Angelo Kerman Posted August 20, 2020 Author Share Posted August 20, 2020 Making progress on the launchpad... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 20, 2020 Author Share Posted August 20, 2020 And done! I can mark the launchpad off the list. Still need to make the crew access tower parts and the launch platform... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 21, 2020 Author Share Posted August 21, 2020 (edited) Leveraging the work that I did on the launchpad for the launch platform: This is similar to the Mobile Launcher Platform that the Space Shuttle used, and sits on top of the stock launchpad. Hopefully this will get done pretty quick. Edited August 21, 2020 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 22, 2020 Author Share Posted August 22, 2020 Small progress today, grocery shopping takes all day... Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted August 22, 2020 Share Posted August 22, 2020 (edited) 3 minutes ago, Angel-125 said: Small progress today, grocery shopping takes all day... Yeah it does when you have to avoid other people in narrow aisles “like the plague” when half of them aren’t even wearing simple protective equipment. Nice work on the platform! Is the access arm the difference? Edited August 22, 2020 by Clamp-o-Tron Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 22, 2020 Author Share Posted August 22, 2020 (edited) 14 minutes ago, Clamp-o-Tron said: Yeah it does when you have to avoid other people in narrow aisles “like the plague” when half of them aren’t even wearing simple protective equipment. Nice work on the platform! Is the access arm the difference? Thanks! I could rant but... Anyway, The access arm is the same, but that image was taking from a different angle. My plan is to use the crew tower parts on both the launch platform and the launchpad. The same for the strongback. Based on my current rate, I estimate that I'll be done with the platform next week, and maybe a couple of weeks for the crew tower parts. So possibly 1.0 release by first couple weeks of September. Edited August 22, 2020 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted August 22, 2020 Share Posted August 22, 2020 Just now, Angel-125 said: Thanks! I could rant but... Anyway, The access arm is the same, but that image was taking from a different angle. My plan is to use the crew tower parts on both the launch platform and the launchpad. The same for the strongback. Based on my current rate, I estimate that I'll be done with the platform next week, and maybe a couple of weeks for the crew tower parts. So possibly 1.0 release by first couple weeks of September. How will the erector work if the pad is just a KK static? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 22, 2020 Author Share Posted August 22, 2020 8 minutes ago, Clamp-o-Tron said: How will the erector work if the pad is just a KK static? The launchpad isn't static. It's a part. You can either deploy it on a special static with Kerbal Konstructs, or "launch" the launchpad from the runway and drive it somewhere to set up launches. Once I get done with the last parts I'll create an infographic since it seems to be pretty confusing. Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted August 23, 2020 Share Posted August 23, 2020 Oh yes, sorry, I confused the mobile launch platform with the actual pad. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 24, 2020 Author Share Posted August 24, 2020 Sadly I think I need to redesign the platform. It works, but it hangs over the edges. What I might do instead is just move the posts. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 25, 2020 Author Share Posted August 25, 2020 (edited) Ok, redone: Had to add more posts to ensure the platform doesn't tip. I also need to add an elevator part separate from the platform. Still more to do, but at least now it is in game... Edited August 25, 2020 by Angel-125 Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted August 25, 2020 Share Posted August 25, 2020 "I do not need any more mods." I've been saying that to myself for a few weeks. Today: "It's just one more mod." Thanks for the new SSTO. I exploded the main landing gear on my first mk-33 landing test flight. The bounce from the gear destruction saved the rest of the plane. I knew was coming in too steep and fast, but didn't think I had enough aerodynamic control surfaces to fly past the runway and do a 180 degree turnaround. My mk-33 mk2 is going to use your tail surfaces as canards; canards make everything better Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted August 31, 2020 Share Posted August 31, 2020 (edited) I somehow landed it on my first go, but I really only have a general idea how.; not having Trajectories installed added to the difficulty, but here's "roughly" how I did it: (screenshots unavailable... use imagination.... *facepalm*) 1. Final orbit approx 80km x 80km or 80km x100km, with Pe roughly opposite side of Kerbin from KSC. 2. Start de-orbit burn "over/near" Nye Island/That Big Crater thing to the west of KSC. 3. Make Pe approx 30km - 35km "roughly" over KSC/just east of KSC 4. Have Jeb use the "Thumb Technique" to judge distance while looking out front window after re-orienting craft nose Prograde. Hard/Big Brain Mode: have Jeb go EVA after deorbit burn and use "Thumb Technique". 5. Hope you have fuel reserves 6. Hope you have more fuel for "Just in case" 7. Eyball landing 8. "Land" 9. If crew survives, you win. 10. If you can use the X-33 without major repairs* required, PROFIT!!! *Major Repairs means you only have to replace everything but the flight deck/nosecone. Edited August 31, 2020 by smotheredrun Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 3, 2020 Author Share Posted September 3, 2020 Just a heads up that work has been crazy, but I expect to finish up the Mk-33 launch platform this weekend. After that I'll have one more pre-release before the mod is done! Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted September 4, 2020 Share Posted September 4, 2020 This looks so flipping cool! Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted September 4, 2020 Share Posted September 4, 2020 14 minutes ago, Beetlecat said: This looks so flipping cool! Flipping on reentry is exactly right. Just my piloting skills though. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 4, 2020 Author Share Posted September 4, 2020 33 minutes ago, Beetlecat said: This looks so flipping cool! Thanks! This is something I wanted in my game for years. A few modders have tried making one here and there but sadly their projects never got completed. Today though, I put more details onto the launch platform and should have one more pre-release this weekend- just the crew tower parts remaining Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 4, 2020 Author Share Posted September 4, 2020 Finally! Launch platform is done along with the mobile launchpad. Here is the latest pre-release. The pad and platform and tower need some testing... If you have Dock Rotate installed then you can rotate the strongback. This is specifically intended for the mobile launchpad, not the above platform. Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted September 7, 2020 Share Posted September 7, 2020 @Angel-125 I've got some realplumes done for this thing! @PART[KR2200L]:NEEDS[zRealPlume,SmokeScreen,WildBlueIndustries/Mk-33] { @MODULE[ModuleEngines*],0 { @name = ModuleEnginesFX %powerEffectName = Hydrolox_LowerBlaze !runningEffectName = DELETE } @MODULE[ModuleEngines*],1 { @name = ModuleEnginesFX %powerEffectName = Cryogenic_UpperBlue_CE !runningEffectName = DELETE } PLUME { name = Hydrolox_LowerBlaze transformName = thrusterFX localRotation = -30,0,0 localPosition = 0,0,0 energy = 1 speed = 1 emissionMult = 0.5 flarePosition = 0,0,1 flareScale = 0.5 fumePosition = 0,0,2 fumeScale = 2.2 plumePosition = 0,0,2 plumeScale = 1.8 shockconePosition = 0,0,2.5 shockconeScale = 1.5 blazePosition = 0,0,1 blazeScale = 1.8 } PLUME { name = Cryogenic_UpperBlue_CE transformName = thrusterFX emissionMult = 1 localRotation = -30,0,0 energy = 2.5 speed = 1 alphaMult = 2 plumePosition = 0,0,2.1 plumeScale = 0.8 plume2Scale = 1 corePosition = 0,0,2.1 coreScale = 1.7 } } Launchpad and everything looks and plays great! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 7, 2020 Author Share Posted September 7, 2020 26 minutes ago, Clamp-o-Tron said: @Angel-125 I've got some realplumes done for this thing! @PART[KR2200L]:NEEDS[zRealPlume,SmokeScreen,WildBlueIndustries/Mk-33] { @MODULE[ModuleEngines*],0 { @name = ModuleEnginesFX %powerEffectName = Hydrolox_LowerBlaze !runningEffectName = DELETE } @MODULE[ModuleEngines*],1 { @name = ModuleEnginesFX %powerEffectName = Cryogenic_UpperBlue_CE !runningEffectName = DELETE } PLUME { name = Hydrolox_LowerBlaze transformName = thrusterFX localRotation = -30,0,0 localPosition = 0,0,0 energy = 1 speed = 1 emissionMult = 0.5 flarePosition = 0,0,1 flareScale = 0.5 fumePosition = 0,0,2 fumeScale = 2.2 plumePosition = 0,0,2 plumeScale = 1.8 shockconePosition = 0,0,2.5 shockconeScale = 1.5 blazePosition = 0,0,1 blazeScale = 1.8 } PLUME { name = Cryogenic_UpperBlue_CE transformName = thrusterFX emissionMult = 1 localRotation = -30,0,0 energy = 2.5 speed = 1 alphaMult = 2 plumePosition = 0,0,2.1 plumeScale = 0.8 plume2Scale = 1 corePosition = 0,0,2.1 coreScale = 1.7 } } Launchpad and everything looks and plays great! Thanks! I'll post that link in the OP Quote Link to comment Share on other sites More sharing options...
hemeac Posted September 7, 2020 Share Posted September 7, 2020 I've finally loaded this up in game, the texturing work is really great. I came across the Mk33CryoEngines patches after I noticed that the default Cryotanks patch from Nertea creates a 0 mass cockpit if one uses liquid hydrogen ... I noticed in that in your patches to convert the Velociraptor to hydrolox, the orbital thrust specific impulse in a vacuum is the same as the standard thrust specific impulse. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 10, 2020 Author Share Posted September 10, 2020 Starting to build the crew tower... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 12, 2020 Author Share Posted September 12, 2020 Doing some functionality tests with the cockpit crew arm: The arm is inspired by the Crew Dragon arm. I can board the Mk-33 but can't exit it, so I have more work to do before I can finish the modeling... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 16, 2020 Author Share Posted September 16, 2020 Pretty much there for the cockpit arm: (with earlier fit test): And there's room to launch: I'm starting to work on the crew access for the mission bays. Once that's done and the tower top is done, then I'll finally have the tower parts completed. I'll probably have one more pre-release before I finish up the Kerbal Konstructs launch slab static. I'm on track for a 1.0 release by end of September! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 17, 2020 Author Share Posted September 17, 2020 Progress: Quote Link to comment Share on other sites More sharing options...
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