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[1.12.5] Knes 1.9.9


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Ohhhh I did it!

The trick was simple. As stock (and stockalike) KSP tanks don't have real partition between oxidizer and fuel - and as fuel is some generic "liquid fuel" - I tried to simulate the density of liquid hydrogen part of external fuel tank with a sctructural tube.
 

I present you the CCTS - Cursed Callisto Transportation System, using Knes and ReStock+

Spoiler

unknown.png

unknown.png

unknown.png

Only green part is fueled (well, and small slice at bottom)

It flies, well, not perfectly - but it mimics STS flight profile.

The only small  hitch I had is that I totally forgot to add landing gears and chutes...

unknown.png

 

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10 hours ago, nothingSpecial said:

Ohhhh I did it!

The trick was simple. As stock (and stockalike) KSP tanks don't have real partition between oxidizer and fuel - and as fuel is some generic "liquid fuel" - I tried to simulate the density of liquid hydrogen part of external fuel tank with a sctructural tube.
 

I present you the CCTS - Cursed Callisto Transportation System, using Knes and ReStock+

  Hide contents

unknown.png

unknown.png

unknown.png

Only green part is fueled (well, and small slice at bottom)

It flies, well, not perfectly - but it mimics STS flight profile.

The only small  hitch I had is that I totally forgot to add landing gears and chutes...

unknown.png

 

Congrats :D

i've made some shuttle style launch but i'm not a specialist of this config, but maybe that could be great to share some craft sometime!

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Vega C launch with 48 luciole micro satellite:

Spoiler

Launchpad:

Wu2t7BJh.jpg

 

Liftoff:

G5UaShih.jpg

 

SwDP6D5h.jpg

21SD1d8h.jpg

 

 

P120C booster separation:

vUFp0Pah.jpg

Fm9OUZ0h.jpg

 

Fairing Separation:

UBW5SeZh.jpg

1qrig7ch.jpg

 

Zephiro 40 Booster Separation:

iG6RFqth.jpg

 

 

Zephiro 9 separation and SSMS-C engine ON:

nD4YJejh.jpg

 

Beautiful View:

HI0Y7ZBh.jpg

 

Sat Deployment good formation:

WYFa6o4h.jpgHuivTrqh.jpghGGGzvWh.jpgHdRKmKSh.jpgk7jE02kh.jpg

 

Now time to assume control to each sat to circularise at each resonnant orbit:confused:

 

 

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11 hours ago, josselin2196 said:

Vega C launch with 48 luciole micro satellite:

  Hide contents

Launchpad:

Wu2t7BJh.jpg

 

Liftoff:

G5UaShih.jpg

 

SwDP6D5h.jpg

21SD1d8h.jpg

 

 

P120C booster separation:

vUFp0Pah.jpg

Fm9OUZ0h.jpg

 

Fairing Separation:

UBW5SeZh.jpg

1qrig7ch.jpg

 

Zephiro 40 Booster Separation:

iG6RFqth.jpg

 

 

Zephiro 9 separation and SSMS-C engine ON:

nD4YJejh.jpg

 

Beautiful View:

HI0Y7ZBh.jpg

 

Sat Deployment good formation:

WYFa6o4h.jpgHuivTrqh.jpghGGGzvWh.jpgHdRKmKSh.jpgk7jE02kh.jpg

 

Now time to assume control to each sat to circularise at each resonnant orbit:confused:

 

 

i don't even want to think about the framerates on this flight :D Nice config!

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8 hours ago, Well said:

i don't even want to think about the framerates on this flight :D Nice config!

10 FPS max, 308 part, 2 FPS when the rocket shake due to P120C G acceleration when close to depletion, booster based rocket are a nightmare in KSP and auto-launch mod, i wonder how real Vega handle that, the fairing must be well designed to negate sound and vibration for the payload.

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2 minutes ago, Hohmannson said:

I successfully recovered v.0.1 [2017-06-03] archive. Its license allows redistribution(CC BY-NC-ND 4.0), but say "ok" or "not ok" just in case.

If someone have it, you could put the file online somewhere i allow it, just respected the licence.

From memory the last KSP supported is 1.3 (not sure) if online i'm not going to make any support for it.

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14 hours ago, Clamp-o-Tron said:

download

Here it is. https://disk.yandex.ru/d/cUGJnRmZ_C7oQQ 

1)Converted the textures to DXT5, it's allowed by license bc it's a technical modification https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode#s2a4

2)3 MM patches in a separate folder(again, license), they fix outdated RCS module, add 1.11 inventory and add Waterfall if you have Waterfall.

Have fun! I had already, testing this. 

UPD: tag for Googleability of the post - Lockheed Kerbin CEV unknown.png

Edited by Hohmannson
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Playing Kerbalism and always had issues with the ATV to properly supply my ISS. So I sat down and wrote a MM patch for Kerbalism and the five ATVs, trying to mimic their payload as much as possible. It is working for me in Stock Kerbalism, as well as JNSQ Kerbalism. Just the dry mass payload above food you need to add

Gas tanks are duplicated, to allow Nitrogen or Oxygen. There might be better options to structure the PartSwitch, happy on feedback to learn.

Leaving it here, for anyone interested.
 

Spoiler


B9_TANK_TYPE
{
	name = ATV1
	tankMass =  0.00010627500
	tankCost = 0.15
	primaryColor = Azure

	RESOURCE
	{
		name = Water
		unitsPerVolume = 0.112
		percentFilled = 33.33333333
	}
	RESOURCE
	{
		name = Food
		unitsPerVolume = 1.03619177
		percentFilled = 33.33333333
	}
	RESOURCE
	{
		name = Oxygen
		unitsPerVolume = 9.45626478
		percentFilled = 100
	}
	RESOURCE
	{
		name = Nitrogen
		unitsPerVolume = 10.65814015
		percentFilled = 0
	}
	RESOURCE
	{
		name = MonoPropellant
		unitsPerVolume = 0.15666666
		percentFilled = 47.87
	}
	RESOURCE
	{
		// 380kg
		name = LiquidFuel
		unitsPerVolume = 0.01013333
		percentFilled = 100
	}
	RESOURCE
	{
		// 465kg
		name = Oxidizer
		unitsPerVolume = 0.01238519
		percentFilled = 100
	}
	RESOURCE
	{
		// 5500kg
		name = Waste
		unitsPerVolume = 0.97777777
		percentFilled = 0
	}
	RESOURCE
	{
		// 840kg
		name = WasteWater
		unitsPerVolume = 0.11144278
		percentFilled = 0
	}
}

B9_TANK_TYPE
{
	name = ATV2
	tankMass =  0.00010627500
	tankCost = 0.15
	primaryColor = Avocado

	RESOURCE
	{
		name = Water
		unitsPerVolume = 0.112
		percentFilled = 0
	}
	RESOURCE
	{
		name = Food
		unitsPerVolume = 1.03619177
		percentFilled = 0
	}
	RESOURCE
	{
		name = Oxygen
		unitsPerVolume = 9.45626478
		percentFilled = 100
	}
	RESOURCE
	{
		name = Nitrogen
		unitsPerVolume = 10.65814015
		percentFilled = 0
	}
	RESOURCE
	{
		name = MonoPropellant
		unitsPerVolume = 0.15666666
		percentFilled = 96.49
	}
	RESOURCE
	{
		// 380kg
		name = LiquidFuel
		unitsPerVolume = 0.01013333
		percentFilled = 100
	}
	RESOURCE
	{
		// 465kg
		name = Oxidizer
		unitsPerVolume = 0.01238519
		percentFilled = 100
	}
	RESOURCE
	{
		// 5500kg
		name = Waste
		unitsPerVolume = 0.97777777
		percentFilled = 0
	}
	RESOURCE
	{
		// 840kg
		name = WasteWater
		unitsPerVolume = 0.11144278
		percentFilled = 0
	}
}

B9_TANK_TYPE
{
	name = ATV3
	tankMass =  0.00010627500
	tankCost = 0.15
	primaryColor = Aubergine

	RESOURCE
	{
		name = Water
		unitsPerVolume = 0.112
		percentFilled = 33.33333333
	}
	RESOURCE
	{
		name = Food
		unitsPerVolume = 1.03619177
		percentFilled = 33.33333333
	}
	RESOURCE
	{
		name = Oxygen
		unitsPerVolume = 9.45626478
		percentFilled = 100
	}
	RESOURCE
	{
		name = Nitrogen
		unitsPerVolume = 10.65814015
		percentFilled = 0
	}
	RESOURCE
	{
		name = MonoPropellant
		unitsPerVolume = 0.15666666
		percentFilled = 67.02
	}
	RESOURCE
	{
		// 380kg
		name = LiquidFuel
		unitsPerVolume = 0.01013333
		percentFilled = 100
	}
	RESOURCE
	{
		// 465kg
		name = Oxidizer
		unitsPerVolume = 0.01238519
		percentFilled = 100
	}
	RESOURCE
	{
		// 5500kg
		name = Waste
		unitsPerVolume = 0.97777777
		percentFilled = 0
	}
	RESOURCE
	{
		// 840kg
		name = WasteWater
		unitsPerVolume = 0.11144278
		percentFilled = 0
	}
}

B9_TANK_TYPE
{
	name = ATV4
	tankMass =  0.00010627500
	tankCost = 0.15
	primaryColor = Banana

	RESOURCE
	{
		name = Water
		unitsPerVolume = 0.112
		percentFilled = 66.66666666
	}
	RESOURCE
	{
		name = Food
		unitsPerVolume = 1.03619177
		percentFilled = 33.33333333
	}
	RESOURCE
	{
		name = Oxygen
		unitsPerVolume = 9.45626478
		percentFilled = 100
	}
	RESOURCE
	{
		name = Nitrogen
		unitsPerVolume = 10.65814015
		percentFilled = 0
	}
	RESOURCE
	{
		name = MonoPropellant
		unitsPerVolume = 0.15666666
		percentFilled = 52.02
	}
	RESOURCE
	{
		// 380kg
		name = LiquidFuel
		unitsPerVolume = 0.01013333
		percentFilled = 100
	}
	RESOURCE
	{
		// 465kg
		name = Oxidizer
		unitsPerVolume = 0.01238519
		percentFilled = 100
	}
	RESOURCE
	{
		// 5500kg
		name = Waste
		unitsPerVolume = 0.97777777
		percentFilled = 0
	}
	RESOURCE
	{
		// 840kg
		name = WasteWater
		unitsPerVolume = 0.11144278
		percentFilled = 0
	}
}

B9_TANK_TYPE
{
	name = ATV5
	tankMass =  0.00010627500
	tankCost = 0.15
	primaryColor = BloodOrange

	RESOURCE
	{
		name = Water
		unitsPerVolume = 0.112
		percentFilled = 100
	}
	RESOURCE
	{
		name = Food
		unitsPerVolume = 1.03619177
		percentFilled = 33.33333333
	}
	RESOURCE
	{
		name = Oxygen
		unitsPerVolume = 9.45626478
		percentFilled = 100
	}
	RESOURCE
	{
		name = Nitrogen
		unitsPerVolume = 10.65814015
		percentFilled = 0
	}
	RESOURCE
	{
		name = MonoPropellant
		unitsPerVolume = 0.15666666
		percentFilled = 42.40
	}
	RESOURCE
	{
		// 380kg
		name = LiquidFuel
		unitsPerVolume = 0.01013333
		percentFilled = 100
	}
	RESOURCE
	{
		// 465kg
		name = Oxidizer
		unitsPerVolume = 0.01238519
		percentFilled = 100
	}
	RESOURCE
	{
		// 5500kg
		name = Waste
		unitsPerVolume = 0.97777777
		percentFilled = 0
	}
	RESOURCE
	{
		// 840kg
		name = WasteWater
		unitsPerVolume = 0.11144278
		percentFilled = 0
	}
}

@PART[_Knes_ATV_Cargo]:NEEDS[Knes,B9PartSwitch,ProfileDefault]:BEFORE[KerbalismDefault]
{
	!CrewCapacity = 2
	!RESOURCE[MonoPropellant] {}
}

@PART[_Knes_ATV_Cargo]:NEEDS[Knes,B9PartSwitch,ProfileDefault]:AFTER[KerbalismDefault]
{
	!MODULE[Configure] {}

	MODULE
	{
		name = ModuleB9PartSwitch
		moduleID = fuelSwitch
		baseVolume = 7500
		switcherDescription = ATV Type

		SUBTYPE
		{
			name = ATV1
			title = Jules Verne
			tankType = ATV1
		}
		SUBTYPE
		{
			name = ATV2
			title = Johannes Kepler
			tankType = ATV2
		}
		SUBTYPE
		{
			name = ATV3
			title = Edoardo Amaldi
			tankType = ATV3
		}
		SUBTYPE
		{
			name = ATV4
			title = Albert Einstein
			tankType = ATV4
		}
		SUBTYPE
		{
			name = ATV5
			title = Georges Lemaitre
			tankType = ATV5
		}
	}
}

 

Edited by chris-kerbal
added spoiler
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6 minutes ago, chris-kerbal said:

Playing Kerbalism and always had issues with the ATV to properly supply my ISS. So I sat down and wrote a MM patch for Kerbalism and the five ATVs, trying to mimic their payload as much as possible. It is working for me in Stock Kerbalism, as well as JNSQ Kerbalism. Just the dry mass payload above food you need to add

Gas tanks are duplicated, to allow Nitrogen or Oxygen. There might be better options to structure the PartSwitch, happy on feedback to learn.

Leaving it here, for anyone interested.

Spoiler

 

 

Thanks to you for Kerbalism player. (could you edit your post to use "spoiler" to not have the full config on the post, some people read the forum on phone)

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Knes 1.9.8 is online   Github download

Knes 1.9.8 [2021-08-04]
-------------------------------

	- New 0.9375 Cargo module
	- New 0.9375 Flat Adapter
	- Fix Waterfall Patch for Cora SL
	- Add more fuel on Rita2 booster
	- Improve Landing Skid with new physical material, nodes and new collider
	- StarRider and StarWatcher have now nodes to attach skids
	- Callisto grey Defaut variant is replaced by a new texture

 

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Hello again! Finally got a taste of StarWatcher which has became my go-to option for crew rotation crafts (on a VERY cursed restock-powered fully reusable launcher that is really  an SSTO), and have a question: how do I use paraglider properly?

 

Right now I go for "better safe than sorry" and put two of them in mirror symmetry over the top at the center of craft and deploy them at 500-700 meters above ground with almost horizontal speed of ~250 m/s, but the time frame where I can actually glide anywhere is rather small. After like about ten seconds the craft just starts to gracefully descend, and all I can do is unsuccessfully burn all my monoprop to get closer to the runway. Am I missing something?

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9 hours ago, nothingSpecial said:

Hello again! Finally got a taste of StarWatcher which has became my go-to option for crew rotation crafts (on a VERY cursed restock-powered fully reusable launcher that is really  an SSTO), and have a question: how do I use paraglider properly?

 

Right now I go for "better safe than sorry" and put two of them in mirror symmetry over the top at the center of craft and deploy them at 500-700 meters above ground with almost horizontal speed of ~250 m/s, but the time frame where I can actually glide anywhere is rather small. After like about ten seconds the craft just starts to gracefully descend, and all I can do is unsuccessfully burn all my monoprop to get closer to the runway. Am I missing something?

If you don't have the mod "RetractableLiftingSurface" the parafoil work exactly like a classic chute. If you install the dependencies you could play with a steerable variant but that not so great(work like a giant wheel), really difficult to play with it. But that the best we could have for KSP, Parafoil are not something we could have.

The StarWatcher could perfectly land on the runway, he have enought lift, but need maybe some practice. That how i land it ( dump all fuel before landing).

For career, if you really care about Security and don't want to land on the runway, i suggest for StarRider and StarWatcher to use 2 or 3 parachute (MainChute "Vega" is a good choice) in this case you could even remove landing skid and just land in the water.

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On 4/13/2020 at 7:09 PM, josselin2196 said:

If you use the version  with RetractableLiftingSurface. My standard re-entry is when entering atmosphere with a re-entry angle inferior than 45°:

  • point 30° up compared to prograde without go further 20° in navball
  • when prograde is at -10° -5°, point to 10°
  • at 700m/s point a little up compare to prograde
  • at 300m/s point prograde without let it go below 15°
  • open paraglider at 200m/s
  • direct craft to the ground using standard approach for plane, be careful to not brutally change trajectories and watch out for the vessel which tends to point downwards
  • at 10 meters retract paraglider
  • Landing!

@nothingSpecial, @josselin2196

Edited by RocketFowl
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  • 2 weeks later...
15 hours ago, Neebel said:

do we need the entire Cryo Tanks with all the tanks and everything for this to work or just the core with the SimpleBoiloff.dll plugin?

No idea, never tested, just the plugin could actually work

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16 hours ago, Neebel said:

do we need the entire Cryo Tanks with all the tanks and everything for this to work or just the core with the SimpleBoiloff.dll plugin?

You can delete Parts folder, but you should leave Patches (it contains patches that add fuel switch to tanks) and Localization (contains text strings for aforementioned patches).

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2 hours ago, Well said:

No idea, never tested, just the plugin could actually work

1 hour ago, biohazard15 said:

You can delete Parts folder, but you should leave Patches (it contains patches that add fuel switch to tanks) and Localization (contains text strings for aforementioned patches).

Yeah, that's what I ended up doing. Just the plugin didn't work. 

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