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Kerbolrise - new space shuttle - v0.2 (Beta)


Alcentar

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:prograde:KERBOLRISE:retrograde: (in developing) - is the working title for a non-existent spacecraft, that nevertheless has the familiar image of the good old Space Shuttle. The project does not claim to be "realistic", although I tried to make it in a mixed "real/stock" style. :ph34r:

The author's task for this add-on is to create a universal shuttle of various configurations, which should be able to launch light and heavy loads into Kerbin orbit, as well as, after docking with a heavy block for acceleration, deliver payload to Mun orbit.

PICTURES:

KR1.png

KR2.png

 

rocket.png

 

The first version of the add-on is available, remember that this is a beta test, not the final release, so there may be many bugs, and the add-on is still under development. I'm afraid I decided to jump above my head, it is quite difficult and energy-consuming to make it work in the game, but still something worked out.

And now there are LOTS of instructions for use, yes, it will be long, but who said that building and operating a shuttle is easy. :D (tags for all detail = KR):

There are two versions of the shuttle, these are:
 Kerbolrise-1 (KR-1)

KRise1.png

Kerbolrise-3 (KR-3)

Krise3.png

They differ in the tail section, as well as in the rocket versions, and have different characteristics, capabilities and settings, so the instructions will be slightly different for different versions of the shuttle.

Construction in VAB:
IMPORTANT!!! - Always install "drainTankFTE-1" on engine mouths, LiquidFuel / Oxidizer must be completely drained when de-orbiting, this is a basic element to remember !!! 

The shuttles are quite simple to build, since they have a classic and familiar image, it shouldn't cause you any difficulties to build it, there is only a catch in two versions:

(KR-1)
Light variant. Has a familiar image of a classic American space shuttle, when building it you need to prohibit the use of LiquidFuel, and Oxidizer on the KR1-EngineMouth, otherwise the rocket will consume all the fuel, also when connecting the separator from the rocket (R-Decoupler) turn on crossfeed = true to supply fuel to the engines on the shuttle itself.

(KR-3)
Heavy variant. KR3-EngineMouth has twice as much fuel (the main engines are located on the rocket), it also has two attachment points to which you can attach additional parts, changing the characteristics of the shuttle. At the moment there are additional fuel tanks, and turbojets, will be in the future added new other details.

Start:

Nothing unusual. The two shuttles have slightly different rocket options, but both fly well enough.

Space:
(KR-1)
When detaching from the rocket, unblock the LiquidFuel and Oxidizer on the "KR1-engineMouth", and also turn off the main engines (KRengine-0150), their work is completed.

(KR-3)
No problem.

Return from orbit:

Returning the shuttle home is a different story, in fact, the two shuttles work the same when landing, it is important to remember and follow the instructions:

1 - We do the final turning on of the engines, leave the perigee about 23-21km.
2 - Drain all fuel except MonoPropellant using "drainTankFTE-1". Also close the engines to the final re-entry configuration (is not important, it has only an aesthetic aspect :P

R-E.gif
3 - Activate elevons, bodyFlap and rudder controller, they are inactive by default.
4 - When approaching, the space shuttle should be exactly on the roll, at an altitude of 69.999 km you should have an inclination of 27-30 degrees, if everything is going well, then at a speed of 1730ms press "Prograde:prograde:" , at this moment do not let the shuttle roll (the shuttle will roll, but the position should remain level) Leave the "Prograde:prograde:" shuttle, let it fly in automatic , you can take control of it when the flight speed is about 800ms.
P.S. At low altitudes it is best to disable SAS and only use it to stabilize the shuttle.

RAMP (robotic arm) currently only works with the official "Serenity" add-on.

 

Includes the following add-ons:

B9PartSwitch - It is needed to switch the appearance of some parts.

 

KSPWheel - Required for chassis.

 

And also FX, sounds for engine, and a parachute provided to me by DECQ.

 

I also highly recommend that you install this little plug-in, which will save you the pain of tying the shuttle with sewing threads.))

 

Download link: https://spacedock.info/mod/2491/Kerbolrise

If you have any suggestions, comments or you have found an error, please write.

 

Edited by Alcentar
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1 hour ago, davidy12 said:

FIRST!!!

Glad to see a Stockalike/Restockalike Buran. :D

 

ha-ha, almost! :P  After all, initially the model belonged to "Buran", although it was created a long time ago, but it was his model that I took as a basis, for example, this is why the wheel will be located on the fuselage, and not in the bow.)

 

This "Buran" model.

8e66d75ab10e02ba5ba278ce9bce1f67.png

 

1 hour ago, Misguided_Kerbal said:

Woah, just how long did that texture take to make?

Quite a lot, can't say for sure, it helped that I used to do modding in KSP. In general, I'm always not happy with the textures, so maybe this is not the final version.)

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3 hours ago, Alcentar said:

Finally finished work on the fuselage, also made a robotic arm and beta docking port.

That looks great, but the docking ports should have 3 alignment guides. It's the same type of port as on the ISS.

Are you also going to remake your Energia in this style? Ideally it would be able to use stock engines, or the RD-0120 from Nertea's pack.

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11 hours ago, Dragon01 said:

That looks great, but the docking ports should have 3 alignment guides. It's the same type of port as on the ISS.

Thx, I know, just wanted to have 4 alignment guides, in the future plan to do parts for creating space stations, I think no one will be hurt by this kind of docking node.)

11 hours ago, Dragon01 said:

Are you also going to remake your Energia in this style? Ideally it would be able to use stock engines, or the RD-0120 from Nertea's pack.

Unfortunately, I do not know who Nertea is, and what add-on you mean, but I can say that I will not touch the old add-ons, do not want to touch "real" space.

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33 minutes ago, Alcentar said:

Thx, I know, just wanted to have 4 alignment guides, in the future plan to do parts for creating space stations, I think no one will be hurt by this kind of docking node.)

Except people who want to use dock your Shuttle to an existing ISS mod, like this one. :) 

 

You should always look for ways to make your mod compatible with the others. Also, if you go with three guides, your own station mod will be able to dock to HabTech2, which means people will be able to make crazy stations using both of them. :) 

Quote

Unfortunately, I do not know who Nertea is, and what add-on you mean, but I can say that I will not touch the old add-ons, do not want to touch "real" space.

https://forum.kerbalspaceprogram.com/index.php?/topic/106089-19x-cryogenic-engines-high-isp-chemical-rockets-may-2 2020/
He's one of the best modelers around. And yes, he uses a style similar to yours. I'm not asking for "real" space, but something stockalike. Basically, a "rocket" pack loosely inspired by Energia/Zenit and variants, to complement the "shuttle" pack.

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4 hours ago, Dragon01 said:

You should always look for ways to make your mod compatible with the others. Also, if you go with three guides, your own station mod will be able to dock to HabTech2, which means people will be able to make crazy stations using both of them. :) 

Yes, you are probably right, considering that the docking port is not fully completed.

5 hours ago, Dragon01 said:

https://forum.kerbalspaceprogram.com/index.php?/topic/106089-19x-cryogenic-engines-high-isp-chemical-rockets-may-2 2020/
He's one of the best modelers around. And yes, he uses a style similar to yours. I'm not asking for "real" space, but something stockalike. Basically, a "rocket" pack loosely inspired by Energia/Zenit and variants, to complement the "shuttle" pack.

No, even if we assume in theory that I will remake "Energia", I will only use my own engines, without creating unnecessary dependencies.

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8 hours ago, Alcentar said:

No, even if we assume in theory that I will remake "Energia", I will only use my own engines, without creating unnecessary dependencies.

That's a good idea. You should still check out Nertea's mods, they're awesome. :) He made some very good parts for making satellites to launch on the Shuttle.

Also, are you going to be making an IVA? I see you modeled the cameras, if you want, there is a mod that can make them functional and movable:

It allows you to, among many other things, to display a camera picture on an IVA monitor. 

Edited by Guest
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15 hours ago, Dragon01 said:

Also, are you going to be making an IVA? I see you modeled the cameras, if you want, there is a mod that can make them functional and movable:

It allows you to, among many other things, to display a camera picture on an IVA monitor. 

Yes, of course I am going to do IVA, and was already thinking about its functionality, but will do it a little later, now I am busy introducing the shuttle into the game, you can already start flight tests), while there is no finished rocket I will check it on the old "LCA" add-on. :P

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Today started developing a rocket, initially I planned to make a fully reusable rocket, but then changed my mind, it will take too much time, so will stop at the mixture of "Energia" and "ET". 

Although in the future it is possible that the rocket will be changed, or will have modifications to return the second stage.

Pictures from Blender3D.

KR.gif

Edited by Alcentar
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I think that there are enough mods out there that provide the ET and SRBs, but not enough mods that provide something like Energia boosters. :) SRBs in particular are very common, I think that LRBs of some kind would be more interesting. There were Shuttle designs that used them, too. Also, liquid rockets are more customizable than solids, and 2.5m LRBs could also be used standalone to lift smaller payloads.

You've probably seen those, but I think they are a good inspiration.

havZ6r0.jpg

MiDi6SY.jpg

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5 hours ago, Dragon01 said:

I think that there are enough mods out there that provide the ET and SRBs, but not enough mods that provide something like Energia boosters. :) SRBs in particular are very common, I think that LRBs of some kind would be more interesting. There were Shuttle designs that used them, too. Also, liquid rockets are more customizable than solids, and 2.5m LRBs could also be used standalone to lift smaller payloads.

You've probably seen those, but I think they are a good inspiration.

havZ6r0.jpg

MiDi6SY.jpg

I am well acquainted with "Energia" and early projects, especially since my shuttle is suspiciously similar to OK-92 (second picture), probably for a reason. :P

I just want solid fuel boosters, because it is easier and faster to create and configure, want to introduce all the details into the game as quickly as possible without losing quality, so I go in an easy and effective way.

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Work continues on the add-on, finally finalized the rocket and the second version of the shuttle with three engines included. SSRB took from my old "LCA" add-on, but got better textures.

The first version of the shuttle (KR-1) is not yet completed.

1.

 

40d7595c7cd4202577305a08a65c378d.png

2.

K-P.png

3.

K1.png

 

And KRengine, naturally. :-))

kr-01500.png

 

 

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2 minutes ago, Alcentar said:

Work continues on the add-on, finally finalized the rocket and the second version of the shuttle with three engines included. SSRB took from my old "LCA" add-on, but got better textures.

The first version of the shuttle (KR-1) is not yet completed.

1.

 

40d7595c7cd4202577305a08a65c378d.png

2.

K-P.png

3.

K1.png

 

And KRengine, naturally. :-))

kr-01500.png

 

 

WOAH

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On 7/21/2020 at 3:22 PM, Dragon01 said:

I think that there are enough mods out there that provide the ET and SRBs, but not enough mods that provide something like Energia boosters. :) SRBs in particular are very common, I think that LRBs of some kind would be more interesting. There were Shuttle designs that used them, too. Also, liquid rockets are more customizable than solids, and 2.5m LRBs could also be used standalone to lift smaller payloads.

You've probably seen those, but I think they are a good inspiration.

havZ6r0.jpg

MiDi6SY.jpg

Stage 1 tanks from Falcon1 or Falcon9 are an excellent choice for LRB.))
I use from on all my Energia/Vulcan/Energia II

OFcFLSnByI0.jpg

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Speaking of liquid fuel boosters, here is the lost KR-2, a version of the rocket with four LRBs, vaguely reminiscent of the Falcon9 first stage. But at the moment it is abandoned.

f6204e51b77dba0740c6f1dd959cacac.jpg

 

"Kerbolrise" in game!  it flies badly enough in the atmosphere, and it takes more time to fine-tune it, but I think that there is still a little left and I will make the first alpha version release.)

606bc4f9e7b7b347787f3f1769b49859.png

 

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20小时前,Alcentar说:

附加组件的工作仍在继续,最终确定了火箭和包括三个发动机的航天飞机的第二版。SSRB取自我以前的“ LCA”附加组件,但纹理更好。

航天飞机(KR-1)的第一个版本尚未完成。

1。

 

40d7595c7cd4202577305a08a65c378d.png

2。

KP.png

3。

K1.png

 

当然,还有KRengine。:-))

kr-01500.png

 

 

The boost of energy is hydraulic, not solid. Can you modify it?

Edited by I love ksp
solecism
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