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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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You're welcome! I'm happy to show it off. And yeah, I figured horizontally landing would be tricky so I was like "why not land traditionally?" One thing, though - for some reason my pics in the OP are credited to T. Lancer. Is that fixable? X3 Thanks for adding them, by the way! I'm flattered you liked it enough to.

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You're welcome! I'm happy to show it off. And yeah, I figured horizontally landing would be tricky so I was like "why not land traditionally?" One thing, though - for some reason my pics in the OP are credited to T. Lancer. Is that fixable? X3 Thanks for adding them, by the way! I'm flattered you liked it enough to.

It should be fixed now. Sorry. For some reasons I mixed this up.

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Hi dtobi,

IMHO I spotted few errors into the tech tree,

There is 3 fuel valves: default on , default off and a not defined one (the Schrödinger's valve?)

3,75 fuel tanks are unlocked by "Composites" and the 2,5 by "Very heavy rocketry" also is strange the 1,875 tanks are unlocked by "Heavier Rocketry".

Engines placement is also strange X2 in "heavy rocketry" , nothing in "heavier rocketry" , then all the engines (but the small ones) in "Very heavy rocketry".

I'll take a look. Thanks for the analysis.

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Hi dtobi, I love KM but I'm having issues with random CTDs with my new orange tank fueled space plane. Does km_Gimbal_2.0.dll have issues with x64?

EDIT: Just ran KSP with only KM installed. KM is certainly broken in .24.2 x64. ;.;

Edited by Eskandare
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Made a video of my latest creation with this mod. Took pains to make it as hardcore realistic as possible and still operate right. I'll post a simplified .craft file (mainly deleting extraneous mods and replacing mod parts with stock where possible)

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Edited by Subasean
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I get Price NaN on Most parts, Its due to electricity being Nan/0

RESOURCE

{

name = ElectricCharge

amount = 0

maxAmount = 0

isTweakable = false

hideFlow = true

}

in the Config file, When changed to a positive value it will be all fine and dandy ( the max amount). Change it to IE maxAmount = 5 And its good.

Tired of changing this manually on mods xD, As this is not the first one with this problem.

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http://puu.sh/aQ830/2a9998c569.png These are the Parts that have "RESOURCE

{

name = ElectricCharge

amount = 0

maxAmount = 0

isTweakable = false

hideFlow = true

} "

Thx to notepad++ i can load Entire modfolders and do Word searches so its not that big a deal just sucks when i have to exit KSP all that time for this. But i fixed it for now =) Open notepad wordsearch for maxAmount = 0 Replace with maxAmount = 5 (load ALL folders) Replace do the same for amount = NaN Replace with amount = 0 And do this in all craft files aswell

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http://youtu.be/7T9ZLEhjZUg

Made a video of my latest creation with this mod. Took pains to makke it as hardcore realistic as possible and still operate right. I'll post a simplified .craft file (mainly deleting extraneous mods and replacing mod parts with stock where possible)

http://imgur.com/a/04f8l

Impressive! Thanks for sharing it. I live it when people share their creations.

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http://puu.sh/aQ830/2a9998c569.png These are the Parts that have "RESOURCE

{

name = ElectricCharge

amount = 0

maxAmount = 0

isTweakable = false

hideFlow = true

} "

Thx to notepad++ i can load Entire modfolders and do Word searches so its not that big a deal just sucks when i have to exit KSP all that time for this. But i fixed it for now =) Open notepad wordsearch for maxAmount = 0 Replace with maxAmount = 5 (load ALL folders) Replace do the same for amount = NaN Replace with amount = 0 And do this in all craft files aswell

Is there a problem with the 0 resources? These one were necessary (I think around .23).

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Impressive! Thanks for sharing it. I live it when people share their creations.

Thanks! As a Shuttle nerd, both the US Orbiter and Buran (RIP, the world is poorer for your loss), this is easily my favorite mod of all time. I used to use a plugin written by (or just shared, was never entire clear) a forum user named Endless Waves and hacking stock engines to make my shuttles.

http://forum.kerbalspaceprogram.com/threads/90427-Dauntless-Space-Shuttles

^Here's where you can find the .craft files, and here:

is a recreation of a rather famous Shuttle video (with link to the original in the description)
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Thanks! As a Shuttle nerd, both the US Orbiter and Buran (RIP, the world is poorer for your loss), this is easily my favorite mod of all time. I used to use a plugin written by (or just shared, was never entire clear) a forum user named Endless Waves and hacking stock engines to make my shuttles.

http://forum.kerbalspaceprogram.com/threads/90427-Dauntless-Space-Shuttles

^Here's where you can find the .craft files, and here: http://youtu.be/qwtfDUHcS9w is a recreation of a rather famous Shuttle video (with link to the original in the description)

This is fabulous. Thanks for sharing it! You made my day!

Edited by dtobi
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Hi

Do you have a idea why there are no particles (flames) from the engines? I removed smokescreen and mp_nazari, which should be the only mods altering particles.

KSP 0.24.2 64bit and Space Shuttle engines V2.0

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Nice, made my first shuttle that actually was controllable... to an extent at least. Also, almost landed. That real good considering I was steering :) But I can't figure out how multi-adaptatrons (structural tab) work, can somebody help me with that?

Also dtobi, linear aerosipe fix would be great, currently it totally breaks delta-v calculators :/

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Having trouble implementing your gimbal plugin. I created a separate gimbal transform. The gimbal works in game, I can't however limit it to a single axis. If I change yawGimbalRange = 0 it doesn't do anything, the engine still gimbals on both axis. If I change pitchGimbalRange = 0 it doesn't gimbal at all on any axis. I want to limit the gimbal to a single axis.

Here's what I have:


MODULE
{
name = KM_Gimbal
gimbalTransformName = gimbal
debug = false
yawGimbalRange = 12
pitchGimbalRange = 12
enableRoll = true
}

PAXb6yA.png

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Is it normal that the new engines for 24.2 don't track COM anymore? Or I cant even modifie the engines like I could in 23.5

Nope. That's not normal. Did you install the latest update and the base package?

- - - Updated - - -

Having trouble implementing your gimbal plugin. I created a separate gimbal transform. The gimbal works in game, I can't however limit it to a single axis. If I change yawGimbalRange = 0 it doesn't do anything, the engine still gimbals on both axis. If I change pitchGimbalRange = 0 it doesn't gimbal at all on any axis. I want to limit the gimbal to a single axis.

Here's what I have:


MODULE
{
name = KM_Gimbal
gimbalTransformName = gimbal
debug = false
yawGimbalRange = 12
pitchGimbalRange = 12
enableRoll = true
}

http://i.imgur.com/PAXb6yA.png

I'm currently on holiday. I'll check whey come back next week.

- - - Updated - - -

Having trouble implementing your gimbal plugin. I created a separate gimbal transform. The gimbal works in game, I can't however limit it to a single axis. If I change yawGimbalRange = 0 it doesn't do anything, the engine still gimbals on both axis. If I change pitchGimbalRange = 0 it doesn't gimbal at all on any axis. I want to limit the gimbal to a single axis.

Here's what I have:


MODULE
{
name = KM_Gimbal
gimbalTransformName = gimbal
debug = false
yawGimbalRange = 12
pitchGimbalRange = 12
enableRoll = true
}

http://i.imgur.com/PAXb6yA.png

I'm currently on holiday. I'll check whey come back next week.

- - - Updated - - -

Having trouble implementing your gimbal plugin. I created a separate gimbal transform. The gimbal works in game, I can't however limit it to a single axis. If I change yawGimbalRange = 0 it doesn't do anything, the engine still gimbals on both axis. If I change pitchGimbalRange = 0 it doesn't gimbal at all on any axis. I want to limit the gimbal to a single axis.

Here's what I have:


MODULE
{
name = KM_Gimbal
gimbalTransformName = gimbal
debug = false
yawGimbalRange = 12
pitchGimbalRange = 12
enableRoll = true
}

http://i.imgur.com/PAXb6yA.png

I'm currently on holiday. I'll check whey come back next week.

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Is there a problem with the 0 resources? These one were necessary (I think around .23).

Sorry for late response, Yes there is if maxamount is set to 0 there is a problem with cost being NaN.

Might only be with tweakscale, but yeah i reported it for 2 other mods aswell.

This is for another part pack but the result is the same, when i changed maxamount = 0 to = 5 the problem was fixed ( you have to edit the craft file aswell)

http://i.imgur.com/DF0fRuQ.png

Edited by Sutima
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Seems that this mod doesn't like to work with tweakscale :/ competly removes any function of the smart parts.

it works with tweakscale, Remove ALL KLockheed mods and tweakscale then reinstall it, make sure that all mods that use KSPAPI have the same version and it should work.

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