Themorris Posted August 24, 2013 Author Share Posted August 24, 2013 Right now, I'm experiencing a bit of problems with the first stage...The R-36M has a kickstage, which(in the real world) makes it jump out of the silo, before the main engine ignites(this is to protect the silo from the heat).After that, the kickstage is jettisoned and fired aside by some small engines. Then, the main engine ignites.The problem is, that I don't know, how to add a delay before the side-engine ignites, which has to fire the kickstage aside, because it's already jettisoned, so it's no longer controlable.Also, the controls of the engine seem to be inverted, which is a bit weird, because i'm only experiencing this with my own fueltank.If someone knows, how to solve one of the problems, I would be thankful.greetings,Themorris Link to comment Share on other sites More sharing options...
Themorris Posted August 24, 2013 Author Share Posted August 24, 2013 I have noticed a bug wherein after launching a rocket from the silo part highlighting and selection in the spaceplane hanger is broken. I have confirmed this issue to be caused by this mod so I have sadly been forced to uninstall it until a fix is out but please keep up the good work this is getting to be fantastic very quicklyI had this bug only once, when my rocket was to big for the silo, collided with it and gotkicked into space...after that I couldn't select any building anymore. But if you launch the rocket normally, this shouldn't happen...greetings,Themorris Link to comment Share on other sites More sharing options...
gosnold Posted August 24, 2013 Share Posted August 24, 2013 Tested, it works, and it is super cool. Link to comment Share on other sites More sharing options...
Themorris Posted August 24, 2013 Author Share Posted August 24, 2013 I think, this might be useful to create an ICBM script:http://forum.kerbalspaceprogram.com/showthread.php/47399-kOS-Scriptable-Autopilot-System-0-2I will play around with it.If I can create a script, that hits coordinates, I will share it.greetingsThemorris Link to comment Share on other sites More sharing options...
Creideiki Posted August 24, 2013 Share Posted August 24, 2013 An interesting launch pad I must say; it's very similar to an Atlas F or Titan II silo.In terms of missile guidance, well there is already information on how the guidance equations used by missiles like the Minuteman; it's called Q-guidance. And there's a very good article on it, on Wikipedia (there's also a good paper on speedily calculating the Q-matrix needed for Q-guidance to work). The older Atlas and Titan missiles used delta-guidance, though the Atlas and Titan II may have had their guidance programs reworked later in their operational lives.Interestingly enough, Q-guidance can also be used as "proper" rocket guidance, i.e. for orbital rockets, not just for suborbital target interception.WARNING! Both of the following require knowledge of calculus to be understandable/useful. WARNING!A good overview of Q-guidance can be found on Wikipedia: Q-GuidanceAnd here one can find a way to calculate the Q-matrix: An Efficient Algorithm for Calculating the Q Guidance Matrix (PDF 1.03 MB)Now, just because I can, I've attached an Imgur gallery of various missile silo diagrams and a photo. An interesting exercise would be to write up a guidance plugin whose GUI was the same as the Atlas F Re-Entry Vehicle Pre-Launch Guidance Control.Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
sam7 Posted August 25, 2013 Share Posted August 25, 2013 I have found that whenever I try to launch any ship from here that has the take off struts/towers (I don't know what they're called) the staging light remains purple and so take off and staging is prohibited. not only do i find this bug is replaceable, it then persists to all vessels, even those without the takeoff frames, any ideas? Link to comment Share on other sites More sharing options...
comicbstudeo Posted August 25, 2013 Share Posted August 25, 2013 Ditto the above.I am hoping to see this in world war K =P Link to comment Share on other sites More sharing options...
Themorris Posted August 26, 2013 Author Share Posted August 26, 2013 (edited) Hi,I've startet working on the starting procedure of the R-36M. It's now like the real one. It gets pushed up, fires the kickstage away and ignites the main engine.Here are some pictures:I've also fixed the inverted controls of the engine.Textures are coming as soon as I got the whole missile imported and working.greetingsThemorris Edited August 26, 2013 by Themorris Link to comment Share on other sites More sharing options...
CERVERUS Posted August 26, 2013 Share Posted August 26, 2013 Is great and realistic!!! Link to comment Share on other sites More sharing options...
BFGfreak Posted August 26, 2013 Share Posted August 26, 2013 If you don't mind me asking, how did you manage to get that to work? Link to comment Share on other sites More sharing options...
Themorris Posted August 26, 2013 Author Share Posted August 26, 2013 (edited) If you don't mind me asking, how did you manage to get that to work?I created a structure like this:-fueltank-mainengine-sideengine(of the kickstage)-decoupler-kickstageThe kickstage has very less solid fuel, but it's is very strong, so it fires a short impulse and kicks the rocket out of the (hopefully then created) silo.It has a strong decoupler, which throws the kickstage a bit downwards while the sideengine fires. The sideengine is a seperate engine, which is placed on the side of the kickstage.Then the main engine ignites.You should not give full thrust, until the kickstage has flown away, because otherwise, the main engine will push the kickstage back into the silo....and that's it.Right now I'm experiencing some weird problems with the engine of the second stage...The damn thing won't fire downwards, only to the side, no matter how I turn the empty...If someone has some good advise, let me hear it.greetings ThemorrisEDIT:I'm making progress... The engine problem is solved. I had confused the thustTransform and the empty name.It's not far away anymore Edited August 26, 2013 by Themorris Link to comment Share on other sites More sharing options...
Themorris Posted August 27, 2013 Author Share Posted August 27, 2013 Just finished texturing the main fueltank:The first two stage are working so far, but I think I have to do it with a single warhead, the other ones are useless as long as you can't control all at the same time. Link to comment Share on other sites More sharing options...
Kerbal01 Posted August 27, 2013 Share Posted August 27, 2013 Looking good,can't wait to rain fiery doom on the kermunists. Link to comment Share on other sites More sharing options...
Guest Posted August 27, 2013 Share Posted August 27, 2013 You meant Kapitalists. This is a Kermunist missile. Link to comment Share on other sites More sharing options...
Kerbal01 Posted August 27, 2013 Share Posted August 27, 2013 The silo is located in the kapatalists launch site( KSC 1) Link to comment Share on other sites More sharing options...
crasher925 Posted August 28, 2013 Share Posted August 28, 2013 how did??? whoa.... *mind blown* Link to comment Share on other sites More sharing options...
crasher925 Posted August 28, 2013 Share Posted August 28, 2013 Now I have to make a Titan II warhead for my FASA mod !!!!did u just realize that?? Link to comment Share on other sites More sharing options...
Themorris Posted August 28, 2013 Author Share Posted August 28, 2013 The silo is located in the kapatalists launch site( KSC 1)The R-36M is way to big for the old silo...The old one was, as I said, just for testing if a silo could be realized.As soon as I have finished the R-36M, I'll make a new silo, located next to KSC 2. It'll be bigger (I think 6m by diameter and 40m deep), because the R-36M is itself 3m by diameter and 37m high.It'll be in soviet style.I've also found a way to hit a target anywhere at kerbin with the precision of 200m.This can be archieved through using mechjeb2.1.set a target for landing on the map2.launch to 15km without gravity turn3.start landing procedure, until the landing prediction is right at the target(because airdrag is included in the calculation)4.abort the landing5.smartass -> orientation prograde6.wait until missile hits targetRight now I'm experiencing some problems with the missile beeing whobbly.Locked Joints aren't implemented yet, and for now, I havent solved this problem.The modeling is done, and right now I'm implementing the warhead and the service stage into the pack.CheersThemorris Link to comment Share on other sites More sharing options...
Themorris Posted August 28, 2013 Author Share Posted August 28, 2013 nuff said...It's not textured and balanced, but so you can test it and give me feedback.But I think until the weekend it's finished.You can get it here:http://forum.kerbalspaceprogram.com/showthread.php/47156-WIP-ICBM-Pack?highlight=icbm+packCheersThemorris Link to comment Share on other sites More sharing options...
little square dot Posted August 29, 2013 Share Posted August 29, 2013 looks good nice idea, i liked it so much i gave it a go myself What do you think ?one-upper. Link to comment Share on other sites More sharing options...
Pigbear Posted August 30, 2013 Share Posted August 30, 2013 Someone needs to make people able to launch from KSC 2. Link to comment Share on other sites More sharing options...
mushroomman Posted August 30, 2013 Share Posted August 30, 2013 Someone needs to make people able to launch from KSC 2.You can using the KerbTown mod. I think anyway. Link to comment Share on other sites More sharing options...
Themorris Posted August 30, 2013 Author Share Posted August 30, 2013 Check out the FASA mod, frizzank added MIRV warheads...http://forum.kerbalspaceprogram.com/showthread.php/24867-21-FASAGemini-and-Mercury-Aug-26-2-0-New-Pod-Update! Link to comment Share on other sites More sharing options...
Kerbal01 Posted August 30, 2013 Share Posted August 30, 2013 I took the R-36m for a test launch last night and I noticed three major issues:1. The stack is really wobbley when the kick stage is firing2. Controls still appear to be inverted 3. The vehicle's icon doesn't show up in map view. Link to comment Share on other sites More sharing options...
Themorris Posted August 30, 2013 Author Share Posted August 30, 2013 I took the R-36m for a test launch last night and I noticed three major issues:1. The stack is really wobbley when the kick stage is firing2. Controls still appear to be inverted 3. The vehicle's icon doesn't show up in map view.Thanks for testing,the one with the vehicle icon wasn't new to me, the one with the whobbly rocket either.But I thought, I fixed the controls... I have to take a look at it.Normally this was caused by a wrong object origin...I plan to fix the whobbling with the rings, the r-36m jettisions on launch, I wanted to connect them with strutscheersThemorris Link to comment Share on other sites More sharing options...
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