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[0.24.2] TiberDyne Aerospace R&D Division - Shuttle System 3.6 Career Update!


Tiberion

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I used to be (sort of) compatible, but FAR made some big changes a while back, so it's got some issues. I hadn't heard about that one, though.

Getting it right for FAR is going to be a bit of work (wing configs, modulemanager engine configs to lower their power, and then finding the parts that aren't being dealt with properly for air resistance) but its something I want to do.

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I just posted a new thread - I am requesting artists to create the new logos for the Agencies added in the last update (of this and Novapunch) - If I choose your logo you get to choose a new part or model for me to make (or other things, more details in the thread) so if drawing/artwork is your thing, please head over there. :D

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  • 3 weeks later...

Is this supposed to be used as an SSTO? I just put together the shuttle using new nose cone, cockpit, short mono tank, alt doors cargo, Mk4 OMS mount with Buran OMS attached, and wings with tanks and was able to launch from runway into 100Km orbit with 50% fuel left.

6OzODqE.png

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Well, its supposed to be SSTO in the Intrepid configuration, the pre-built in the SPH. You use the jet engines from runway up to around 20k, level off and go supersonic, gain as much velocity as you can, then engage the OMS rocket engines (which use the Monoprop and oxidizer) to reach orbit. With any cargo you're not left with much fuel after circularizing, probably enough for a low-orbit station rendezvous and deorbit.

When you add that extra monoprop tank, you're just adding fuel to use the rocket engines only instead. You're carrying around the jet fuel as dead weight. But those extra monoprop tanks are pretty much just to stretch the shuttle design and do weird things like that (and fly around the solar system if you want, nothing stopping you)

I've almost removed those a few times, but I figure they aren't hurting anything. They aren't used in any of the 'official' builds though, and that's what I test for balance usually.

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  • 2 weeks later...

You really should take a look at the extendable docking ports. They don't seem to dock to anything (neither the stock Clamp-O-tron nor your own version). Also the alignment seems to be of. When i try to dock while controlling from the shuttles docking port, and the targeted docking port seems to be in the center of the navball, it's actually above the shuttles nose rather then on top of the shuttles docking port.

In case it makes a difference i am using 64 bit KSP

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  • 4 weeks later...

Hi there, just wondered if this is still being worked on as its my favorite shuttle Mod, the only bits that are totally fubared in 0.25 seem to be the cargo bays which are 'exploded out' and shrunken. Really hoping this excellent Mod continues into infinity :P

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Yeah I sort of understand it, my trig is a little rusty. Its murky with the shuttle body having lift too, but an approximation could be arrived at I think.

Lots of re-balance would have to be done too to make it FAR compatible, assuming it could be setup to actually re-enter without exploding.

It's a "someday" project right now, unless someone wants to do it - would probably use MM to set it up so the main install just detects if FAR is there.

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tldr: https://www.dropbox.com/s/qxso8dlhb9ioh4v/GameData.rar?dl=0 0.25 scale fix for tiberdyne cargobays

This is my favorite mod of all time, one of the first I ever downloaded too, I've been trying to fix the rescale issues with the cargo bay & I got a pretty good understanding of modding, I found a equation posted by the author of StockRescaleFix.

(new to forums here so idk how to quote him exactly) here is his post.

The cause of this bug is that whenever a MODEL node is used in combination with rF = *anything else than 1*, it results in this.

Only on parts that are the first part on a vessel to be more precise.

The scaling issues other mods are facing, namely shrunken parts, is caused by another change in how the game handles rescaleFactor in combination with the MODEL node.

So if you want to do it properly:

- For all parts without rescaleFactor, but with any number for scale inside MODEL:

Multiply scale inside MODEL by 1.5625 (1.25^2) and set rescaleFactor 1 and multiply scale outside MODEL by 1.25.

- For parts without scale inside MODEL and no rescaleFactor:

Set scale inside MODEL to 1.5625 (1.25^2) on each axis and set rescaleFactor 1 and multiply scale by 1.25.

- For parts with or without scale inside MODEL and rescaleFactor ? 1:

s(Mo) = old scale inside MODEL; s(Mn) = new scale inside MODEL; rF(o) = old rescaleFactor; rF(n) = s(o) = old scale outside MODEL; s(n) = new scale outside MODEL

set rescaleFactor =1

if rF(n) =1 -> s(Mn) = s(Mo)*rf(o)^2

if rF(n) =1 -> s(n) = s(o)*rF(o)

end quote

So I did some testing around with this and I got it fairly working, but still slightly out of place. here is a screenshot of what I got it looking like so far

http://oi62.tinypic.com/ixqyd3.jpg

not sure how to get the lower half of that RCS can to where it's suposed to be, I am going to keep working on it and attempt to get it working. IDK how the rules on all this works I never make forum posts so I apologize if I did anything wrong here, Will edit this post if asked. Also will be editing this post for updates about getting this awesome mod back to working for 0.25 :D I am sure Tiberion is very busy right now so I'll see what I can do to help. any advice from anyone at all about the RCS can issue please do chime in :)

Update: VICTORY!! I figured it out and got it working, I did a launch and everything it all works well. There is one small little line cut of pixels because I am no top of the line modder by any means, but it's a small enough error that I can live with it :D here is a screenshot of the cargobay scale fixed for 0.25. I do not know the rules so idk if I am allowed to post the part config file for others, if someone can confirm I am allowed to do this I will update with a download link to the 2 cargo bays all fixed up for ya :D

http://oi60.tinypic.com/dc3dqu.jpg

Update 2: After reading the licence it would seem I can post the config files for you guys, if I was wrong in believing this pls tell me right away mods & I will remove it.

https://www.dropbox.com/s/qxso8dlhb9ioh4v/GameData.rar?dl=0

unzip, drag and drop into your kerbal folder, overwrite the 2 files, enjoy.

Thanks again to Tiberion for making, in my opinion, the best shuttle mod for kerbal <3

Edited by Ace_Ciprioni
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Nice going Ace, maybe if you sent your configs to Tiberion he could look them over, if everythings okay it would save him loads of time.

As for stuff you can or cant do, nearly all mods are bundled with a licence that tells you the particular rules for each Mod.The License is also on the first post and heres a linky to the actual licence: http://creativecommons.org/licenses/by-nc-sa/3.0/

Edited by Voidwolf
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  • 1 month later...
  • 3 weeks later...

So I have been working on this, hope to have it ready for 0.90 or shortly thereafter (depending on what needs to be updated.)

The scale fix really wasn't that complicated. Most shuttle parts are rescaleFactor = 1.875 (from when I upscaled the parts to be big enough to hold 2.5m payloads in the bay) - only the Cargobay and Wings w/ engines use rescaleFactor AND MODEL() nodes, so those 2 needed fixing. I simply had to move the 1.875x scale from rescaleFactor to the MODEL nodes (literally move, no math involved) and then scale up any locations and node placements by 1.875x as well (rescaleFactor does this automatically, MODEL() node scaling does not)

Long story short: scales are fixed. There's still some weird thrust balance issues with shuttle launches (mostly post-booster sep) and the shuttle wanting to tumble a bit even with SAS on.

Hopefully then a quick early release to find any outstanding issues BEFORE I have to make any 0.90 related changes. Hopefully.

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