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


Tiberion

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Nvm but I would just like to say how amazing this shuttle is since I have just discovered you can take 2.5 meter payloads into space... never realised that before for some reason. Just one flaw I can easily get over is the lack of an IVA. Maybe you could implant (with the mod makers permission) the mk3 cockpit IVA? :) or make one yourself as you seem to be capable of amazing mods already :D XD

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Nvm but I would just like to say how amazing this shuttle is since I have just discovered you can take 2.5 meter payloads into space... never realised that before for some reason. Just one flaw I can easily get over is the lack of an IVA. Maybe you could implant (with the mod makers permission) the mk3 cockpit IVA? :) or make one yourself as you seem to be capable of amazing mods already :D XD

It isn't actually that hard to install the Mk3 IVA manually.

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My entire game got corrupted and I had to re install KSP entirely

This isn't your fault. The Mk3 IVA is pre-ModuleManager, so it overwrites stuff in the Squad directory instead of just overriding it at load time.

How to fix:

  1. Install ModuleManager (1.5 or newer)
  2. Unzip the Mk3 IVA to somewhere other than your KSP directory.
  3. Delete the resulting GameData directory (not the one in your KSP dir!)
  4. Merge the Internals folder into KSP_win/Internals (or _mac or _linux). Linux & Mac users may want to use rsync for this. Final path should look like KSP_win/Internals/Spaces/GenericSpace3TTupgrade
  5. Save the following (not tested b/c I'm low on RAM, should work w/ MM1.5) to a new CFG file in GameData
    [noparse]@PART[*]:HAS[@INTERNAL[GenericSpace3]]
    {
    @INTERNAL
    {
    @name = GenericSpace3TTUPGRADE
    }
    }[/noparse]


  6. Restart KSP (don't just reload all parts from the debug menu, ModuleManager does not like that...)

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Hey Tiberion, are there any plans to balance this pack out at some point? Currently, the SRB's have a VERY high Isp, and the liquid fuel engines are also very light for their thrust. I'd try to go over the config files myself, but I'm too lazy :P Therefore, I don't expect you to do any rebalancing, now that you've got it to work.

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Hey Tiberion, are there any plans to balance this pack out at some point? Currently, the SRB's have a VERY high Isp, and the liquid fuel engines are also very light for their thrust. I'd try to go over the config files myself, but I'm too lazy :P Therefore, I don't expect you to do any rebalancing, now that you've got it to work.

Yep, I was too lazy for now to balance the SRBs and engines out (mainly for FAR because in FAR I can reach the mun without even completely emptying the external tank... so yeah )

Also the shuttle needs to be fixed but that is nothing Tiberion should bother with, he has got enough to do with NP and as not everyone uses FAR it isn't to him. Well maybe some day I get off my ass and tweak it for me

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that would probably happen with a real Shuttle SRB too, if it didn't break up from accelerating too fast with no payload on it.

I had a pretty tough time getting the balance right as is, I'm not sure there's much I could do to 'balance' it for another mod, that'll require a separate config. It barely has the dV to get a 20t payload into a reasonable orbit as is. Thats the tradeoff for having that payload, if you want me to scale the payload it can carry down to 5 or 6 tons (which is closer to correct) it would be way easier to balance. But it wouldn't be very useful

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I was having the same issue but after many hours of experimentation I narrowed it down to the part. It turns out that the square docking port from LLL causes everthing to spin and the command pod to separate, even if you turn on "unbreakable joints". Maybe its just my save but that's what was going on for me.

And Tiberion I just want to say thank you for the amazing mods and models. You do such a great job!

Makes sense. I love the mod though. Im using B9 now to build custom shuttles. have a vid HERE

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  • 3 weeks later...

Can this shuttle fly with MJ without any user imput (except recommended RCS)? Looks like it can't execute any auto-maneuver at all - it makes HUGE (several km) mistakes when I order anything via MJ maneuver planner. Loaded, non-loaded - all the same. Primary engines are off, I'm using orbit maneuvering system.

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Hmmm, the Odyessey Runway can't load up, missing only 2 parts.

[ERR 21:29:13.202] [ShipConstruct]: Trying to load TD_OdysseyRunway - No AvailablePart found for TD.EngineBearcatSSME3x
[ERR 21:29:38.714] [ShipConstruct]: Trying to load TD_OdysseyRunway - No AvailablePart found for TD.EngineBearcatSSME3x

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Cool, got it. Hey, anyway, you can make a version of the Odyessey 3x engine, but that starts straight and and can gimbal when needed? Or a version that can gimbal backwards to be pointing straight? Maybe it's just a basic configuration edit, but I won't know how. That is a engine I really like, however, it is only usable in only one situation. Thanks!

Edited by likke_A_boss
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  • 2 weeks later...

Okay, look what I've found:

797px-DIRECT_Jupiter-120_Exploded.jpg

It turns out that the Jupiter engine mount had room for 4 engines, but it only used three in the Jupiter 130, while it used 4 in Jupiter 146. Tiberion, do you have some spare parts lying about?

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Heh I saw that, but decided to make it for three, because 4 wouldn't fit without scaling down the engines, which means they would have been weirdly sized when used singly.

I was going to do a 4x style adapter more like Constellation and SLS, but I put it off for the next round.

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