The Space Man Posted March 1, 2020 Share Posted March 1, 2020 On 2/15/2020 at 7:59 PM, dave1904 said: I have done 30-40 landings atleast with the shuttle so far and never needed the steering. I do not think you should waste time on it since its works perfectly as it is. Sorry for long response but I like to get a good feeling of things before I give feedback. Landing can be a bit to hard however. I have changed a few things in cfgs to make it a bit easier. I believe is the best overall way to have very high stability and good landing even with payload inside the payload bay. I know its a shuttle and it flys like a brick. Maybe I went to far but personally I like returning things with shuttles too. My cfg. I gave the Forward fusalage a buff in lift to 2.1 and increased the dry mass of aft to 3.0 tons. For testing I enter eve and have no problem keeping a 30 degree angle of attack. Original cfgs What SSME is that on your first image? looks slightly different to the vanilla S3 KS-25 vector engine. Quote Link to comment Share on other sites More sharing options...
Guest Posted March 1, 2020 Share Posted March 1, 2020 (edited) They're ReStock KS-25s, I think. The differences are rather subtle from this angle. Edited March 1, 2020 by Guest Quote Link to comment Share on other sites More sharing options...
dave1904 Posted March 1, 2020 Share Posted March 1, 2020 (edited) 50 minutes ago, The Space Man said: What SSME is that on your first image? looks slightly different to the vanilla S3 KS-25 vector engine. restock or restock plus I believe. I would recommend you install both anyway. Edited March 1, 2020 by dave1904 Quote Link to comment Share on other sites More sharing options...
The Space Man Posted March 1, 2020 Share Posted March 1, 2020 Thanks. I've yet to try restock but some parts i have seen do look nice. Quote Link to comment Share on other sites More sharing options...
moguy16 Posted March 7, 2020 Share Posted March 7, 2020 (edited) Edited March 7, 2020 by moguy16 Quote Link to comment Share on other sites More sharing options...
moguy16 Posted March 7, 2020 Share Posted March 7, 2020 On 2/15/2020 at 9:59 PM, dave1904 said: I have done 30-40 landings atleast with the shuttle so far and never needed the steering. I do not think you should waste time on it since its works perfectly as it is. Sorry for long response but I like to get a good feeling of things before I give feedback. Landing can be a bit to hard however. I have changed a few things in cfgs to make it a bit easier. I believe is the best overall way to have very high stability and good landing even with payload inside the payload bay. I know its a shuttle and it flys like a brick. Maybe I went to far but personally I like returning things with shuttles too. My cfg. I gave the Forward fusalage a buff in lift to 2.1 and increased the dry mass of aft to 3.0 tons. For testing I enter eve and have no problem keeping a 30 degree angle of attack. Original cfgs can you share the configs? Quote Link to comment Share on other sites More sharing options...
Fredde104 Posted March 8, 2020 Share Posted March 8, 2020 I'd like to volunteer to add RPM and ASET props to improve the IVA, if there is interest. I've been playing around with IVAs for a few days and would like to take on an actual project Quote Link to comment Share on other sites More sharing options...
Guest Posted March 10, 2020 Share Posted March 10, 2020 Does anyone have any good suggestions for a mod to either hold the payload down in the bay, or make the arm able to connect to the same vessel? I ran into a bit of a snag when I tried arm operations. Quote Link to comment Share on other sites More sharing options...
benjee10 Posted March 10, 2020 Author Share Posted March 10, 2020 On 3/8/2020 at 10:55 PM, Fredde104 said: I'd like to volunteer to add RPM and ASET props to improve the IVA, if there is interest. I've been playing around with IVAs for a few days and would like to take on an actual project That’d be awesome. I always wanted to provide RPM comparability but just don’t have the time to embark on something like that. Let me know if you need anything from me. 59 minutes ago, Dragon01 said: Does anyone have any good suggestions for a mod to either hold the payload down in the bay, or make the arm able to connect to the same vessel? I ran into a bit of a snag when I tried arm operations. You can toggle same vessel interaction as of a couple of versions ago I think. Some people are having issues with the angle snap on the grapple fixture, so I’m intending to remove that next update - it seems to make things a bit too finicky docking the arm to payloads on the same vessel. If you remove those lines from the config you might have a big more luck. Quote Link to comment Share on other sites More sharing options...
Guest Posted March 10, 2020 Share Posted March 10, 2020 I actually put a rotor joint just before the end effector. Like on the real thing, so alignment shouldn't have been an issue. I'll try again, maybe I should have enabled interaction first, then maneuvered the arm into position. I'll play around with it some more. KSP can be rather finicky when it comes to docking, TBH, I didn't expect same vessel docking to work at all (then again, this thing is recent and I'm an oldtimer ). Perhaps the reason people have trouble with angle is that it's not indicated clearly that only one alignment is supported. Mentioning these peculiarities in part descriptions could go a long way. Quote Link to comment Share on other sites More sharing options...
benjee10 Posted March 10, 2020 Author Share Posted March 10, 2020 18 minutes ago, Dragon01 said: I actually put a rotor joint just before the end effector. Like on the real thing, so alignment shouldn't have been an issue. I'll try again, maybe I should have enabled interaction first, then maneuvered the arm into position. I'll play around with it some more. KSP can be rather finicky when it comes to docking, TBH, I didn't expect same vessel docking to work at all (then again, this thing is recent and I'm an oldtimer ). Perhaps the reason people have trouble with angle is that it's not indicated clearly that only one alignment is supported. Mentioning these peculiarities in part descriptions could go a long way. I’ve seen quite a few people have this issue but the ports definitely be at the correct angle, so I suspect the game just isn’t a fan of angle restrictions on same vessel docking in certain scenarios. I’d imagine it treats things slightly differently to a scenario with two separate vessels. Quote Link to comment Share on other sites More sharing options...
Guest Posted March 10, 2020 Share Posted March 10, 2020 It worked, just needed to set interactions before launch, and fiddle with it a bit. However, there's another problem, namely docking it to the ODS. I tried everything, and then looked up the real solution... Notice how the ODS is separated from the crew module by a small airlock and a spacer. Are such parts planned? There was a whole system of these tunnels, also used for Spacelab and Spacehab. Even without those, 0.975m crew tubes are potentially useful in general, not only for offsetting the ODS (on some MIR missions it was in the middle of the payload bay). Quote Link to comment Share on other sites More sharing options...
benjee10 Posted March 10, 2020 Author Share Posted March 10, 2020 21 minutes ago, Dragon01 said: It worked, just needed to set interactions before launch, and fiddle with it a bit. However, there's another problem, namely docking it to the ODS. I tried everything, and then looked up the real solution... Notice how the ODS is separated from the crew module by a small airlock and a spacer. Are such parts planned? There was a whole system of these tunnels, also used for Spacelab and Spacehab. Even without those, 0.975m crew tubes are potentially useful in general, not only for offsetting the ODS (on some MIR missions it was in the middle of the payload bay). Yup, a bunch of tunnel/airlock/adapter parts are planned along with other parts to make payload mounting easier. For now you might get serviceable results with a 1.25m crew tube offset into the cockpit. I appreciate it's not an ideal solution, but it's at least a workable solution until I get some time to model these parts. Quote Link to comment Share on other sites More sharing options...
Guest Posted March 10, 2020 Share Posted March 10, 2020 (edited) That'll be handy. I'm in no hurry, I'm waiting for Nertea's 1.875m SSPX parts, anyway, to see if I can make Russian modules with actual thremal blankets out of it. This one was mostly because I couldn't wait to check out the arm. At least I can confirm that the arm is pretty great. It's a bit wobbly, but the real one moved really slowly, and it works well if you're not too ham-fisted with it. Looking forward to CanadArm 2, but I think I'm gonna get some mileage out of this one, too. Edited March 10, 2020 by Guest Quote Link to comment Share on other sites More sharing options...
moguy16 Posted March 11, 2020 Share Posted March 11, 2020 the wings and arm keep offsetting or rotating, i asked for help in r/ksp discord and they said i should autostrut them, but they are already autostruted, so i will try autostruting them to root part, and see what happens, if the issue is fixed i will report here (i am the one that tagged you for help) Quote Link to comment Share on other sites More sharing options...
benjee10 Posted March 11, 2020 Author Share Posted March 11, 2020 2 minutes ago, moguy16 said: the wings and arm keep offsetting or rotating, i asked for help in r/ksp discord and they said i should autostrut them, but they are already autostruted, so i will try autostruting them to root part, and see what happens, if the issue is fixed i will report here (i am the one that tagged you for help) Interesting - I've not encountered this. Under what circumstances does this happen? What other mods are installed? Quote Link to comment Share on other sites More sharing options...
moguy16 Posted March 11, 2020 Share Posted March 11, 2020 (edited) 1 hour ago, benjee10 said: Interesting - I've not encountered this. Under what circumstances does this happen? What other mods are installed? i believe when i timewarp, but not too certain, as for mods i have a ton, here's are the mods that are in the LOG: Quote Stock assembly: Assembly-CSharp v0.0.0.0 Scale_Redist v1.0.0.0 / v2.4.3.10 Firespitter v7.3.7287.12431 Hyperspace v1.0.0.0 KSPModFileLocalizer v0.2.3.4 ModuleManager v4.1.0.0 ModuleManager v4.1.0.0 MiniAVC v1.4.0.2 ClickThroughBlocker v0.1.9.3 / v1.0.0.0 BlendshapeModelLoader v1.0.0.0 TexturesUnlimited v0.0.0.0 USITools v1.0.0.0 MiniAVC v1.4.0.2 ToolbarControl v0.1.9.4 / v1.0.0.0 AnimatedDecouplers v1.4.2.17895 MiniAVC v1.4.0.2 AnyRes v2.0.3.3 ASETPropsIdentifier v1.5.0.0 Astrogator v0.10.0.0 Sigma88LoadingScreens v0.5.0.0 B9PartSwitch v2.11.1.0 / vv2.11.1 MiniAVC v1.4.0.2 BetterTimeWarp v2.3.12.5 BDB v1.4.3.0 MiniAVC v1.4.0.2 BonVoyage v1.0.1.0 Chatterer v0.9.98.2686 MiniAVC v1.4.0.2 CCK v4.3.0.0 / v4.1.0.0 for KSP 1.6.0 SimpleBoiloff v0.2.1.0 CustomPreLaunchChecks v1.0.0.0 / v1.8.1.0 DeployableEngines v2.2.0.0 DistantObject v1.9.1.29406 DMModuleScienceAnimateGeneric v0.20.0.0 KerbalEngineer v1.1.7.1 KerbalEngineer.Unity v1.0.0.0 MiniAVC v1.4.0.2 DynamicBatteryStorage v1.0.0.0 EasyVesselSwitch v2.0.7235.25545 / v2.0 for KSP v1.8 KSPDev_Utils.2.0 v2.0.7231.38433 / v2.0 for KSP v1.8+ MiniAVC v1.4.0.2 EngineLightRelit v1.6.2.3 / v1.0.0.0 Atmosphere v1.8.0.2 CelestialShadows v1.8.0.2 CityLights v1.8.0.2 EVEManager v1.8.0.2 PartFX v1.8.0.2 PQSManager v1.8.0.2 ShaderLoader v1.8.0.2 Terrain v1.8.0.2 TextureConfig v1.8.0.2 Utils v1.8.0.2 _BuildManager v1.8.0.2 Firespitter v7.3.7287.12431 MiniAVC v1.4.0.2 FMRS v1.2.9.1 / v1.0.2.0 MiniAVC v1.4.0.2 HullCamera v0.2.0.0 InterstellarFuelSwitch v3.13.0.5 MiniAVC v1.4.0.2 MiniAVC v1.4.0.2 JanitorsCloset v0.3.7.0 / v1.0.0.0 RasterPropMonitor v0.31.3.27057KAS-API-v2 v2.0.7239.35367 / vKAS API v2KAS v1.5.7239.36651 / v1.5 for KSP 1.8+ KSPDev_Utils.2.0 v2.0.7231.38433 / v2.0 for KSP v1.8+ MiniAVC v1.4.0.2 KerbalEngineer v1.1.7.1 KerbalEngineer.Unity v1.0.0.0 MiniAVC v1.4.0.2 0Harmony v1.2.0.1 KerbalismBootstrap v3.6.7353.31904 / v3.6 KerbalKonstructs v2.0.0.0 / v1.8.1.15 DeployableAeroSurfaces v1.0.0.0 HyperEdit v1.5.8.0 / v1.5.8KIS v1.24.7279.41031 / v1.24 for KSP 1.8+ KSPDev_Utils.2.1 v2.1.7279.39857 / v2.1 for KSP v1.8+ MiniAVC v1.4.0.2 Kopernicus.Parser v1.0.0.0 ModularFlightIntegrator v1.0.0.0 / v1.2.7.0 Kopernicus v1.0.0.0 ICSharpCode.SharpZipLib v0.86.0.518 / v0.86.0 kOS v1.2.1.0 kOS.Safe v1.2.1.0 KronalUtils v0.1.0.0 / v1.0.0.0 KS3P v1.0.0.0 / v6.1.2.3 MiniAVC v1.4.0.2 ksp-advanced-flybywire v1.8.3.1 / v1.1.0.0 XInputDotNetPure v1.0.0.0 MiniAVC v1.4.0.2 KSTS v2.0.0.1 / v1.0.0.0 0Harmony v1.2.0.1 CachedQuickLz v1.3.1.0 / v1.3.1 JsonFx v2.0.1209.2802 Lidgren.Network v0.24.0.258 / v0.24.0.258-Release LmpClient v0.24.0.258 / v0.24.0.258-Release LmpCommon v0.24.0.258 / v0.24.0.258-Release LmpGlobal v0.24.0.258 / v0.24.0.258-Release System.Runtime.Serialization v3.0.0.0 / v3.0.4506.648 AvionicsSystems v1.1.0.30091 MoonSharp.Interpreter v2.0.0.0 DockingPortAlignmentIndicator v6.8.5.0 DPAI_RPM v1.0.0.1 ModuleDockingNodeNamed v1.0.0.1 NearFutureElectrical v1.0.0.0 NFPropUtils v1.0.0.0 MiniAVC v1.4.0.2 NearFutureSolar v0.4.0.0 MiniAVC v1.4.0.2 S.A.V.E v1.0.0.0 MiniAVC v1.4.0.2 PebkacLaunchEscape2 v1.4.2.0 / v1.2.2.2 PlanetarySurfaceStructures v1.6.10.0 PlanetShine v0.2.6.1 UniversalStorage2 v1.8.0.0 / vv1.8.0.0 UniversalStorage2.Unity v1.8.0.0 MiniAVC v1.4.0.2 RCSBuildAid v0.10.0.0 ReentryParticleEffect v1.3.0.0 MiniAVC v1.4.0.2 Restock v0.1.0.0 MiniAVC v1.4.0.2 RetractableLiftingSurface v0.2.0.0 / v1.0.0.0 CommercialOfferings v0.4.0.0 / v1.0.0.0 SCANsat v1.8.14.0 / vv18.14 SCANsat.Unity v1.8.14.0 scatterer v0.0.0.0 MiniAVC v1.4.0.2 ShipEffectsContinued v1.0.10.0 / v1.0.8.4 ShowFPS v0.2.2.1 / v1.0.0.0 Sigma88LoadingScreens v0.5.0.0 SigmaDimensions v1.0.0.0 SmokeScreen v2.8.7.0 MiniAVC v1.4.0.2 KSP_ColorPicker v0.1.0.1 / v1.0.0.0 KSP_Log v0.1.0.1 / v1.0.0.0 KSP_PartHighlighter v0.1.0.1 / v1.0.0.0 Stock assembly: KSPSteamCtrlr v0.0.1.35 MiniAVC v1.4.0.2 StageRecovery v1.9.2.1 / v1.8.0.0 HabUtils v1.0.0.0 TextureReplacer v4.1.0.3638 TrajectoriesBootstrap v1.0.0.0 KerbalAlarmClock v3.12.0.0 ControlActionGroup v1.0.0.0 HabUtils v1.0.0.0 SootyShaderLoader v1.0.0.0 KSPe.Light.TweakScale v2.1.0.17 Scale v2.4.3.10 UniversalStorage2 v1.8.0.0 / vv1.8.0.0 UniversalStorage2.Unity v1.8.0.0 MiniAVC v1.4.0.2 VesselView v0.8.8.3 / v1.0.0.0 VesselViewPlugin v0.8.8.3 / v1.0.0.0 VesselViewRPM v0.8.8.3 / v1.0.0.0 VVDiscoDisplay v0.8.8.3 / v1.0.0.0 VVPartSelector v0.8.8.3 / v1.0.0.0 MiniAVC v1.4.0.2 WorldStabilizer v1.0.7275.3032 Folders and files in GameData: 000_ClickThroughBlocker 000_TexturesUnlimited 000_USITools 001_ToolbarControl AirplanePlus AnimatedDecouplers AnyRes ASET Astrogator AstronomersVisualPack B9PartSwitch Benjee10_sharedAssets Benjee10_shuttleOrbiter BetterTimeWarp Bluedog_DB BonVoyage Chatterer Chrayol_Design_Org CommunityCategoryKit CommunityResourcePack CommunityTechTree CRE CryoEngines CryoTanks CustomPreLaunchChecks DeployableEngines DE_IVAExtension DistantObject DMagicScienceAnimate DnD_Alt DynamicBatteryStorage EasyVesselSwitch EngineLightRelit EnvironmentalVisualEnhancements Firespitter Flags FMRS Fuji HabTech2 htRobotics HullCameraVDS InterstellarFuelSwitch JanitorsCloset JSIKAS KerbalEngineer Kerbalism KerbalismConfig KerbalKonstructs KerbalReusabilityExpansion KerbaltekKIS Knes Kopernicus kOS KronalVesselViewer KS3P KSCExtended ksp-advanced-flybywire KSTS Localization LunaMultiplayer MOARdV ModularFlightIntegrator ModularLaunchPads NavyFish NearFutureConstruction NearFutureElectrical NearFutureLaunchVehicles NearFutureProps NearFutureSolar NearFutureSpacecraft NEBULA Nereid Notantares Space Industries OSSNTR Parts Patches Pebkac PlanetaryBaseInc PlanetShine Plugins PlumeParty ProbeControlRoom RCSBuildAid RealPlume RealPlume-Stock reDIRECT ReentryParticleEffect RESCALE ReStock ReStockPlus RetractableLiftingSurface RoutineMissionManager SCANsat scatterer ShipEffectsContinued ShowFPS Sigma SmokeScreen SpaceTuxLibrary Stock folder: Squad Stock folder: SquadExpansion StageRecovery StationPartsExpansion StationPartsExpansionMetal StationPartsExpansionRedux Tantares TantaresLV TextureReplacer Trajectories TriggerTech TundraExploration TundraSpaceCenter TundraTechnologies TURD TweakScale UltimateShuttleIVA UmbraSpaceIndustries UniversalStorage2 VesselView WorldStabilizer X-20-Moroz __LOCAL 999_Scale_Redist.dll CFKKS_VIS.cfg CryoEnginesRestock.cfg CryoEnginesRestockMH.cfg CryoEnginesRestockPlus.cfg Firespitter.dll Hyperspace.dll KSPModFileLocalizer.dll Licence.pdf LMP Readme.txt MMREADME.md mods for creative.zip ModuleManager.4.1.0.dll ModuleManager.4.1.3.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree S.A.V.E.dat solarpanel.cfg on a happier note, i managed to find out that my most efficient launch with the shuttle was when aiming at around 60 degrees by the time your apo. reaches your target altitude then flattening it out, this should happen around a couple mins after BECO Edited March 11, 2020 by moguy16 forgot to type something Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted March 11, 2020 Share Posted March 11, 2020 @moguy16 Why is there a.zip in you GameData (mods for creative.zip)? And why are there two ModuleManagers (4.1.0 and 4.1.3)? There should be only one. Quote Link to comment Share on other sites More sharing options...
moguy16 Posted March 11, 2020 Share Posted March 11, 2020 module managers are a mistake i'll remove it, as for zip i keep a handful of mods saved there in case i want them Quote Link to comment Share on other sites More sharing options...
moguy16 Posted March 11, 2020 Share Posted March 11, 2020 @benjee10 i had more problems with loading quicksaves (notice the O-rings without SRBs) can you pls see what is causing this? do you want the log? Quote Link to comment Share on other sites More sharing options...
jrosen Posted March 13, 2020 Share Posted March 13, 2020 I wanted to add this space shuttle and the ISS to my current game. My game uses the Unkerballed Start Tech Tree. I was looking to write a patch for UKS to move the nodes for these parts around. You can find my first pass on where I plan on putting the nodes here. Any thoughts and comments would be appreciated. Thanks Quote Link to comment Share on other sites More sharing options...
GrTaiyaki Posted March 21, 2020 Share Posted March 21, 2020 On 3/11/2020 at 11:14 PM, moguy16 said: @benjee10 i had more problems with loading quicksaves (notice the O-rings without SRBs) can you pls see what is causing this? do you want the log? I think the log is always needed in this situation If you post it I can try to simulate the error too By the way which mod are you using for that "DANGER" warning? Quote Link to comment Share on other sites More sharing options...
moguy16 Posted March 21, 2020 Share Posted March 21, 2020 11 hours ago, GrTaiyaki said: I think the log is always needed in this situation If you post it I can try to simulate the error too By the way which mod are you using for that "DANGER" warning? the log is long gone now, but when i asked at the discord server no one was able to get anything from the log the danger warning is from kerbalism this is unrelated to the problem Quote Link to comment Share on other sites More sharing options...
ItsJustLuci Posted April 1, 2020 Share Posted April 1, 2020 Hi, Idk where to put this as it's just a suggestion. could you maybe do a shuttle-C style fuselage and nosecone? I really like the concept and think it'd be awesome Quote Link to comment Share on other sites More sharing options...
Kostas23 Posted April 1, 2020 Share Posted April 1, 2020 Does this work for 1.8.1? Quote Link to comment Share on other sites More sharing options...
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