Kurld Posted February 14, 2023 Share Posted February 14, 2023 vs: Part of it is perspective being a little different and the fact that the picture of the real truss has the big mounting bracket, but I think you can see the boom is too long. It certainly doesn't fit into the shuttle bay without clipping really bad. Quote Link to comment Share on other sites More sharing options...
benjee10 Posted February 14, 2023 Author Share Posted February 14, 2023 12 minutes ago, Kurld said: vs: Part of it is perspective being a little different and the fact that the picture of the real truss has the big mounting bracket, but I think you can see the boom is too long. It certainly doesn't fit into the shuttle bay without clipping really bad. Hmm, it is close enough that I don't really want to use rescale factor to adjust it and break everyone's existing craft. I know it's not in a public release yet but it's been on the dev build for a long time. There's also a really bad bug with stock robotics and rescale factor which propagates the rescale factor onto anything attached to it on scene load. Community fixes addresses that but can't expect everyone to have it. I just checked and in the retracted state I am able to fit Z1 + plus the boom into the payload bay just fine by offsetting it up a couple of clicks. Trunnion pins don't line up, but at this stage I am not going to go into the model and change it (and I'm pretty sure the trunnion pins don't line up on a lot of the parts, they are just decorative really). Quote Link to comment Share on other sites More sharing options...
Kurld Posted February 14, 2023 Share Posted February 14, 2023 That's fine; I understand your reasoning, for sure. I'll make it work, I'm sure. Good to know about rescaleFactor, though the way I tried to sort it was changing scale in the model node. Is that essentially the same thing? One thing I noticed is that the node2 on the boom did not move at all, so that approach won't work, anyway. Quote Link to comment Share on other sites More sharing options...
PyjackMeat Posted February 15, 2023 Share Posted February 15, 2023 How do I land this in stock size KSP? Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted February 15, 2023 Share Posted February 15, 2023 4 hours ago, PyjackMeat said: How do I land this in stock size KSP? There's a landing section in the user manual on page 17. Quote Link to comment Share on other sites More sharing options...
DJ Reonic Posted February 15, 2023 Share Posted February 15, 2023 For those of you who want it: https://github.com/Crzyrndm/DynamicControls/ This allows the SSMEs to retain roll control during launch. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted February 16, 2023 Share Posted February 16, 2023 I am not a massive shuttle user, but with all the mod attention lately I took a dive into getting one to work. This is my WIP for what works for me in both JNSQ and KSRSS. It's using the ORANGES ET, BOLE SRBs from ACK, and I'm still using the Rainstorms (from a minimized reDirect), as the engine from RMM still doesn't fit right for me, even with the recent resize. Anyway, this baby executes a perfect PVG ascent to 130km x 130km with a little margin. I'm doing pretty much all the liftoff/ascent staging via SmartParts. Quote Link to comment Share on other sites More sharing options...
ra4nd0m Posted February 16, 2023 Share Posted February 16, 2023 7 hours ago, OrbitalManeuvers said: a perfect PVG ascent How do you control roll with PVG? My shuttle keep flying on its side... Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted February 16, 2023 Share Posted February 16, 2023 44 minutes ago, ra4nd0m said: How do you control roll with PVG? My shuttle keep flying on its side... I have Force Roll set to climb 180, turn 180, alt 80m Quote Link to comment Share on other sites More sharing options...
DJ Reonic Posted February 17, 2023 Share Posted February 17, 2023 1 hour ago, ra4nd0m said: How do you control roll with PVG? My shuttle keep flying on its side... it also helps to have VAB reorienter. Quote Link to comment Share on other sites More sharing options...
Ultim32 Posted February 17, 2023 Share Posted February 17, 2023 Hi, Does anyone know the correct staging order for the shuttle stack with MLP? Quote Link to comment Share on other sites More sharing options...
DJ Reonic Posted February 17, 2023 Share Posted February 17, 2023 14 minutes ago, Ultim32 said: Hi, Does anyone know the correct staging order for the shuttle stack with MLP? Crew arm > beanie cap > intertank access arm > ROFIs (the tail service mast "Activate Engine") > everything else. Smartparts and AGX can be used to make a timed GLS and RSLS. Quote Link to comment Share on other sites More sharing options...
Ultim32 Posted February 17, 2023 Share Posted February 17, 2023 20 hours ago, DJ Reonic said: Crew arm > beanie cap > intertank access arm > ROFIs (the tail service mast "Activate Engine") > everything else. Smartparts and AGX can be used to make a timed GLS and RSLS. Hi, I meant the staging order, not the action groups. Quote Link to comment Share on other sites More sharing options...
CirrusUpdraft Posted February 19, 2023 Share Posted February 19, 2023 I've got a question: Will the craft files that were bundled with the previous updates receive updates when update 1.2.0 is released fully? As currently, with the newly updated shared assets they cannot be loaded in due to the old AJ-10 engine and CMB-100 being fully removed Quote Link to comment Share on other sites More sharing options...
Brokeast Posted February 19, 2023 Share Posted February 19, 2023 Name decals appear glitched on the orbiter, this occurs both in the VAB and when launching. Does anyone know a solution to this? Quote Link to comment Share on other sites More sharing options...
QueenElizabeth1940 Posted February 19, 2023 Share Posted February 19, 2023 I know its a funny question, but will there ever be a version of the user manual with the DOD payload section unredacted or is it just sort of a little nod to the Space Shuttles DOD payload options? Quote Link to comment Share on other sites More sharing options...
benjee10 Posted February 19, 2023 Author Share Posted February 19, 2023 12 hours ago, CirrusUpdraft said: I've got a question: Will the craft files that were bundled with the previous updates receive updates when update 1.2.0 is released fully? As currently, with the newly updated shared assets they cannot be loaded in due to the old AJ-10 engine and CMB-100 being fully removed Yes, the craft files will be updated. 8 hours ago, Brokeast said: Name decals appear glitched on the orbiter, this occurs both in the VAB and when launching. Does anyone know a solution to this? This is caused by using a TU config like Magpie that applies TU shaders to all parts indiscriminately. 5 hours ago, QueenElizabeth1940 said: I know its a funny question, but will there ever be a version of the user manual with the DOD payload section unredacted or is it just sort of a little nod to the Space Shuttles DOD payload options? That is classified information I'm afraid. Quote Link to comment Share on other sites More sharing options...
Blufor878 Posted February 19, 2023 Share Posted February 19, 2023 19 hours ago, CirrusUpdraft said: I've got a question: Will the craft files that were bundled with the previous updates receive updates when update 1.2.0 is released fully? As currently, with the newly updated shared assets they cannot be loaded in due to the old AJ-10 engine and CMB-100 being fully removed CMB-100? Quote Link to comment Share on other sites More sharing options...
CirrusUpdraft Posted February 19, 2023 Share Posted February 19, 2023 Just now, Blufor878 said: CMB-100? I meant CBM-100, the Shuttle's APAS docking port Quote Link to comment Share on other sites More sharing options...
Blufor878 Posted February 19, 2023 Share Posted February 19, 2023 2 hours ago, CirrusUpdraft said: I meant CBM-100, the Shuttle's APAS docking port Ah ok. I’m a weirdo and have been using the stock(ish) ksp docking ports. Quote Link to comment Share on other sites More sharing options...
The guy from duna Posted February 20, 2023 Share Posted February 20, 2023 Hey is it possible to actuate the robotic arms using only Breaking Ground, or is it dependent on Infernal Robotics to work? If it's able to work using just Breaking Ground how do I utilize it? Quote Link to comment Share on other sites More sharing options...
Doc Shaftoe Posted February 20, 2023 Share Posted February 20, 2023 23 minutes ago, The guy from duna said: Hey is it possible to actuate the robotic arms using only Breaking Ground, or is it dependent on Infernal Robotics to work? If it's able to work using just Breaking Ground how do I utilize it? HT Robotics is designed to work with Breaking Ground first. IR is completely optional! Quote Link to comment Share on other sites More sharing options...
The guy from duna Posted February 20, 2023 Share Posted February 20, 2023 28 minutes ago, Doc Shaftoe said: HT Robotics is designed to work with Breaking Ground first. IR is completely optional! Thanks mate! But do you also happen know how to control the arm itself? I tried using the KAL controllers but they don't seem to do anything Quote Link to comment Share on other sites More sharing options...
chaos113 Posted February 20, 2023 Share Posted February 20, 2023 Does anyone here want proper parts to fill out the buran like the special cargobay with the nose gear, or the buran jets from ok-gli and possibly orbital varients of the jets? Quote Link to comment Share on other sites More sharing options...
Doc Shaftoe Posted February 20, 2023 Share Posted February 20, 2023 3 hours ago, The guy from duna said: Thanks mate! But do you also happen know how to control the arm itself? I tried using the KAL controllers but they don't seem to do anything There isn't really a great way to control stock robotics so I just do it one hinge at a time and move the joints very, very slowly. KAL controllers aren't really all that helpful for robotic arms. They're great for simple moving parts, but arms are a little too complex. I just use them as an easy way to set storage positions for arms. We really need some kind of inverse kinematics controller for stock robotics, but I don't think anyone is working on one or willing to start this close to KSP2's release. Once upon a time there was an inverse kinematics controller mod for Infernal Robotics but I don't know if it's updated for 1.12+ and I know for a fact that it wasn't configured to use any of the habtech robotics parts. Quote Link to comment Share on other sites More sharing options...
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