Jump to content

[0.22.X] BobCat ind. Historical spacecraft thread


BobCat

Recommended Posts

Also your soyuz shroud node point work no good. Im return old.

What doesn't work in it? I play with it all the time and it works good. You just need to put the top shroud on first, the same way KW fairings are done. And you separate them from the top, too, the bottom shroud only decouples on abort. This is just a cosmetic feature, though, for a better abort sequence.

Also, I've had no problems with horizontal flight with Buran using the new flight model. Quite the contrary, I managed to take off, circle around and land on the runway using only jet engines (with a short OMS boost on takeoff to burn fuel). There's only one thing I can think off, the new flight model was tested with jet engines attached. Maybe it screws up if they're removed. Also, what was your fuel load? Though it handled OK when full, it was mostly empty through most of the test.

As for Kliper, it indeed isn't broken, though I find it works better with old ASAS put on LES instead of the nose. That way it can use new ASAS once in orbit and for landing, while the old ASAS does the ascent. The old ASAS, while necessary for ascent, is annoying in orbit and causes problems with space stations when Kliper is docked. It's also lousy when landing.

It's great to hear about soft landing engine plugin, BTW. IRL they're also automatic, it's a really nice touch.

Link to comment
Share on other sites

What doesn't work in it? I play with it all the time and it works good. You just need to put the top shroud on first, the same way KW fairings are done. And you separate them from the top, too, the bottom shroud only decouples on abort. This is just a cosmetic feature, though, for a better abort sequence.

No no for good abort sequence need remake shroud system. But now i no have time for that now.

Also, I've had no problems with horizontal flight with Buran using the new flight model. Quite the contrary, I managed to take off, circle around and land on the runway using only jet engines (with a short OMS boost on takeoff to burn fuel). There's only one thing I can think off, the new flight model was tested with jet engines attached. Maybe it screws up if they're removed. Also, what was your fuel load? Though it handled OK when full, it was mostly empty through most of the test.

You add more wing for Buran, its wrong way.

Currend fly model have only 1 problem, in descent Buran nose fly too much prograde. I think need change anagular drag for parts. Need test and a lot time.

As for Kliper, it indeed isn't broken, though I find it works better with old ASAS put on LES instead of the nose. That way it can use new ASAS once in orbit and for landing, while the old ASAS does the ascent. The old ASAS, while necessary for ascent, is annoying in orbit and causes problems with space stations when Kliper is docked. It's also lousy when landing.

Problem... KSP ASAS (old and new) too much primitive. For assymetric ships its big problem.

It's great to hear about soft landing engine plugin, BTW. IRL they're also automatic, it's a really nice touch.

yes, this work great.

ah, hadnt really noticed it before, ill look today

That's why I stopped doing a little historical ships. (((

After 0.22 update im take timeout in historical section.

Link to comment
Share on other sites

That's why I stopped doing a little historical ships. (((

For the record, I did notice. I love those little details you put in your historical ships. That's why I really like this pack, you really pay attention to historical details. :)

Link to comment
Share on other sites

As a person who grew up during the cold war where the russians were the bad guys its a real joy for me to say.

Bobcat, you proved the the my western world wrong. If it wasnt for you, i would have deleted KSP a long time ago! Please do not stop doing what you do soooo good !

I love your work!

You made the russian space program interesting!!!!

Link to comment
Share on other sites

1.9.1 beta

- Add 0.22 copability

- Add Lunockod 1

- Add KAS copability

- Add TechTree support

- Add new sience experiment

- Add new craft files

- Change some configs

- Change N1 block A gimbal range

- Change Buran fly model

-Add softlanding engine plugin to Soyuz TMA

NOW you need last version KAS plugin.

Delete old version Sovit pack before install version 1.9.1b

Edited by BobCat
Link to comment
Share on other sites

Off topic, but jrolson, do you have anything to do with J Rollon, the fantastic X-Plane modder?

Nope.

1.9.1 beta

- Add 0.22 copability

- Add Lunockod 1

- Add KAS copability

- Add TechTree support

- Add new sience experiment

- Add new craft files

- Change some configs

- Change N1 block A gimbal range

- Change Buran fly model

-Add softlanding engine plugin to Soyuz TMA

NOW you need last version KAS plugin.

Delete old version Sovit pack before install version 1.9.1b

Cant wait to test!

Edited by jrolson
Link to comment
Share on other sites

Do we need the KAS plugin, I don't really care about auto soft landing?

KAS is NOT for auto soft-landing engines, it's used for something else (not sure what) - I guess it's EVA-movable batteries on Kvant.

Link to comment
Share on other sites

Yes, that's the main use for it. Also, certain parts have KAS-based storage containers. You can do a lot of interesting things with that, for example, deliver additional RCS ports, solar panels or scientific experiments (as long as they're KAS-attachable, that is) to a station using a Progress spacecraft.

Link to comment
Share on other sites

At the risk of ridicule, is there any way of getting the massive N1 rocket into orbit using Mechjeb? I discovered that if you start it up right off the launchpad it rotates the craft apart. However, if you let the rocket go straight up until the first stage runs out of fuel and then turn it on, it works fine. However, it is really inefficient. Is there something I can do to make MJ work properly?

(And, kindly, don't just say "Don't use MJ and get into orbit on your own." That is not helpful. I can already do that, but I prefer not to.)

Link to comment
Share on other sites

At the risk of ridicule, is there any way of getting the massive N1 rocket into orbit using Mechjeb? I discovered that if you start it up right off the launchpad it rotates the craft apart. However, if you let the rocket go straight up until the first stage runs out of fuel and then turn it on, it works fine. However, it is really inefficient. Is there something I can do to make MJ work properly?

That's the optimal way to do it with MechJeb. Unfortunately, MechJeb's ascent profile controls don't let you control at the level of detail that would be needed to optimize the N-1s ascent trajectory. (You'd start with a low angle -- 5 degrees or so -- and graaaaadually increase it as you gain altitude, until you're at maybe 20 degrees by first stage burnout.)

However, firing the first stage straight up isn't as inefficient as you might think. You're still using your best atmospheric-expansion-ratio engines to punch through the worst of the atmospheric drag.

Link to comment
Share on other sites

At the risk of ridicule, is there any way of getting the massive N1 rocket into orbit using Mechjeb? I discovered that if you start it up right off the launchpad it rotates the craft apart. However, if you let the rocket go straight up until the first stage runs out of fuel and then turn it on, it works fine. However, it is really inefficient. Is there something I can do to make MJ work properly?

(And, kindly, don't just say "Don't use MJ and get into orbit on your own." That is not helpful. I can already do that, but I prefer not to.)

I'd suggest using kOS for this monster, you can code it to use "pitch schedule"

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...