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[1.1.x] Space Shuttle Engines (2016-07-03)


sarbian

Which parts of the pack do you use?  

117 members have voted

  1. 1. Which parts of the pack do you use?

    • X2 Engine
      91
    • BB engines
      58
    • Aerospike
      60
    • Attachment points
      69
    • Auto Stagers
      41
    • Fuel Controllers
      38
    • Radio Controller
      27
    • Tank System
      91
    • OMS system
      87


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Could you add Poodle-style (quickly dispersing white gas) flames to OMS engines, too? Oh, and for the RX-25, you can use the same realistic flames Nazari made for the CSS version.

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I love this mod. But have such a nightmare using it with FAR

Basically it always does an immediate backflip despite my best efforts

Stupid realistic drag models

After many hours of fiddling I've managed to build 3 FAR working craft and one balanced enough that even MechJeb could fly it, barely but it did it. The hardest part was getting the COL pointing directly through COM for the majority of the Flight. TAC fuel balancer could probably help and I have just recently started using it to see if it will.

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Edited by Wyseman76
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I've made shuttles using FAR as well, it's tricky but not impossible, the most important point is to have your shuttle riding the rear of the tank to move your CoL back, if your shuttle is too far forwards you CoL might be in front of your CoM which is a disaster in planes and double disaster in a shuttle.

http://forum.kerbalspaceprogram.com/threads/67270-Throttle-Controlled-Avionics-1-1-0-23 helps a lot, balances your engines to ensure you go the right way, you can "cheat" and put a liquid engine under the fuel tank and on the shuttle and have that plugin balance the two on it's own, making designing shuttles a lot less nightmare inducing.

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I've made shuttles using FAR as well, it's tricky but not impossible, the most important point is to have your shuttle riding the rear of the tank to move your CoL back, if your shuttle is too far forwards you CoL might be in front of your CoM which is a disaster in planes and double disaster in a shuttle.

http://forum.kerbalspaceprogram.com/threads/67270-Throttle-Controlled-Avionics-1-1-0-23 helps a lot, balances your engines to ensure you go the right way, you can "cheat" and put a liquid engine under the fuel tank and on the shuttle and have that plugin balance the two on it's own, making designing shuttles a lot less nightmare inducing.

I haven't noticed that mod, hell that looks like it along with fuel balancer could really make things easier.

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I've made shuttles using FAR as well, it's tricky but not impossible, the most important point is to have your shuttle riding the rear of the tank to move your CoL back, if your shuttle is too far forwards you CoL might be in front of your CoM which is a disaster in planes and double disaster in a shuttle.

http://forum.kerbalspaceprogram.com/threads/67270-Throttle-Controlled-Avionics-1-1-0-23 helps a lot, balances your engines to ensure you go the right way, you can "cheat" and put a liquid engine under the fuel tank and on the shuttle and have that plugin balance the two on it's own, making designing shuttles a lot less nightmare inducing.

Good tips thanks I always attach to the center of the external tank which is probably why I get flips. Using time control I did wind up creating the most beautiful acrobatic explosion I've ever seen in KSP though

I also designed a ship using two planes mounted to a central tank that worked well.

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It's not working for me. I have RSS, FAR, b9, and procedural SRBs installed and it works fine, but when install this it stops working. Does anyone know a solution?

If the game itself stops loading then it sounds like your out of memory. Try getting rid of one of your mods or install a memory reduction mod: http://forum.kerbalspaceprogram.com/threads/59005-0-23-5-Release-3-1-Active-Texture-Management-Save-RAM-without-reduction-packs!

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Perhaps unscrupulously, I have been using some of the shuttle engines (the OMS ones, not the shuttle ones) as Mun lander engines -- or in other places. I also (perhaps *more* unscrupulously) use MechJeb to do many things for me. I noticed that a lot of my burns were going out of control. I then realized after some prodding that the simplest solution was to simply turn off the gimbal. (The engine I'm using doesn't have any default trim, it seems)

However, this setting does not seem to persist at all. If I turn it off in the VAB, it's enabled on the pad. If I turn it off in a savegame, it's on when I reload it.

I use so many plug-ins I can't be sure it's caused by this pack directly. But can someone do some experiments to see if it happens to them?

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Perhaps unscrupulously, I have been using some of the shuttle engines (the OMS ones, not the shuttle ones) as Mun lander engines -- or in other places. I also (perhaps *more* unscrupulously) use MechJeb to do many things for me. I noticed that a lot of my burns were going out of control. I then realized after some prodding that the simplest solution was to simply turn off the gimbal. (The engine I'm using doesn't have any default trim, it seems)

However, this setting does not seem to persist at all. If I turn it off in the VAB, it's enabled on the pad. If I turn it off in a savegame, it's on when I reload it.

I use so many plug-ins I can't be sure it's caused by this pack directly. But can someone do some experiments to see if it happens to them?

I realized this today, too. The gimbal seems to be off for these engine. I plan to fix it for the next release.

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I'm finding than when I have the gimbal plugin installed all my engines will ignite when I press the space bar to launch regardless of which stage they should ignite at. I'm using RSS and its associated mods but all works as usual without the gimbal plugin. I'm also finding similar issues to tecnogeeky with all engines when using an RSS setup, my craft don't stay upright with gimballing on at launch under either manual or mechjeb control. I may just not be setting it up properly of course...

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Since RSS doesn't actually touch engines at all, that's rather doubtful; it *could* be an interaction with something else and RSS and this, but it's much more likely to be an interaction with something else and this.

Julexus Quandem: what other gimbal plugins, if any, do you have installed? What set of engine configs? Do you have any of the "Tweakable" plugins installed?

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I'm using SFJackBauer's engines, I don't have any of the "tweakable" or other imbal plugins. The issue with all engines firing at launch seems to only affect some craft, I'll see if I can do some experiments to narrow that down a bit. I think my issue with keeping craft in control is due to the stock issue where the top of the ship (where the probe core and hence SAS is) wobbles and then the gimbal over-compensates. More struts helped, as does using the "Smooth" setting and turning the "Speed" down to 10, but even the SAS struggles to keep the craft upright.

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All parts including the smart parts seen to work well. I haven't found anly flaws. If you find any please report them. I'm currently working on an update to get particle fx flames on all the non-OMS engines.

http://imgur.com/a/HJjJj

During flight, as soon as any of the orange tanks are emptied of fuel I get "[Error]: Body::setMass: mass is 0.000000, should be positive" starts spamming in the log for a few seconds during a springy-sponge-tank generated unplanned disassembly. I just now discovered this as my career has advanced to the needed tech. I have not yet had a chance to try to understand what conditions are required to reproduce it. Has no-one/anyone else seen this with 0.23.5?

Edit: It appears to only happen if I use the orange tanks in-line, that is with an engine at the bottom of the stack. In shuttle style external tank configuration everything seems fine.

Edited by Kaa253
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Strange. Haven't had this ever. Can you provide a craft file (minimal if possible)?

- - - Updated - - -

During flight, as soon as any of the orange tanks are emptied of fuel I get "[Error]: Body::setMass: mass is 0.000000, should be positive" starts spamming in the log for a few seconds during a springy-sponge-tank generated unplanned disassembly. I just now discovered this as my career has advanced to the needed tech. I have not yet had a chance to try to understand what conditions are required to reproduce it. Has no-one/anyone else seen this with 0.23.5?

Edit: It appears to only happen if I use the orange tanks in-line, that is with an engine at the bottom of the stack. In shuttle style external tank configuration everything seems fine.

Strange. Haven't had this ever. Can you provide a craft file (minimal if possible)?

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I'm finding than when I have the gimbal plugin installed all my engines will ignite when I press the space bar to launch regardless of which stage they should ignite at. I'm using RSS and its associated mods but all works as usual without the gimbal plugin. I'm also finding similar issues to tecnogeeky with all engines when using an RSS setup, my craft don't stay upright with gimballing on at launch under either manual or mechjeb control. I may just not be setting it up properly of course...

I think I found the problem and fixed it. It needs some more testing, though.

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A new version is out:

V1.3 New engine FX and OMS x0 engine shroud

* New FX for all engines

* X0 OMS engine can now be stacked and has a shroud

* Bugfixes for KM_Gimbal

* Some example ships now use long NASA boosters

It contains the bugfix for the "stage all engines at once" bug.

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