Avalon304 Posted April 29, 2017 Share Posted April 29, 2017 17 hours ago, Pak said: Block who now? That looks good. Will this also help the Buran pack out (because LFBs could be interchanged)? Or is that after? Quote Link to comment Share on other sites More sharing options...
minepagan Posted April 29, 2017 Share Posted April 29, 2017 1 hour ago, Avalon304 said: That looks good. Will this also help the Buran pack out (because LFBs could be interchanged)? Or is that after? I think that will/should come after. Besides, in the meantime we have AB Launchers for Energia, but there is no other mod for Block 2. Quote Link to comment Share on other sites More sharing options...
Pak Posted April 29, 2017 Author Share Posted April 29, 2017 @Avalon304 Buran will be separate and after. I'll be working with @Beale when he builds his new Energia so it integrates with CA well. The plan is you could either use his boosters with my ET, or his whole stack with a little balance patch from me. This'll give me more time to work on cleaning up the Buran to be more of its own craft with a few new parts like an airlock, LES boosters, etc. Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted April 29, 2017 Share Posted April 29, 2017 So..... That looks nice.... Quote Link to comment Share on other sites More sharing options...
Pappystein Posted April 30, 2017 Share Posted April 30, 2017 On 4/26/2017 at 9:30 AM, Z3R0_0NL1N3 said: Unless I'm mistaken, their fuselages looked pretty similar in size. Actually the Shuttle is slightly wider than the 747-100, Which proves the Mk3 parts are actually too small for a proper shuttle @ 0.64 scale. You can't fit 10x abreast Kerbal seats with 2x Kerbal wide isles in the Mk3 fuselage. And NO that was not a knock at this awesome mod! https://www.seatguru.com/airlines/United_Airlines/United_Airlines_Boeing_747-400_B.php https://www.seatguru.com/airlines/United_Airlines/United_Airlines_Boeing_747-400_B.php But besides that. unless you are going to use something like FMRS there is no point except as an art piece for a Shuttle Transport.... But now I want to make a Saturn-II with a cutout in the S-IVB stage for a small Mk2 based shuttle Quote Link to comment Share on other sites More sharing options...
Doc Shaftoe Posted May 2, 2017 Share Posted May 2, 2017 (edited) My most recent shuttle mission has been a resounding success thanks to your parts Pak, and by extension MrMeeb. Thank you so much for what you guys do, you really help KSP to come alive. A short time ago I made some shuttle themed decals for use with the Nebula Engineering Decals mod. With Pak's permission I'm going to release them for public use. Seeing as this is a derivative work, I'm including the same license used with the CA modpack. The decals include all of the US orbiter names, decals for the sides of the orbiter, a flag decal, and a NASA-style KSP logo in three red, gray, or black. NEBULA Space Engineering is required. License: Attribution-NonCommercial-NoDerivatives 4.0 International Link: https://www.dropbox.com/s/aq0t6o24no5lo3m/CA decals addon.rar?dl=0 Edited May 2, 2017 by Doc Shaftoe Hopefully fixed the link. Quote Link to comment Share on other sites More sharing options...
Dim A Posted May 2, 2017 Share Posted May 2, 2017 (edited) Buran: 1) Flaps: the upper part should be: The lower part should be like this: 2) service module Buran should look like this: 1) smoothing in the upper part: 2) the smoothing at the bottom: Well, with a Buran all. The Shuttle and the Shuttle C seems to be in order. And so a good mod Edited May 2, 2017 by Dim A Quote Link to comment Share on other sites More sharing options...
minepagan Posted May 2, 2017 Share Posted May 2, 2017 (edited) 20 hours ago, Dim A said: Buran: 1) Flaps: the upper part should be: The lower part should be like this: 2) service module Buran should look like this: 1) smoothing in the upper part: 2) the smoothing at the bottom: Well, with a Buran all. The Shuttle and the Shuttle C seems to be in order. And so a good mod Well Pak did say he was going to give Buran a pass to make it less of a texture set and more of an actual, seperate part set once he's done with Shuttle C (and once Beale makes Energia) Edit: also, what do you mean about the flaps? They appear to be working as intended in your screenshots.....? Edited May 3, 2017 by minepagan Quote Link to comment Share on other sites More sharing options...
TheRedTom Posted May 2, 2017 Share Posted May 2, 2017 17 hours ago, Doc Shaftoe said: Download: https://www.dropbox.com/s/3aha9qy7bwjo3gk/CA decals addon.rar?dl=0 This link is broken Quote Link to comment Share on other sites More sharing options...
Doc Shaftoe Posted May 2, 2017 Share Posted May 2, 2017 @TheRedTom Try it now. If it still doesn't work I'll upload it elsewhere after I get home from work. Quote Link to comment Share on other sites More sharing options...
TheRedTom Posted May 2, 2017 Share Posted May 2, 2017 @Doc Shaftoe working perfectly now, can't wait to pretty up my shuttles! Quote Link to comment Share on other sites More sharing options...
Doc Shaftoe Posted May 3, 2017 Share Posted May 3, 2017 Glad to hear it. Quote Link to comment Share on other sites More sharing options...
Dim A Posted May 4, 2017 Share Posted May 4, 2017 (edited) Buran will be! Edited May 4, 2017 by Dim A Quote Link to comment Share on other sites More sharing options...
baldamundo Posted May 21, 2017 Share Posted May 21, 2017 Why is it that the rear RCS pods are done as a single part combining both pods, rather than a single pod attached with symmetry? It seems like it makes the part much less versatile as well as way fiddlier to attach. BTW, do you ever (presumably in the distant future) plan to make parts for the planned fully reuseable version of Energia? P.S. This mod is fantastic - goes perfectly with the Energia from AB Launchers. Quote Link to comment Share on other sites More sharing options...
minepagan Posted May 21, 2017 Share Posted May 21, 2017 1 hour ago, baldamundo said: Why is it that the rear RCS pods are done as a single part combining both pods, rather than a single pod attached with symmetry? It seems like it makes the part much less versatile as well as way fiddlier to attach. If it's not symmetrical, it can't be attached with symmetry... Quote Link to comment Share on other sites More sharing options...
notJebKerman Posted May 21, 2017 Share Posted May 21, 2017 2 hours ago, baldamundo said: BTW, do you ever (presumably in the distant future) plan to make parts for the planned fully reuseable version of Energia? Well, reusable Baikal boosters can already be made with AB and Kerbal Reusability Expansion. Here's the one I've built on an suborbital test flight: Mods used: Bluedog Design Bureau, KRE, AB Launchers, SXT, but I'm not 100% sure about the last one. Craft file: https://www.dropbox.com/s/w4e34uy8rsvihot/Baikal.craft?dl=0 Quote Link to comment Share on other sites More sharing options...
baldamundo Posted May 21, 2017 Share Posted May 21, 2017 3 minutes ago, notJebKerman said: Well, reusable Baikal boosters can already be made with AB and Kerbal Reusability Expansion. Here's the one I've built on an suborbital test flight: Mods used: Bluedog Design Bureau, KRE, AB Launchers, SXT, but I'm not 100% sure about the last one. Craft file: https://www.dropbox.com/s/w4e34uy8rsvihot/Baikal.craft?dl=0 Oooh! Didn't realise KRE had the booster wings - cheers for the tip. What with procedural wings, I guess the main thing really I'm missing now is just a 5m cargo bay for the core stage. 45 minutes ago, minepagan said: If it's not symmetrical, it can't be attached with symmetry... Oh yeah. Somehow I always forget this obvious fact Quote Link to comment Share on other sites More sharing options...
SpaceIsCool Posted May 22, 2017 Share Posted May 22, 2017 When I try to roll the shuttle after liftoff it goes everywhere and it crashes back into the ground...???? Quote Link to comment Share on other sites More sharing options...
argentrolf Posted May 22, 2017 Share Posted May 22, 2017 (edited) ok... idk if im doing someting wrong... but i keep getting bill killed on a runway eva. basically heres what happens: transfer bill to the airlock from the flight deck select bill for eva bill goes PFFT! airlock is mounted so that one docking tube is up, the "extended" one goes to the crew space (not the extended version though) and the airlock opens into the cargo hold... so what am i doing wrong? *note: I had 6 seat mk3 and 6 seat science lab... uninstalled to see if thats what might be doing it, and will edit one final time when i know... nope... wasnt it.. Edited May 22, 2017 by argentrolf Quote Link to comment Share on other sites More sharing options...
notJebKerman Posted May 22, 2017 Share Posted May 22, 2017 1 hour ago, SpaceIsCool said: When I try to roll the shuttle after liftoff it goes everywhere and it crashes back into the ground...???? To achieve any form of roll control on the shuttle on ascent you have to enable roll/yaw on SSMEs (AG 4). Locking SAS to radial out is also useful since it will keep the shuttle pointing upwards. Quote Link to comment Share on other sites More sharing options...
Pak Posted May 22, 2017 Author Share Posted May 22, 2017 2 hours ago, argentrolf said: bill goes PFFT! Sounds like a heat error. Maybe some other mods conflicting? I thought it might be because of the science pallet placement with colliders conflicting or something but I did it on my end and don't have any issue. 2 hours ago, SpaceIsCool said: When I try to roll the shuttle after liftoff it goes everywhere and it crashes back into the ground...???? 1 hour ago, notJebKerman said: To achieve any form of roll control on the shuttle on ascent you have to enable roll/yaw on SSMEs (AG 4). Locking SAS to radial out is also useful since it will keep the shuttle pointing upwards. This might work but it locks you into a weird ascent I'd guess. The best idea would be to follow real shuttle methods during ascent and tweak a bit to account for SAS weirdness. If you have a lot of issues I'd recommend checking out the craft files as they're set up for ascent with all the action groups I use. There's also some simple launch and landing guides in the OP. Disable all flight surfaces (too many control surfaces make the craft overcorrect with SAS) Disable roll/yaw on SSMEs (the shuttle only uses the SRB gimbal for initial launch, but leaving the SSME pitch can help with little balance issues) Launch at about 75% SSME thrust and increase as the booster thrust decreases Roll slowly with little taps to keep the roll and yaw from drifting Enable SSME gimbals once the booster thrust isn't enough to maintain control of the craft Quote Link to comment Share on other sites More sharing options...
SpaceIsCool Posted May 22, 2017 Share Posted May 22, 2017 4 minutes ago, Pak said: Sounds like a heat error. Maybe some other mods conflicting? I thought it might be because of the science pallet placement with colliders conflicting or something but I did it on my end and don't have any issue. This might work but it locks you into a weird ascent I'd guess. The best idea would be to follow real shuttle methods during ascent and tweak a bit to account for SAS weirdness. If you have a lot of issues I'd recommend checking out the craft files as they're set up for ascent with all the action groups I use. There's also some simple launch and landing guides in the OP. Disable all flight surfaces (too many control surfaces make the craft overcorrect with SAS) Disable roll/yaw on SSMEs (the shuttle only uses the SRB gimbal for initial launch, but leaving the SSME pitch can help with little balance issues) Launch at about 75% SSME thrust and increase as the booster thrust decreases Roll slowly with little taps to keep the roll and yaw from drifting Enable SSME gimbals once the booster thrust isn't enough to maintain control of the craft Thanks for the advice, but when I look at the action groups it also turns off the engines. Do I change this manually or am I just really bad at flying winged spacecrafts xD Quote Link to comment Share on other sites More sharing options...
argentrolf Posted May 22, 2017 Share Posted May 22, 2017 at the moment i can only think 6-crew command was the only possible conflict (shuttle itself was yours and stock only), but it was persistant after a full removal... Quote Link to comment Share on other sites More sharing options...
minepagan Posted May 23, 2017 Share Posted May 23, 2017 15 hours ago, SpaceIsCool said: Thanks for the advice, but when I look at the action groups it also turns off the engines. Do I change this manually or am I just really bad at flying winged spacecrafts xD You have to change them manually. IIRC there was a mod that added in the ability to toggle gimbal with action groups but I can't remember what it was. Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted May 23, 2017 Share Posted May 23, 2017 (edited) 8 hours ago, minepagan said: You have to change them manually. IIRC there was a mod that added in the ability to toggle gimbal with action groups but I can't remember what it was. Not at my comp right now, but pretty sure @Pak has the SSME gimbals set up in an action group already - with no mod Edited May 23, 2017 by smotheredrun Fix tag... Stupid phone Quote Link to comment Share on other sites More sharing options...
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