Component Space Shuttle Pack. Remember Mike, don't get overwhelmed. Link to comment Share on other sites More sharing options...
Mike-NZ Posted July 7, 2015 Author Share Posted July 7, 2015 Wow, so many shuttle prototypes, this might become Component Space Shuttle Pack. Remember Mike, don't get overwhelmed.Yes exciting. The hard part is mostly done now and jeast is back to help with aero again.The shuttle flies mostly ok but needs only minor tweaks. So more time to spend on modeling and other aspects like addons. Got some lined up for release.Its not really component space shuttle as its one piece. I wanted it to be different so when dragon/jozvin release theirs its not a copy.Yes this is more of a nasa space vehicle pack not just a ship. 747 should be ready this weekend for resting. fingers crossed Link to comment Share on other sites More sharing options...
Mike-NZ Posted July 7, 2015 Author Share Posted July 7, 2015 Im sure we can all agree?so who is up for some testing? Link to comment Share on other sites More sharing options...
Mike-NZ Posted July 7, 2015 Author Share Posted July 7, 2015 I will leave this here Link to comment Share on other sites More sharing options...
daedaelus Posted July 7, 2015 Share Posted July 7, 2015 Ill just leave this here https://twitter.com/rocket2guns/status/618350996138254336I sent him your picture Patrick and he loved it i hope that was ok. Link to comment Share on other sites More sharing options...
Jeast Posted July 7, 2015 Share Posted July 7, 2015 Nice but still he left a mess of Dayz ;-) Link to comment Share on other sites More sharing options...
Columbia Posted July 7, 2015 Share Posted July 7, 2015 (edited) Wow, such progress, Mike-NZ! Good work! Are there any updates on the SCA? Edited July 7, 2015 by Columbia Link to comment Share on other sites More sharing options...
PatrickTeu Posted July 7, 2015 Share Posted July 7, 2015 I will leave this herehttp://i.imgur.com/FJrKrlM.jpgawesome, but you must not change the orbiter for it. The Saturn-Shuttle is von Brauns original Shuttle concept. The orbiter would be the same as it is today. Infact in reality the orbiter could switch to this launch system without any modfications. Politicians killed the liquid main stage because cost and demanded the cheaper SRB. So basicly you can concentrate on the Saturn launch booster and make it possible to attach the normal Orbiter on it. Link to comment Share on other sites More sharing options...
Mike-NZ Posted July 7, 2015 Author Share Posted July 7, 2015 awesome, but you must not change the orbiter for it. The Saturn-Shuttle is von Brauns original Shuttle concept. The orbiter would be the same as it is today. Infact in reality the orbiter could switch to this launch system without any modfications. Politicians killed the liquid main stage because cost and demanded the cheaper SRB. So basicly you can concentrate on the Saturn launch booster and make it possible to attach the normal Orbiter on it.Yes it will attach to the normal orbiter like the external tank Link to comment Share on other sites More sharing options...
PatrickTeu Posted July 7, 2015 Share Posted July 7, 2015 Yes it will attach to the normal orbiter like the external tankSad fact is that the orbiter itself is the work from Wernher von Braun. The orbiter design was finalized long before the ET and SRB were desgned. The entire design of the Shuttle bases on the Shuttle-Saturn concept. von Brauns concept was alsbolute superior to the final SRB and ET alternative. The Shuttle can lift up to 70 tons cargo with it. With the SRB that was limited to 22 tons. It is said that von Braun was deeply worried as the politicians demanded a budget version. SRB are against anything von Braun stands for. Beside the performance problems was another thing ...the SRB are extremly unsafe, uncontrollable and made the flights in the end much more expensive than the Saturn concept would have cost. 14 life and 2 orbiters were lost because that decission that politicians made. Both lost orbiters got destroyed because this pathetic SRB concept. Challenger because the SRB destroyed her ET. And Columbia because foam from the ET hit her wing, something that would not have happened when von Braun would have been able to build exactly what he planned. And not many know that Atlantis almost suffered the very same fate but made it back home with extreme damage. sorry for the history rant but seeing this makes me mad xD Link to comment Share on other sites More sharing options...
olivertk Posted July 7, 2015 Share Posted July 7, 2015 Sirkut was working on a dyna-soar here is the thread: http://forum.kerbalspaceprogram.com/threads/60540-WIP-X-20-Dynasoar It would be awesome if you made one! Link to comment Share on other sites More sharing options...
PatrickTeu Posted July 7, 2015 Share Posted July 7, 2015 Endeavour makes reentry:approach:landed Link to comment Share on other sites More sharing options...
Mike-NZ Posted July 7, 2015 Author Share Posted July 7, 2015 Endeavour makes reentry:http://fs2.directupload.net/images/150707/w7fibf7v.jpgapproach:http://fs1.directupload.net/images/150707/if2bvufv.jpglanded http://fs2.directupload.net/images/150707/eoc3r32h.jpgVerry nice but dont expect that in the campain!... 747 glide launches only until full shuttle is unlocked Link to comment Share on other sites More sharing options...
Mike-NZ Posted July 7, 2015 Author Share Posted July 7, 2015 i didn't have time to do everything but here is a patchv1.7.2https://www.dropbox.com/s/lnhhc5ahq2bozrk/1.7.2.zip?dl=0v1.7.2modified module decoupling abilityadjusted oms fuel usage to last longerextended APU (generator) lifespanremoved science storage from cabin. proper module required if science gathering is requiredlowered reaction torque in fuselage, too powerfull.put the COL back slightlyfixed ET DOOR heat toleranceadded tail to Enterpriseincreased dreamchaser part strengthlowered dreamchaser TWRfixed animation delay on Enterpriseadded SkyLabfixed rear rcsnew boster almost readyFSS rorator module almost ready Link to comment Share on other sites More sharing options...
Tyren Posted July 7, 2015 Share Posted July 7, 2015 This is how a space shuttle mod should look like. Link to comment Share on other sites More sharing options...
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