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[x.x.x] Space Shuttle in development


Radar

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  • 2 weeks later...

hello guys, I have an issue, with the mod, i don't have the RSS/RO installed. The mod was working but a few time ago when a loaded the craft the external texture of the cabine and the payload was black, I tried to delete  the craft and re-build again but nothing changed, i have reinstalled but nothing.... could this be a texture issue??? something wrong with the texture folder??? please help me 

thank you so much 

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  • 3 weeks later...
  • 4 weeks later...
  On 2/9/2021 at 8:58 PM, si2504 said:

@Briso I hope you can help me. I am trying to download your modified version of the SSS with RSS/RO configs however the connection refuses to connect to the dropbox link. Is there another way for me to download the file? Thank you.

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You should use Dylan Semrau version

https://github.com/DylanSemrau/Space-Shuttle-System

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  On 2/9/2021 at 10:45 PM, si2504 said:

could you tell me what the decouplers and the SRB's are called in game so I can check in my files please?

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if you're using dylan's version that was linked above, the decouplers for the SRBs are called "Shuttle Solid Side Rocket Booster Decoupler" and the SRBs are called "Shuttle Solid Rocket Booster".  Janitor's Closet is worthwhile to have installed if you don't already.

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So, this is my first post in this forum. i make this because i wanna say thank you to @Radar for make this beautiful mod. I've installed this mod three weeks ago and don't face any big problem whenever i played it. I can make great launch and orbit on earth with mechjeb, and i use realism overhaul, rss, rp-1. deadly reentry etc and everything works perfectly. Except, for reentry hehehe . i've tried several techniq for reentry but unfortunately i always fail. (you can see this video)

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So at that time, im thinking. why did this could happen? and i did check this mod file settings, and modulemanager cache file. and finally i know what causing i always fail when reentry to earth.  Reference  with this page, the parts temp in this model evidently are very low. So i do some reconfigure on temp in this mod (gamedata/SpaceShuttle), furthermore i also reconfigure  settings of temp in realism overhaul (RO_SuggestedMods/SpaceShuttleSystem) and deadly reentry (GameData\DeadlyReentry) mod.  The changes that I made were to set maximum temperature to> 2000 and <2700 (This temp still very low if compared to the real life, but it is quite suitable to be applied in rss)

Now, i can send my beautiful chalanger to send my sat mission on orbit, reentry and land with successfully. Once again, thank you very much Mr @Radar for give me and everyone this beautifull mod..! and please stay healthy with this covid condition..  :heart_eyes::blush2:


 

Edited by CaturLifeLive
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  • 3 weeks later...
  On 9/19/2018 at 1:29 AM, Radar said:

@Esq. Scisms This re-package is just a start of what's to come to be honest as the version I've posted here is one where I've pulled out the Ultimate Shuttle IVA and put back in the original from DECQ released version plus also pulled out the Canadarm. I did that deliberately to gauge the feedback and what I was doing people were happy with, and the direction it was being taken.

I want the re-package to be as simple as possible for those playing the game especially the first timers. For those who wanted to 'replicate' real life missions but at the Kerbalised level, not at a realism level.

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Do you have a link to DECQ's Version? Or is it dead and you still need to re-port canadarm and other stuff?

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Does anyone have any specific documentation on how to re-enter and land back at KSC using RSS/RO?  A video tutorial perhaps?

This shuttle seems to go into a death-spin on re-entry, and I've only seen Raiz Space manage to land--only I have no idea how he's configured his shuttle--his files have missing parts, or he's altered them post-video and not explained how.  Which is fine, I guess that's not his job, but his videos don't help very much.

That's not even mentioning burning up due to Deadly Re-entry.  I have to either disable that or enable the heat cheat.

In other news, MechJeb's PVG can lob this thing into a perfect almost-orbit now.  (Guessing that's Lamont's work)



 

 

Edited by slaintemaith
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@slaintemaith  to reentry im using this  methode ,  when first time I tried for reentry, my shuttle burned up. But I solved that problem by reconfiguring the maximum temperature, and as you said the shuttle started spinning, it happened because the rcs ran out of fuel and the sas reaction wheel was not strong enough to make this shuttle stable, and I solve it by adding a part (forgot the part name, but I'll check it if you want) so that my shuttle can reentry without using rcs until it reaches 65000- 70000. Usually I use rcs below 70000 (depending on my remaining fuel)

 

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  On 3/18/2021 at 12:14 AM, CaturLifeLive said:

@slaintemaith  to reentry im using this  methode ,  when first time I tried for reentry, my shuttle burned up. But I solved that problem by reconfiguring the maximum temperature, and as you said the shuttle started spinning, it happened because the rcs ran out of fuel and the sas reaction wheel was not strong enough to make this shuttle stable, and I solve it by adding a part (forgot the part name, but I'll check it if you want) so that my shuttle can reentry without using rcs until it reaches 65000- 70000. Usually I use rcs below 70000 (depending on my remaining fuel)

 

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Yes.  Yes, I would like to know the mod/what I need to edit to make things work.  I *thought* I edited the parts to prevent overheating.

I did not.

I'd love to have documentation on how to deorbit, re-enter, and land this shuttle (at the desired base) in an RSS situation. I'll happily edit whatever I need to to make it work.

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@slaintemaith
All right, maybe this is going to be a very long post but I hope it can help you. 

First parts max temps, reconfigure max temps is aims to overcome the overheating that occurs during reentry process .Below are some parts that you should change the max temps. You can simply copy paste this code, or copy the max temps only

 

A.  Max Temps

1.  SpaceShuttle

     gamedata\SpaceShuttle\Parts\Shuttle

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 gamedata\SpaceShuttle\Parts\ShuttleEngines

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2.  SpaceShuttleSystem

     GameData\RealismOverhaul\RO_SuggestedMods\SpaceShuttleSystem

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3.  DeadlyReentry

You also should change  "chute" max temps on deadly reentry folder, so that effect can be applied to shuttle vertical tail with chute

     gamedata\DeadlyReentry

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B.  Parts For Stop Spinning

The part name is kerbalism config engine, tbh i use this part for remove co2 on my shuttle so my kerbal can life, but somehow it also effect to shuttle reaction wheel and solve spin reentry issue.

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  On 3/18/2021 at 1:02 PM, CaturLifeLive said:

All right, maybe this is going to be a very long post but I hope it can help you. 

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Finally getting around to testing this.  Tried copying/pasting but even using Notepad++ looks like I'll have to do it manually.

...which I'm trying now.  

Either way--thank you very much for taking the time to post this.  I wonder if your changes couldn't be incorporated into RSS/RO and the latest version of this on the Github?

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I'm not too familiar with Kerbalism.  Not sure how one pressurizes and scrubs the CO2 from the cabin.

This seems like it might be an issue, since I get 250km up with dead kerbals.


Looks like it has to do with pressurization--but the cabin isn't equipped for that as far as I know in game.

EDIT:  "Solved" with using a MechJeb pod.  Who needs live kerbals anyway?


EDIT:

So my engines are still burning up.
I think there's a disconnect  with Deadly Reentry regarding the engines as well, as shown below.
The DR debug values appear far lower than they should be.  The same DR numbers appear for the OMS engines as well.
I'm not sure where DR keeps its data to modify.  (See Second image)


LqBZy75.png

 

 

5lXYG7t.png

Edited by slaintemaith
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In other news, I've got some good MechJeb Ascent numbers if anyone wants an easy, fairly realistic Shuttle launch.
This will put you into the almost orbit the shuttle is in after SSME shutdown.  This ensures the ET doesn't follow you around and become space junk.
You use OMS to circularize at apogee.
The "Attach Altitude" function will put you on the "going uphill" part of the orbit, just past RSS's demarkation for space.
"Drop Solids Early" gets the boosters away at as close to 10% rated thrust as I can manage.
Also simulated is the throttle down used to relieve the stress of the pressure at Max Q.
Orbit inc. is subject to change for whatever your mission requires.

1rDljkb.png

Edited by slaintemaith
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