Shadowmage Posted February 20, 2016 Author Share Posted February 20, 2016 Updated testing release is available: https://github.com/shadowmage45/SSTULabs/releases/tag/0.3.29-pre2 Adds textures for RD-107/8, fixes up a few bugs, and adds a bit more work on shuttle parts. 11 hours ago, JoseEduardo said: Sure, no problem, once I get back to KSP I'll take a look at making a patch to use a alternate docking port (and back to RO too ) (btw, Buran is the first that comes to my mind, I simply find it so much handier to use it's extendable airlock ) We'll see what 1.1 has to offer as far as bugfixes. Esp. now that Claw is on the team, some of those oddities may well be straightened out. I'm also considering offering a 'blank' model of the fuselage; no docking port geometry at all, no engines, and no OMS pods (but various extra attach nodes). I'll see how it goes when it comes time for texturing, if I can split it up in a way to do it without wasting too much texture space. Quote Link to comment Share on other sites More sharing options...
JoseEduardo Posted February 20, 2016 Share Posted February 20, 2016 sweet, if that happen then I might be able to make a Free™ Buran with western engines Quote Link to comment Share on other sites More sharing options...
Kerbal01 Posted February 21, 2016 Share Posted February 21, 2016 Can't wait for H1/R-27 proper model!. How did you accomplish the slight curve in the Soyuz core stage tank, where the boosters attach? Quote Link to comment Share on other sites More sharing options...
blowfish Posted February 21, 2016 Share Posted February 21, 2016 Hmm ... it seems that reloading the game database through ModuleManager's interface causes the engine clusters to disappear from the editor. Perhaps something needs to implement ModuleManagerPostLoad() so that the appropriate things can be refreshed on a GameDatabase reload? Quote Link to comment Share on other sites More sharing options...
RedParadize Posted February 21, 2016 Share Posted February 21, 2016 I dont know why, but it seem that soyuz is particulary hard to control. It tend to flip over allot too. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted February 21, 2016 Share Posted February 21, 2016 Mine is still wobbly as well, didn't install tonight's patch yet though. Quote Link to comment Share on other sites More sharing options...
RedParadize Posted February 21, 2016 Share Posted February 21, 2016 Its not the first time I incounter this stabilty issue with single axis gimbal. The workaround is quite simple, I hadded another gimbal to the central engine. Basicly, the veriner are mostly for the show. It work well. For the flip over issue, fins do trick. Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted February 21, 2016 Share Posted February 21, 2016 @Shadowmage What are you using as the second(Or third, if you fancy) stage for the Soyuz rocket? I think the real engine is... RD-0110? Quote Link to comment Share on other sites More sharing options...
blowfish Posted February 21, 2016 Share Posted February 21, 2016 1 hour ago, RedParadize said: I dont know why, but it seem that soyuz is particulary hard to control. It tend to flip over allot too. It's a little difficult to control, but it's manageable, even in FAR. Just don't deviate too far from prograde, particularly near Mach 1. Quote Link to comment Share on other sites More sharing options...
JoseEduardo Posted February 21, 2016 Share Posted February 21, 2016 38 minutes ago, VenomousRequiem said: @Shadowmage What are you using as the second(Or third, if you fancy) stage for the Soyuz rocket? I think the real engine is... RD-0110? in all honesty, I think if he made one of the two, the best one for Soyuz upper stage (and Angara) would be the RD-0124 https://en.wikipedia.org/wiki/RD-0124 speaking of the Angara, I wonder if shadowmage has plans of doing the RD-191, as they are the single chamber variant of the RD-170... the only currently missing parts for a SSTU Angara would be these two engines Quote Link to comment Share on other sites More sharing options...
blowfish Posted February 21, 2016 Share Posted February 21, 2016 9 minutes ago, JoseEduardo said: the only currently missing parts for a SSTU Angara would be these two engines So basically, all the unique/complicated parts But you're right that the RD-170, 180, and 191 basically share scaled version of the same turbomachinery. That might reduce a bit of the work in modeling them... Quote Link to comment Share on other sites More sharing options...
RedParadize Posted February 21, 2016 Share Posted February 21, 2016 I like the RD-170, 180, and 191 allot. The intresting part is that technically it could be done using the cluster pluggin, but with having the turbopump part of the mount. See what I mean? Quote Link to comment Share on other sites More sharing options...
blowfish Posted February 21, 2016 Share Posted February 21, 2016 26 minutes ago, RedParadize said: The intresting part is that technically it could be done using the cluster pluggin, but with having the turbopump part of the mount. See what I mean? That's not really how the engine clustering works. All the pipes connecting the turbomachinery to the engine clusters has to be custom per-engine, not to mention the fact that the ambient occlusion really needs to be individualized. Quote Link to comment Share on other sites More sharing options...
ComatoseJedi Posted February 21, 2016 Share Posted February 21, 2016 Well, all I have to say is that the shuttle flies pretty good, even though I'm not any good at it. I can get that sucker to glide forever. Problem is that I can't get it to glide where I want, yet. I need to actually try to learn how to de-orbit into an angle that lines up with the runway or close to it, even though I can land pretty much anywhere that's flat. Even the RCS works good on the first go around with them. A little more tuning and you've got a darn good shuttle mod. Good job @Shadowmage. This is going to work very well. I haven't tried the engines yet, but it says in the engine description that it will cause your stage to become unstable. Works in progress tend to not work the way you want them to the first, second or third time around, even though these are brand new engines. There are a lot of things to work out on them. In regards to the empty shuttle and configure your own parts - that's totally up to you. But as you say, it's still to early to decide on that. But as I tested, the darn thing flies great with a touch of instability. But, what can we expect after just starting on this thing, right? I can only imagine what the finished product will result in. Wish I could buy you a round (or 10) of drinks. Quote Link to comment Share on other sites More sharing options...
RedParadize Posted February 21, 2016 Share Posted February 21, 2016 Hello Blowfish I was wondering if I could have that custom 6/7 engines mount that you made, It would be awesome. Thanks in advance! Quote Link to comment Share on other sites More sharing options...
blowfish Posted February 21, 2016 Share Posted February 21, 2016 11 minutes ago, RedParadize said: Hello Blowfish I was wondering if I could have that custom 6/7 engines mount that you made, It would be awesome. Thanks in advance! I've already submitted a PR on Github. You can download the changed files pretty easily, but I'm not going to package them up individually. Quote Link to comment Share on other sites More sharing options...
RedParadize Posted February 21, 2016 Share Posted February 21, 2016 17 minutes ago, blowfish said: I've already submitted a PR on Github. You can download the changed files pretty easily, but I'm not going to package them up individually. Ah, I see your PR, not quite sure how to download it. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted February 21, 2016 Share Posted February 21, 2016 Mage has to integrate it first I think. It's just a request to alter the original files. Maybe you can download the changed file from Blowfish's repository, don't know, or just manually change the file to match the PR. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted February 21, 2016 Author Share Posted February 21, 2016 17 hours ago, blowfish said: Hmm ... it seems that reloading the game database through ModuleManager's interface causes the engine clusters to disappear from the editor. Perhaps something needs to implement ModuleManagerPostLoad() so that the appropriate things can be refreshed on a GameDatabase reload? Is there a way to implement this without it being a hard-dependency (compile-time) on MM? The code I'm using for the editor group stuff is pretty much copy/paste from the code used by USI (RoverDude), and I believe they all suffer from that problem. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted February 21, 2016 Author Share Posted February 21, 2016 12 hours ago, RedParadize said: Ah, I see your PR, not quite sure how to download it. 3 hours ago, Jimbodiah said: Mage has to integrate it first I think. It's just a request to alter the original files. Maybe you can download the changed file from Blowfish's repository, don't know, or just manually change the file to match the PR. I'm working on merging it in right now; will likely post an updated release here in an hour or so; got a few things to clean up (code side changes that need to be made and tested), but should all be available soon. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted February 21, 2016 Author Share Posted February 21, 2016 16 hours ago, Jimbodiah said: Mine is still wobbly as well, didn't install tonight's patch yet though. 16 hours ago, RedParadize said: Its not the first time I incounter this stabilty issue with single axis gimbal. The workaround is quite simple, I hadded another gimbal to the central engine. Basicly, the veriner are mostly for the show. It work well. For the flip over issue, fins do trick. This appears to be solely a MJ problem related to the gimbals; as if I point the rocket prograde, and completely take my hands away from the controls, it will ascend perfectly stable without SAS or anything (doing its own very nice gravity turn). Not sure that I can fix it without making the engine unrealistic, nor do I think I would want to. 15 hours ago, VenomousRequiem said: @Shadowmage What are you using as the second(Or third, if you fancy) stage for the Soyuz rocket? I think the real engine is... RD-0110? I use a 1.875m MUS-CB, with a single RL10A-4. At its shortest size it has ~800dV, which is waaaaaay more than I need considering the core stage can place the SC-C stack into orbit.... In short -- use whatever you want. No, I will not be making an RD-110, at least not in the near future. 15 hours ago, JoseEduardo said: in all honesty, I think if he made one of the two, the best one for Soyuz upper stage (and Angara) would be the RD-0124 https://en.wikipedia.org/wiki/RD-0124 speaking of the Angara, I wonder if shadowmage has plans of doing the RD-191, as they are the single chamber variant of the RD-170... the only currently missing parts for a SSTU Angara would be these two engines Not really interested at this time. Unless you can show how those engines would fill a particular gap in the engine lineup; I do not have stats on-hand though, so could not say from memory. Quote Link to comment Share on other sites More sharing options...
davidy12 Posted February 21, 2016 Share Posted February 21, 2016 @Shadowmage I believe that someone made a six person mod to the Shuttle cockpit. There is space below (Use FreeIVA go to the back of the cockpit look down and BOOM). However, unfortunately: 1.) It was on Kerbalstuff 2.) It's incompatible with 1.0.5. However, I think it's a good substitute. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted February 21, 2016 Author Share Posted February 21, 2016 (edited) Updated testing release is available: https://github.com/shadowmage45/SSTULabs/releases/tag/0.3.29-pre3 Adds the SLS-6 mount by blowfish, fixes the LH2 patch for the SC-E parts (fix by blowfish), and support for arbitrary engine rotations in clusters (to fix RS-68 engines clipping in some configs, potentially can be used for other cleanup as well). Edited February 21, 2016 by Shadowmage Quote Link to comment Share on other sites More sharing options...
blowfish Posted February 21, 2016 Share Posted February 21, 2016 Ah, glad you came up with a more complete solution for rotation rather than my workaround Quote Link to comment Share on other sites More sharing options...
blowfish Posted February 21, 2016 Share Posted February 21, 2016 2 hours ago, Shadowmage said: Is there a way to implement this without it being a hard-dependency (compile-time) on MM? The code I'm using for the editor group stuff is pretty much copy/paste from the code used by USI (RoverDude), and I believe they all suffer from that problem. It doesn't require a hard dependency at all. ModuleManager uses reflection to find any classes that implement ModuleManagerPostLoad() as a static method or any MonoBehaviour instances that implement it as an instance method. And re: "I would love to see XXX engine" - I don't think SSTU was ever intended to be a complete (or even near-complete) set of engines. There are plenty of other mods for that. You can, and should, make SSTU configs for other mods, and chances are there's already a mod that provides whatever engine you want. Quote Link to comment Share on other sites More sharing options...
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