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[0.22] B9 Aerospace Pack / R4.0c / New pods, IVAs, engines, fuselages & structures


bac9

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are those stock engines cause they look a bit different
mounted 4 Bearcats from Tyberdine
Nice, they look like a shuttle.

I try that configuration before (without those engines) and i found the big problem of center of gravity and lift.

Is really difficult to balance in all the stages of fuel levels.

You use the Throttle Steering mod to control a little more the direction? I find that plugin very usefull. Is something that ksp need to add in the future.

Also you said that you use deadly re-entry mod, I thought that if you dont use the shield´s mod your ship explode.. How really works?

I will post later my last version, I reach 100k orbit already with extra fuel for a DV of 400 m/s, Now I just need a little extra impulse to carry 10 or 20 tons of payload keeping that extra DV.

It will be hard.

But I did it with the fancy design :)

I do use the throttle steering. It's included in Tyberdine if I'm not mistaking. About deadly re-entry, each part have a max temp value in their config, even the one not created to be used with the mod. You just have to be carefull and not overheat when reentring. As far as I know, the plug-in calculate the heating by applying it on the reentry effect model. So no more critical drop at ridiculous speeds, just controlled descent and everything is ok ^^

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Camlost: I assume this is a spaceplane that's capable of SSTO, but where are the wings?

The idea of preventing overheat during re-entry is that, you keep a 30-40 degrees or as high as possible AoA, and use the extra drag to slow down, just like the real world space shuttle.

I think we need to start a new thread in the spacecraft exchange sub-forum to discuss these. I'll be posting my cargoship later there

Not, if you read the page 66 you will understand, that was just the base design that I wanted to make fly, also I encourage others to try to do the same in their own way. There are pics of many fail designs.

This is my last, I have to said, that i am very close to reach what I want.

b9_shuttle2.jpg

This is my atmospheric launcher.

Land safety even if I do not use the engines.

b9_shuttle3.jpg

About making another thread, how we were talking about how to use b9 designs.. I dint was sure if it was spam. But is a good idea, make the topic and public the link.

Netris: I've puted an adapter, cliped a powered hinge from Damned Robotics in it, added a quad coupler and mounted 4 Bearcats from Tyberdine. The 2 exterior engines are the OMS and are lit up to circularize..

Ah, I dint read that part.

I use also the rotator from damned robotics in the jet engines, also i have attach to them litle engines to them to use in space, and i can used them to prograde or retrograde without rotate the whole ship.

Now you mention, I will use deadly re-entry mod, when I read it in spaceport I thought that work different.

You think it will survive the barbecue?

b9_shuttle1.jpg

The six turbines works fine to help land (i can lift in one place the ship empty using only half power) or I can take off horizontaly with full weight without use extra engines.

I can post the craft if you want, maybe you find other ways to make it better.

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You think it will survive the barbecue?

b9_shuttle1.jpg

If you reenter that way, I'm pretty sure it'll explode ^^ When in the thick lair of the atmosphere, steer your shuttle to about 30-40° up. Also, before the reentry, set a periapsis of about 40km, that way, you'll bleed as much velocity as possible without overheating. The rest is just a matter a trial and error ^^ It's better if you design the whole ship from A to Z, that way you'll learn and be proud of you work. And it's funny to see thing explode :D

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Was the issue with TT's MK3 internal replacement ever fixed? It would be great to use that internal instead of the unfinished generic one currently available.

Issue? the root coordinates don't match up, causing you to see some stray polygons clip through the windows, it's not very pronounced for me, the external cameras don't work either, but otherwise the IVA is decent. And definatly better than looking at a blank metal wall, I've also put the Mk2's IVA on the S3, two sitting in tandem fits the shape though obviously the IVA has too many windows and doesn't change when you enter/exit hypersonic mode

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Seems there is a problem with the D25 drone core and RemoteTech. It doesn't have RemoteTech functionality even though the appropriate command module section is in the part.cfg. I tested out a D25 core with a dipole antenna and nothing else on the launchpad, and no RT menu.

I'm thinking maybe it's because of the nested additional electrical charge requirement causing a problem, so I'm going to remove it and see if that works or not.

Edit: Actually, I think it's because the newer version of RemoteTech uses a different method. The old version looks like this:


MODULE
{
name = ModuleCommand
minimumCrew = 0
}

While the new version uses this:


MODULE
{
name = ModuleRemoteTechSPU
minimumCrew = 0
EnergyDrain = 0.02777778
isRemoteCommand = false
}

Edited by Castun
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Issue? the root coordinates don't match up, causing you to see some stray polygons clip through the windows, it's not very pronounced for me, the external cameras don't work either, but otherwise the IVA is decent. And definatly better than looking at a blank metal wall, I've also put the Mk2's IVA on the S3, two sitting in tandem fits the shape though obviously the IVA has too many windows and doesn't change when you enter/exit hypersonic mode

Yeah the MK2 in the S3 is a good idea. Is there a way to fix the coordinates issue? But I agree even with the clipping, the TT IVA is much better than the blank wall.

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Yeah the MK2 in the S3 is a good idea. Is there a way to fix the coordinates issue? But I agree even with the clipping, the TT IVA is much better than the blank wall.

Sure. By editing the unity scene and changing the origin of the model.

As for the S3, its a 1-man cockpit by design ...

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Seems there is a problem with the D25 drone core and RemoteTech. It doesn't have RemoteTech functionality even though the appropriate command module section is in the part.cfg. I tested out a D25 core with a dipole antenna and nothing else on the launchpad, and no RT menu.

...

Actually, I think it's because the newer version of RemoteTech uses a different method. The old version looks like this:


MODULE
{
name = ModuleCommand
minimumCrew = 0
}

While the new version uses this:


MODULE
{
name = ModuleRemoteTechSPU
minimumCrew = 0
EnergyDrain = 0.02777778
isRemoteCommand = false
}

This change fixed the issue BTW. :)

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This is the YF-28 Haldeman. Should be the final configuration for 2-6.

8HoxdLGl.png

P.S. Click for album :)

The first thing I'm gonna do is get some kerbals, rename them Maverick and Goose, load it up with missiles and then spend the rest of the day making Top Gun references.

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