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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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I can't believe that was found so fast. I mean, the effects are dam cool (pun totally intended) so why would anyone want to disable them?

erm, yeah, i agree. was just testing my shuttle brake and ground systems on the runway. don't know on what it depend, that the effect automaticaly disables, but it's for sure not horizontal speed on the runway. so i tried to disable it for this testings :D

Edited by acc
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Gorgeous art pass. Do you think you could add the pre-sparkers from the shuttle sequence? They would go great with they cryogenic boil off.

oh, yes, that would be aweseome. and maybe a modified version of the stock clamps with cyro effects too.

hopefully other mod packs will add those effects too.

maybe a new standard for rocket engines is born :)

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Just updated to the new version and did everything i needed to update: threw away old craft files and old mod and updated like your suppose to do, but when i enter just sandbox on try and load the atlantis and endevor shuttles there parts are locked and want let me load? What do I need to do to fix this? Do they need the old legacy parts or something?

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Just updated to the new version and did everything i needed to update: threw away old craft files and old mod and updated like your suppose to do, but when i enter just sandbox on try and load the atlantis and endevor shuttles there parts are locked and want let me load? What do I need to do to fix this? Do they need the old legacy parts or something?

The tricky thing is that they need procedural dynamics, too. Do you have that installed?

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Hey everyone, not sure if anyone still looks at this thread (they should because this mods kicks ass) but I have run into a horrible problem:

In the VAB the stock shuttles (KM Atlantis, KM Endevour, etc) that come with the mod file say "This ship contains locked or unavailable parts."

I have tried re-installing B9 Aerospace and this mod and nothing seems to work. I really love the stock shuttles so any help would be awesome. I am playing KSP .23 and Sandbox mode.

They also need procedural dynamics (pwings). It's mentioned in the showcase pictures but I have to make it clearer in the top post.

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I think the KM Smart Parts Demo Ship might need tweaking. It blows itself apart after a few hundred meters ( I think the action groups or staging, or both, might be out of order). Unfortunately I haven't used the smart parts much yet, so I'm not sure how to fix it. They look awesome and I look forward to learning how they work.

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They also need procedural dynamics (pwings). It's mentioned in the showcase pictures but I have to make it clearer in the top post.

THANKS! Yes I use to have it and ive not used the shuttles in awhile guess i didnt have it installed i knew this in the past but just forgot i guess thanks.

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OK for those that have the round shuttle shoulders clipping weirdly in the fuselage, the following seems to fix it:

@PART[kmssh0]

{

@node_attach = -0.2, 0.1, 0.0, -1.0, 0.0, 0.0

}

@PART[kmssh1]

{

@node_attach = -0.15, 0.1, 0.0, -1.0, 0.0, 0.0

}

EDIT: Don't listen to me.

Edited by tal2410
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OK for those that have the round shuttle shoulders clipping weirdly in the fuselage, the following seems to fix it:

@PART[kmssh0]

{

@node_attach = -0.2, 0.1, 0.0, -1.0, 0.0, 0.0

}

@PART[kmssh1]

{

@node_attach = -0.15, 0.1, 0.0, -1.0, 0.0, 0.0

}

Oh, wait. These parts are supposed to sink in a lot. They replace tri-, quad, ... octo-, ... couplers!

Look at the example craft firefly and endeavor how to use these.

1D2lbATl.jpg

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I think the KM Smart Parts Demo Ship might need tweaking. It blows itself apart after a few hundred meters ( I think the action groups or staging, or both, might be out of order). Unfortunately I haven't used the smart parts much yet, so I'm not sure how to fix it. They look awesome and I look forward to learning how they work.

Oh, You're right. Firov's new stagable timers blew these up..... My bad for not checking. I'll adjust the ship for the next minor release.

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I just downloaded these engines for the first time, and a I must say that you all did a great job. I noticed that these engines seem to be VERY powerful for their size (especially the smaller ones). Any rationale for the rated thrust of the engines?

The engines have the same TWR as the Stock LV-909 they are a bit smaller so they can fit the 0.62m default size scheme. The next larger scheme is 1.25m, which is way too large. I did not want to have anything in between.

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First successful rendezvous with a shuttle and the LKO station in my career save - Jeb can come home now :)

http://imgur.com/a/N2K4R

cool, good job.

Excellent Shuttle. Looks quite NASA!

thanks. my goal was a next generation design of the real NASA shuttle

i played arround with the fuel valve and i think it would be very great to let it generate (low) thrust, depends on the tweakable value.

and i really want a part, that only does the cyro effect, to put it on tanks, clamps and so on.

a question, because i don't get it: which action on launch disables the cyro effect?

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Also dtobi, are you thinking of making a cargo bay for stock stuff (because I'm waiting for b9 to be updated, and no I don't want to use the old version :P)

(also when i make shuttles, by the time they turn on their back they have lost too much weight and are flipping out, any help?)

I am sorry but that is not on my list right now. The B9 parts are really excellent. Providing another cargo bay system in addition seems like a waste of effort.

B9 in its .22 form works really really well if you replace firespitter.dll and exurgent engineer.dll with their latest versions. I have it running an I can't see any limitations. See here for details: http://forum.kerbalspaceprogram.com/threads/66020-B9-0-23-fixes

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cool, good job.

thanks. my goal was a next generation design of the real NASA shuttle

i played arround with the fuel valve and i think it would be very great to let it generate (low) thrust, depends on the tweakable value.

and i really want a part, that only does the cyro effect, to put it on tanks, clamps and so on.

a question, because i don't get it: which action on launch disables the cyro effect?

I'll consider adding a little force. It will be really tiny if I do it.

The cryo effect turns off based on the vessel state. As soon as the state is not prelaunch any more the plugin turns the effect off. Does that answer your question?

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I'll consider adding a little force. It will be really tiny if I do it.

sounds great, so maybe it save's some kerbals back, if the main engine is broken :D

The cryo effect turns off based on the vessel state. As soon as the state is not prelaunch any more the plugin turns the effect off. Does that answer your question?

yep, thanks. but it has some trouble on the runway. it does'nt turns off while speeding up on the runway. but this is no more a problem, when the effect tweakable is working.

the pre-sparkers looking amazing too.

you my friend are awesome :D i like this pack so much.

Btw with your parts/effects, the FASA launch tower/clamps and the countdown plugin, the whole launch procedure has a new level of flair.

ukhFPX7.png

Edited by acc
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I am sorry but that is not on my list right now. The B9 parts are really excellent. Providing another cargo bay system in addition seems like a waste of effort.

B9 in its .22 form works really really well if you replace firespitter.dll and exurgent engineer.dll with their latest versions. I have it running an I can't see any limitations. See here for details: http://forum.kerbalspaceprogram.com/threads/66020-B9-0-23-fixes

Yes I know about the ways to get around it, but I would rather wait, oh well :P

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