lemon cup Posted June 3, 2021 Share Posted June 3, 2021 Recreated the STS-34 mission that sent Galileo to Jupiter. If you'd like, check out the full mission here: Quote Link to comment Share on other sites More sharing options...
Kerbals_of_Steel Posted June 3, 2021 Share Posted June 3, 2021 I've been launching a lot of interplanetary missions lately, and while Linus understands that interplanetary missions come with interplanetary budgets, accountants gonna account... While perusing the latest LinuxGuruGamer catalog of orphaned and stray rocket parts, he had a eureka moment, and crashed into Werhner's office with a challenge. "Put this, into the obit of this, using nothing but that!" Thus was the Quark born, a 0.625m rocket so named because Werhner can't imagine anything smaller making it to orbit: Topped with a miniscule 0.35m cube sat with orbital imagery science and relatively potent relay capacity, it should be just the thing to fulfill some of those prestige satellite contracts that have been gathering dust because they just weren't profitable enough with a larger rocket. The first test launch went off without a hitch: Gus wasn't terribly happy about tying up the launch pad with a "silly little pop bottle rocket", though, so he came up with an alternative that will allow the launch pad to be used for bigger projects while still taking advantage of Linus's discount access program: Transporting and erecting the rocket is a piece of cake, all Theory had to do was push the big red button on the KAL. Fueling it once it's upright, however, is a different matter: And actually launching the darn thing is something else entirely: Mechjeb wants nothing at all to do with this contraption, so it's all eyeballs and skill to get it to orbit: But the first operational launch " Ear's Looking At You " was a resounding success: KoS Quote Link to comment Share on other sites More sharing options...
SparkyFox Posted June 3, 2021 Share Posted June 3, 2021 ITS COMPLETE!! Ive fixed all kinks out with the wheels and they're working perfectly They're really stable, and dont bounce or slide, the back wheels are fixed and the front is steerable and they both retract and deploy at the same speed Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted June 3, 2021 Share Posted June 3, 2021 More underwater exploration Jeb doing some diving at some underwater anomalies Using some new experimental equipment... which added an extra Inventory slot. Very useful Anomalies courtesy of: Experimental equipment courtesy of: Quote Link to comment Share on other sites More sharing options...
Guest Posted June 3, 2021 Share Posted June 3, 2021 Exporting a new video atm, It's about this beauty Salus, which became 1.11 compatible yesterday: (Thanks to @JacobJHC for updating it) Quote Link to comment Share on other sites More sharing options...
ColdJ Posted June 3, 2021 Share Posted June 3, 2021 This one for @Caerfinon with config files soon for @Martian Emigrant. Buggy works great, no more skating and it floats, has an embeded low power juno to push you across the water. Just getting the wheel suspension right. Spoiler This one is for me. Spoiler These are for everybody. Spoiler Wheel sizes. This is for fun. Spoiler Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted June 3, 2021 Share Posted June 3, 2021 2 minutes ago, ColdJ said: Buggy works great, no more skating and it floats, has an embeded low power juno to push you across the water. Just getting the wheel suspension right. Nice! Quote Link to comment Share on other sites More sharing options...
ColdJ Posted June 3, 2021 Share Posted June 3, 2021 @Caerfinon Here are the textures to go in GameData/MT-Eagle/Parts/Rover. You will need to rename yours "Moonbuggy_texturesC.png" and mine "Moonbuggy_texturesB.png" @Martian Emigrant Quote Link to comment Share on other sites More sharing options...
Kuiper_Belt Posted June 3, 2021 Share Posted June 3, 2021 Launched and deployed Hubble on STS-31! The mission is documented in more detail here as well as other mission from myself and @lemon cup . Check it out if you'd like! Quote Link to comment Share on other sites More sharing options...
EpicSpaceTroll139 Posted June 3, 2021 Share Posted June 3, 2021 1 minute ago, Kuiper_Belt said: Launched and deployed Hubble on STS-31! The mission is documented in more detail here as well as other mission from myself and @lemon cup . Check it out if you'd like! Tbh the graphics are so incredible here I probably wouldn't have realized it was KSP if it wasn't posted on this forum. Quote Link to comment Share on other sites More sharing options...
JorgeCS Posted June 3, 2021 Share Posted June 3, 2021 9 hours ago, SparkyFox said: ITS COMPLETE!! Ive fixed all kinks out with the wheels and they're working perfectly [snip] They're really stable, and dont bounce or slide, the back wheels are fixed and the front is steerable and they both retract and deploy at the same speed Now let's just wait for the release Good job! Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted June 3, 2021 Share Posted June 3, 2021 (edited) Meanwhile on my DEV install of KSP.... Jeb has this feeling that he is NOT alone. Edited June 3, 2021 by Caerfinon added a gif Quote Link to comment Share on other sites More sharing options...
Jebediah Kerman - Earth Posted June 3, 2021 Share Posted June 3, 2021 23 hours ago, SparkyFox said: a few config kinks here and there, but i gots it! Mod link when 19 hours ago, EpicSpaceTroll139 said: Slowly making progress with the autoland script. Consistently ending up with more of the shuttle intact after landing now. It still is occasionally making strong rolls right above the runway though, and I don't understand why, because from how I wrote the code, it should only use yaw inputs to control centerline error after entering the landing flare, and small ones at that. Maybe roll and yaw are swapped? But, yaw can cause roll to happen if that makes sense. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted June 3, 2021 Share Posted June 3, 2021 1 hour ago, Caerfinon said: Jeb has this feeling that he is NOT alone I hear the Jaws music playing. Quote Link to comment Share on other sites More sharing options...
EpicSpaceTroll139 Posted June 3, 2021 Share Posted June 3, 2021 48 minutes ago, Jebediah Kerman - Earth said: Mod link when Maybe roll and yaw are swapped? But, yaw can cause roll to happen if that makes sense. In theory that shouldn't be possible because my code isn't directly giving control inputs to the shuttle, but rather giving kOS a vector to point the nose at and a vector to roll the top to, and then letting the mod itself decide how to actuate the controls to achieve that orientation. I suspect something's off about the vectors I'm giving it (so I'm going to make it draw them on the screen), but it's possible kOS is just bad at counteracting some coupling between roll, yaw, and pitch and that's causing the problems. I really hope it's not the second one there, writing custom control surface actuation logic would be a real can of worms. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted June 3, 2021 Share Posted June 3, 2021 @Caerfinon and @Martian Emigrant This the config for the main buggy body. The part variant works but your headlights will look funky when not on as I don't know how to get each variant to use multiple textures. You can simply create 3 instances with different "name =" and either put them in their own folders with copies of the dependencies and the body texture of each type in the separate folders named to the original texture name or add in to the cfg Model subsection texture = and the new mesh names (1 type per config file) as well as the lamp texture names to have 3 with proper looking headlights. To stop the wheels skating change in the wheel config. MODULE { name = ModuleWheelSteering baseModuleIndex = 0 caliperTransformName = steeringPivot steeringResponse = 1 //0.5 //2 <--------- to 1 as shown here. steeringCurve { key = 0 20 //0 20 key = 5 2.5 //10 5 key = 30 0.5 //30 1.5 } Still haven't got the suspension right yet so just leave it as you found it. To get the bigger wheels just create 2 new instance, Lower their mass to 0.0005 and Set "rescaleFactor =" to 1.1 for medium and 1.2 for large. Spoiler PART { // --- general parameters --- name = Moon_Buggy2 module = Part author = MajorTom // --- asset parameters --- MODEL { model = MT-Eagle/Parts/Rover/buggy } MODEL { model = Squad/Parts/Engine/miniJet/SmallJet scale = 0.2 } rescaleFactor = 1 Buoyancy = 1 // --- node definitions: Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_wheel1 = 0.26841, 0.58088, 0.25109, 1.0, 0.0, 0.0, 0 node_stack_wheel2 = 0.26841, 0.0, 0.25109, 1.0, 0.0, 0.0, 0 node_stack_wheel3 = 0.26841, -0.58088, 0.25109, 1.0, 0.0, 0.0, 0 node_stack_wheel4 = -0.26841, 0.58088, 0.25109, -1.0, 0.0, 0.0, 0 node_stack_wheel5 = -0.26841, 0.0, 0.25109, -1.0, 0.0, 0.0, 0 node_stack_wheel6 = -0.26841, -0.58088, 0.25109, -1.0, 0.0, 0.0, 0 node_stack_back = 0.0, -0.49225, -0.18187, 0.0, 0.0, -1.0, 0 node_stack_front = 0.0, 0.0, 0.4368286, 0.0, 0.0, 1.0, 0 node_stack_nose = 0.0, -0.99225, 0.0, 0.0, -1.0, 0.0, 0 node_stack_tail = 0.0, 0.69925, 0.0, 0.0, 0.0, 1.0, 0 // --- editor parameters --- TechRequired = fieldScience entryCost = 10000 cost = 9500 category = Pods subcategory = 0 title = MoonBuggy Taller2 BY1 M0.5 manufacturer = Moonbase Alpha Engineering description = MoonBuggy yeah! // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 0.50 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 450 breakingForce = 2072 breakingTorque = 2072 maxTemp = 2000 vesselType = Rover CoMOffset = 0.0, 0.0, 0.4 CrewCapacity = 1 bulkheadProfiles = size1, srf tags = rover buggy moonbuggy eagle transporter moonbase alpha major tom // internals, resources, effects, modules MODULE { name = ModuleCommand minimumCrew = 0 } MODULE { name = ModuleLight lightName = spotlight useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 animationName = Moonbuggy_lights resourceAmount = 0.03 useResources = true } MODULE { name = KerbalSeat seatPivotName = seatPivot ejectDirection = -1.5, 0, 0 } //MODULE //{ //name = KerbalSeat //seatPivotName = seatPivotR //ejectDirection = 1, 0, 0 //} RESOURCE { name = ElectricCharge amount = 2000 maxAmount = 2000 } RESOURCE { name = IntakeAir amount = 10 maxAmount = 10 } MODULE { name = ModuleReactionWheel PitchTorque = 5 YawTorque = 5 RollTorque = 5 RESOURCE { name = ElectricCharge rate = 0.24 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } // MODULE // { // name = ModuleDataTransmitter // antennaType = DIRECT // packetInterval = 0.10 // packetSize = 2 // packetResourceCost = 20.0 // requiredResource = ElectricCharge // DeployFxModules = 0 // antennaPower = 1000000 // antennaCombinable = False // } MODULE { name = ModuleGPS } MODULE { name = ModuleDockingNode referenceAttachNode = front nodeTransformName = dockingNode //controlTransformName = controlNode nodeType = size0, size1 } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 0.3 } } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = IntakeAir rate = 5 } } MODULE { name = ModuleEnginesFX engineID = Cruise thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 5 heatProduction = 0.01 useEngineResponseTime = True engineAccelerationSpeed = 0.12 engineDecelerationSpeed = 0.5 fxOffset = 0, 0, 0.74 spoolEffectName = running_turbine engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine exhaustDamageMultiplier = 1 clampPropReceived = True PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 22 } PROPELLANT { name = ElectricCharge resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 6400 0 0 } // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True machLimit = 0.75 machHeatMult = 3.5 velCurve { key = 0 1 0 0 key = 0.44 0.897 0 0 key = 1 1 0.1988732 0.1988732 key = 1.3 1.03 0 0 key = 2 0.68 -1.065708 -1.065708 key = 2.4 0 0 0 } atmCurve { key = 0 0 0 0.7448742 key = 0.072 0.13 2.075459 2.075459 key = 0.16 0.28 1.464173 1.464173 key = 0.42 0.578 0.93687 0.93687 key = 1 1 0.5529748 0 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 1 } } EFFECTS { running_turbine { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.05 0.35 volume = 1.0 0.5 pitch = 0.0 0.6 pitch = 0.05 0.8 pitch = 1.0 1.5 loop = true } } } MODULE { name = ModulePartVariants useMultipleDragCubes = false baseVariant = Yellow VARIANT { name = Yellow displayName = Yellow themeName = Yellow primaryColor = #cdad00 secondaryColor = #cdad00 TEXTURE { shader=KSP/Emissive Specular mainTextureURL = MT-Eagle/Parts/Rover/Moonbuggy_textures } } VARIANT { name = Canada displayName = Canada themeName = Canada primaryColor = #ffffff secondaryColor = #1874cd TEXTURE { shader=KSP/Emissive Specular mainTextureURL = MT-Eagle/Parts/Rover/Moonbuggy_texturesC } } VARIANT { name = BlueLightning displayName = BlueLightning themeName = BlueL primaryColor = #cdad00 secondaryColor = #0000ff TEXTURE { shader=KSP/Emissive Specular mainTextureURL = MT-Eagle/Parts/Rover/Moonbuggy_texturesB } } } } Quote Link to comment Share on other sites More sharing options...
Kuiper_Belt Posted June 3, 2021 Share Posted June 3, 2021 2 hours ago, EpicSpaceTroll139 said: Tbh the graphics are so incredible here I probably wouldn't have realized it was KSP if it wasn't posted on this forum. Thanks! I go for realism in my screenshots and my missions and I'm glad I'm doing it right! Quote Link to comment Share on other sites More sharing options...
SparkyFox Posted June 3, 2021 Share Posted June 3, 2021 1 hour ago, Jebediah Kerman - Earth said: Mod link when Maybe roll and yaw are swapped? But, yaw can cause roll to happen if that makes sense. sooon also, I'm spying on you lot im thinking about making the ball thing and having it work along side Tarsier Space Technology(same way the rover cam works) Quote Link to comment Share on other sites More sharing options...
Guest Posted June 3, 2021 Share Posted June 3, 2021 It's premiere time, starts in 10-ish minutes: Quote Link to comment Share on other sites More sharing options...
EpicSpaceTroll139 Posted June 3, 2021 Share Posted June 3, 2021 (edited) Ok, so I noticed the weird behavior was starting at exactly 1 km out from the runway, which happened to be where my shuttle exited the Heading Alignment Circles (HAC) (circles along which it turns to align heading with the runway). I moved them out to 6 km from the runway so there would be more altitude to recover from the strange roll/pitch maneuvers, and all of a sudden the weird maneuvers disappeared. So with that done, and some slight tweaks to the yaw control gains, I got my first unassisted landing on the runway. Edited June 3, 2021 by EpicSpaceTroll139 Quote Link to comment Share on other sites More sharing options...
Jetpackmaniac Posted June 3, 2021 Share Posted June 3, 2021 6 hours ago, Kuiper_Belt said: Those are absolutely beautiful, what graphics mods are you running? Quote Link to comment Share on other sites More sharing options...
GuessingEveryDay Posted June 3, 2021 Share Posted June 3, 2021 17 minutes ago, a_space_oddity said: Those are absolutely beautiful, what graphics mods are you running? TUFX is always the special sauce. You can use TUFX to make anything pretty. Quote Link to comment Share on other sites More sharing options...
SparkyFox Posted June 3, 2021 Share Posted June 3, 2021 (edited) Trying to get this camera to work with tarsier-space-technology and i have no idea what im doing maybe BDArmory would be better, its better at tracking i guess mehhh scienceeeesese goes out the window for that part Edited June 4, 2021 by SparkyFox Quote Link to comment Share on other sites More sharing options...
Cavscout74 Posted June 4, 2021 Share Posted June 4, 2021 I managed twice as many launches today - a small station core and a fuel tank for Duna. Each launch was record-breaking - over 700t on the pad for the station core and over 900t for the fuel tanker. And both are just barely capable of entering Duna orbit - some aerobraking will be required for the tanker. The station core features a command module, airlock module, 4-kerbal crew quarters and a greenhouse, plus life support supplies for nearly 2 years (not counting the greenhouse or recyclers) and has two standard size docking ports and two large docking ports for adding station expansions or docking the fuel tanker. The fuel tanker is nothing fancy - pure brute force to carry an orange tank of liquid fuel to Duna in JNSQ, plus the minimum equipment to assist with that - solar panels, antenna, reaction wheel, battery, RCS Quote Link to comment Share on other sites More sharing options...
N_Danger Posted June 4, 2021 Share Posted June 4, 2021 I did some test driving. Power to transmit all the science. Check And the anomaly is still there. Quote Link to comment Share on other sites More sharing options...
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