Angelo Kerman Posted September 17, 2020 Author Share Posted September 17, 2020 Sample craft for VAB: Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 17, 2020 Author Share Posted September 17, 2020 (edited) Launch tower parts done: And here is the final preview release before 1.0. The last 3D model I need to make is a launch slab static for Kerbal Konstructs. Then A couple of instructional/promo images, then 1.0 release! Edited September 17, 2020 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 19, 2020 Author Share Posted September 19, 2020 Riding around in my portable launchpad... ... With no a particular place to go... ... Dropping off the wheels... And that's how you move the launchpad to the Mk-33 Launch Site static (WIP). Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 20, 2020 Author Share Posted September 20, 2020 At long last, the Mk-33 1.0 release is here! This has been ten plus months in the making. I'll reiterate from the OP: Special Thanks to: @benjee10, @cineboxandrew, @JadeOfMaar, @Nertea, @Porkjet, @damon, @Zorg, @Jay The Amazing Toaster and many others for their advice, feedback, inspiration, and tweaks. And thanks to all of you for taking a look! Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted September 21, 2020 Share Posted September 21, 2020 (edited) Okay, it's been a while after release, and still no screenshots and congratulations, but whatever, here you go. Such a majestic silhouette! The original 4 test pilots rove over to the launchpad for a suborbital flight test of the prototype Mk-33. Mandatory elevator and access arm photo ops. The crew settle into their seats, and power on the systems. Unlike the Kane capsule and KSTS orbiter, the Mk-33 is designed to be flown by nearly anyone, making rapid flights possible. The crew access arms retract, leaving plenty of space for the wings at liftoff. Engine start! The Mk-33 makes a very sharp gravity turn, as it's only going to Welcome Back Island. Using RCS to hold attitude, it falls on a ballistic arc back towards the thick of the atmosphere. Jets on as it turns to the approach vector towards Welcome Back Airfield. Jeb can't have the automated landing system have all the glory, so he switches into manual control and guides the glider down very slowly. Dammit Jeb! Edited September 21, 2020 by Clamp-o-Tron Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 21, 2020 Author Share Posted September 21, 2020 Looks great @Clamp-o-Tron, thanks for sharing! Quote Link to comment Share on other sites More sharing options...
hemeac Posted September 21, 2020 Share Posted September 21, 2020 Thanks for the Mk-33, it is a lot of fun to fly and looks great! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 21, 2020 Author Share Posted September 21, 2020 16 hours ago, hemeac said: Thanks for the Mk-33, it is a lot of fun to fly and looks great! No worries! Having an X-33-like mod in KSP is something I wanted for years, and I'm happy to share this with others. Quote Link to comment Share on other sites More sharing options...
Z3R0_0NL1N3 Posted September 22, 2020 Share Posted September 22, 2020 Congrats on release, this is awesome! I'm not sure if it opens the wound that is the cancellation of Venturestar or if it allows for closure but it's a lot of fun to fly! It seems like I have a lot of delta V even for an SSTO, is this scaled against stock fuel (eg 2.5x scale Kerbin) or balanced to stock Kerbin scale? Can you include craft files in the release? I never feel like I get surface attachment parts exactly right Quote Link to comment Share on other sites More sharing options...
hemeac Posted September 22, 2020 Share Posted September 22, 2020 2 hours ago, Z3R0_0NL1N3 said: Congrats on release, this is awesome! I'm not sure if it opens the wound that is the cancellation of Venturestar or if it allows for closure but it's a lot of fun to fly! It seems like I have a lot of delta V even for an SSTO, is this scaled against stock fuel (eg 2.5x scale Kerbin) or balanced to stock Kerbin scale? Can you include craft files in the release? I never feel like I get surface attachment parts exactly right Think it has been optimized for 2.5x. Angel's recommendation for balancing in stock is empty the forward and aft tanks, but I took advantage of them to inefficiently get to orbit from the runway in stock scale as I haven't tried it yet from the tower yet :-) The craft files are included in WildBlueIndustries/Mk-33/SampleCraft Quote Link to comment Share on other sites More sharing options...
Z3R0_0NL1N3 Posted September 22, 2020 Share Posted September 22, 2020 (edited) 1 hour ago, hemeac said: Think it has been optimized for 2.5x. Angel's recommendation for balancing in stock is empty the forward and aft tanks, but I took advantage of them to inefficiently get to orbit from the runway in stock scale as I haven't tried it yet from the tower yet :-) The craft files are included in WildBlueIndustries/Mk-33/SampleCraft I did, but I still had like 5500m/s of DV, I guess that leaves plenty for orbital manoeuvres. Ah, and thanks. I was expecting a "Ships" folder in the root. Edited September 22, 2020 by Z3R0_0NL1N3 Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 22, 2020 Share Posted September 22, 2020 @Z3R0_0NL1N3 Mk-33 is explicitly meant to SSTO in JNSQ so it easily balances well for 2.7x. Many top-quality mods easily balance for 2.7x as well. That's the scale that matches the best with stock part performance and real-ish proportions for your rockets before you have to start using SMURFF and FAR. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 22, 2020 Author Share Posted September 22, 2020 Mk-33 should be on CKAN soon, and it's now available on Spacedock. Quote Link to comment Share on other sites More sharing options...
josselin2196 Posted September 28, 2020 Share Posted September 28, 2020 The sound of the engine is gold for ear and the texture are very detailed, it's a adventure to dock each time to my space station glad rcs are balanced. Now if only i can found a mass driver rail, i can redo the arkbird resupply system of ace combat ( for peace purpose only Bd armory). Quote Link to comment Share on other sites More sharing options...
RocketFowl Posted September 30, 2020 Share Posted September 30, 2020 On 9/28/2020 at 10:02 PM, josselin2196 said: The sound of the engine is gold for ear and the texture are very detailed, it's a adventure to dock each time to my space station glad rcs are balanced. Now if only i can found a mass driver rail, i can redo the arkbird resupply system of ace combat ( for peace purpose only Bd armory). https://forum.kerbalspaceprogram.com/index.php?/topic/41665-wip-mass-driver/ Like this one? Quote Link to comment Share on other sites More sharing options...
GoldForest Posted October 3, 2020 Share Posted October 3, 2020 (edited) @Angel-125 Belated congrats on release. Three questions: Are you planning to do a hydrolox version of the engines? The real X-33/Venture Star's engine ran on that. Could you add a special decoupler and attachment node to the belly of the Mid-Fuselage so we can make a belly to belly X-33/X-33? There's some concepts about a space shuttle launched by another space shuttle attached to the belly. I think the X-33 would benefit from this. Could you add nodes to the wing and rear fuselage to make it easier to attach the wings? Edited October 4, 2020 by GoldForest Quote Link to comment Share on other sites More sharing options...
GrandProtectorDark Posted October 4, 2020 Share Posted October 4, 2020 13 hours ago, GoldForest said: Are you planning to do a hydrolox version of the engines? The real X-33/Venture Star's engine ran on that. Iiirc, there's already a patch that makes the mod work on hydrolox Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted October 4, 2020 Share Posted October 4, 2020 Kottabos review here: Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 4, 2020 Author Share Posted October 4, 2020 17 hours ago, GoldForest said: @Angel-125 Belated congrats on release. Three questions: Are you planning to do a hydrolox version of the engines? The real X-33/Venture Star's engine ran on that. Could you add a special decoupler and attachment node to the belly of the Mid-Fuselage so we can make a belly to belly X-33/X-33? There's some concepts about a space shuttle launched by another space shuttle attached to the belly. I think the X-33 would benefit from this. Could you add nodes to the wing and rear fuselage to make it easier to attach the wings? Take a look at the Extras folder, it has a patch made for hydrolox. I’ll look into it. Meanwhile you can use the stock radially node: https://wiki.kerbalspaceprogram.com/wiki/BZ-52_Radial_Attachment_Point My understanding of flight control surfaces is that node attaching them messes with the symmetry and control. @JadeOfMaar knows about this better than I. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted October 4, 2020 Share Posted October 4, 2020 1 hour ago, Angel-125 said: Take a look at the Extras folder, it has a patch made for hydrolox. I’ll look into it. Meanwhile you can use the stock radially node: https://wiki.kerbalspaceprogram.com/wiki/BZ-52_Radial_Attachment_Point My understanding of flight control surfaces is that node attaching them messes with the symmetry and control. @JadeOfMaar knows about this better than I. I looked in the folder and didn't see a cfg patch. Unless you're talking about the .txt files. Yeah, I've had to Jerry rig something up due to the parts not allowing surface placement. Well, SOCK uses attachment node surface controls, maybe talk to @benjee10 for help. But I was mainly just wanting the wings, not the control surfaces themselves, but noded control surfaces would be nice as well. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 4, 2020 Share Posted October 4, 2020 @GoldForest Wings and elevons that use stack nodes can't be placed in any kind of symmetry otherwise all steering input becomes roll. Benjee's wings are clearly not made to be placed in symmetry so they can get away with it. I learned this from my experiment with OPT wings. There's another spaceplane mod whose wings and elevons use stack nodes and it also manages, but those wings are composite pieces (left and right wing welded together) that attach inline, and its center of lift is in the fuselage, not in the span of the wings. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted October 5, 2020 Share Posted October 5, 2020 Hmmm, well, I have trouble placing the wings. I can't seem to get them just right. Any time I do use them, the shuttle doesn't want to pull up. Quote Link to comment Share on other sites More sharing options...
cpttails Posted October 5, 2020 Share Posted October 5, 2020 Hey, love this mod, and cant wait to use it. Having a problem though where the Aft fuel tank just doesn't exist in the game for some reason. Is there anything that can be done to get it to exist? (noticed in the shared files that there was an MU file associated with it but not DDS image.) Quote Link to comment Share on other sites More sharing options...
Rylos Posted October 6, 2020 Share Posted October 6, 2020 Excellent Mod! It seems to argue with the Physics range extender mod a little, when launching and on re-entry. It doesn't crash the game, or keep it from flying like the flying brick it is though. Still learning how to land a flying brick, a bit of a learning curve guess. Thank you for your time and effort Quote Link to comment Share on other sites More sharing options...
Pierocks4133 Posted October 7, 2020 Share Posted October 7, 2020 (edited) Downloaded it and it all worked fine, it just seems its missing a wing piece and the aft tank, they exist in the files but not in game. Edit: Parts appeared again, for some reason either Deleting BDarmory or Downloading a shuttle mod fixed it. Edited October 7, 2020 by Pierocks4133 problem fixed Quote Link to comment Share on other sites More sharing options...
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