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AVK Spaceworks - [r4] [12/19/11] [NEW: Cyclone 1.1]


aevionknight

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I whipped up a quick parachute system. I think I\'m going to have the parachutes only be safe over water. If you want to land on dry land, you\'ll have to use the engines.

I also upped the pod torque, it handles a lot better in orbit now (especially on roll) and the flight dynamics aren\'t affected. RCS is still useless for roll, I\'ll revisit it when Harv fixes the bug.

[uPDATE: Hmph, having trouble getting the parachute to look right in the half-open position. It basically has no radius at the moment.]

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I whipped up a quick parachute system. I think I\'m going to have the parachutes only be safe over water. If you want to land on dry land, you\'ll have to use the engines.

I also upped the pod torque, it handles a lot better in orbit now (especially on roll) and the flight dynamics aren\'t affected. RCS is still useless for roll, I\'ll revisit it when Harv fixes the bug.

[uPDATE: Hmph, having trouble getting the parachute to look right in the half-open position. It basically has no radius at the moment.]

I did the same thing. they splash you down at 10 m/s This breaks stuff on land.

Can i ask what you want your chute to look like?

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Trued to makes a Mun lander with the Cyclone...

The actual lander became unresponsive to any control input. RCS fired as intended, but the entire thing did not turn in any way. And I had the SAS turned off.

RCS is broken with rotation currently, I think.

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Just finished Cyclone 1.1:


  • [li]Added surface attachment to all decouplers.[/li]
    [li]Added a 1.75m decoupler.[/li]
    [li]Added an emergency chute that attaches to the Cyclone baseplate. Four (4) required for safe landing. Will only work for water landings![/li]
    [li]Reworked crash tolerances to avoid part exploding as much.[/li]
    [li]Upped pod torque to make rotation in space / entry less painful.[/li]

6mrri.png

GVsrW.png

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Guest ThatCrazyPilot

Just finished Cyclone 1.1:


  • [li]Added surface attachment to all decouplers.[/li]
    [li]Added a 1.75m decoupler.[/li]
    [li]Added an emergency chute that attaches to the Cyclone baseplate. Four (4) required for safe landing. Will only work for water landings![/li]
    [li]Reworked crash tolerances to avoid part exploding as much.[/li]
    [li]Upped pod torque to make rotation in space / entry less painful.[/li]

6mrri.png

GVsrW.png

That\'s great news! Love this vehicle.

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Hmm, looks like I didn\'t play with the chutes while re-entering enough. They move your center of mass far enough back that, combined with the bigger pod torque, you can now flip the Cyclone during re-entry. It doesn\'t break anything, just makes it easier to control than I wanted.

I guess the chutes both make it tamer to fly and give you a non-propulsive landing option. If you want to be hardcore still, fly without the chutes. : )

I\'ll probably tune that behavior out in the next release along with taking another pass over the textures. That won\'t be for a couple weeks, though. For now, enjoy!

And let me know if there\'s anything else you\'d like to see changed, fixed, improved. Keep in mind:

RCS doesn\'t work for rotation due to a KSP problem.

The flaps cause madness when using the roll keys (Q/E), also due to a KSP problem.

Can\'t fix those until HarvesteR does.

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  • 1 month later...
Guest meteorite 101

um when i close the game it fails so i took out those files and the game never did that again

but when i tried the parts again and i went to launch pad it did not load an the launch pad screen went horizontal

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um when i close the game it fails so i took out those files and the game never did that again

but when i tried the parts again and i went to launch pad it did not load an the launch pad screen went horizontal

You sure do seem to have a lot of problems getting different mods to work......

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