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[0.90] Kerbin Shuttle Orbiter System v4.13


helldiver

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I'm running the TAC life support on my save, and resupplying my station became really easy with this module I made to fit in the cargo bay. Launch to rendezvous is completed from the cockpit (with the exception of timing the launch to be in the same plane as the station and enabling fuel flow on the shuttle after ET sep) with the station in a 91 x 92 km orbit with an inclination of 15 deg. The module holds 640 kerbal-days worth of supplies.

This shuttle is awesome.

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Make sure you rename the parts eg Buran manupulator to Buran manupulator small or something similar as 2 parts with the same name cant coexist and screws up. This is what i do copy the original folder with the parts, rename folder to whatever-sml then edit the config with the name rescale factor and description. Here is a link to a good guide in the B9 forum http://forum.kerbalspaceprogram.com/threads/25241-0-22-B9-Aerospace-Pack-R4-0c-New-pods-IVAs-engines-fuselages-structures/page397 Post 3968

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Could anyone help me learn how to deorbit and actually hit the KSC runway? I can launch and and all that but it seems when it's time to come home I can never get close to KSC I either overshoot or come in way short. I've tried coming in short and gliding to the runway (never make it) and tried turning around from an overshoot (don't know if it's impossible but it feels like it to me) but fail horribly every time.

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Could anyone help me learn how to deorbit and actually hit the KSC runway? I can launch and and all that but it seems when it's time to come home I can never get close to KSC I either overshoot or come in way short. I've tried coming in short and gliding to the runway (never make it) and tried turning around from an overshoot (don't know if it's impossible but it feels like it to me) but fail horribly every time.

It's taken some practice but the KSO has become my most consistent return vehicle, nailing the runway every time now. Now, I have FAR installed so I can glide for far too long, but I like to fly it in like a brick and I bet it behaves similarly without FAR when flown this way. You'll still have to experiment with how far of a lead ahead (if any) of the KSC you give your re-entry profile but I tend to overshoot just a bit. My secret to success is the ridiculously powerful airbrake that is included. That thing is as effective as a parachute partially deployed and does wonders for slowing you down. Spamming that thing lets me come down at very steep re-entry profiles and still hit the runway (or make emergency landings before electric charge runs out for example). The key for me is to come in slightly unrealistically steep, spam the airbrake and then manage landing and slowing down as best I can. I've also added a RealChutes drag chute to the bottom center engine mount that's still open on most KSO arrangements I deploy that only once I've got all my wheels down.

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Is there even a point to using the Buran or ISS arms? The wobble makes them unusable and ends up destroying whatever craft they're attached to, caps lock has no effect.

I abandoned them a long time ago :(

but try strutting them to the orbiter. SHORT struts. Only long enough to reach the nearest orbiter surface.

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Is there even a point to using the Buran or ISS arms? The wobble makes them unusable and ends up destroying whatever craft they're attached to, caps lock has no effect.

I'm using them quite effectively on my station (well, the Canadarm anyway). It might be that I'm also using ferram's Kerbal Joint Reinforcement mod. One thing to keep in mind is that if you're trying to move a 5t object and your station only has a mass of 25t, you're going to have a bad time.

Another tip is to have a command pod/probe/docking port which is rigidly connected to the arm be your "control from here" pod, otherwise wobble induced by the arm will be intensified by the SAS.

Edited by kujuman
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Well, I'm using them on CSS, used them on Buran, and they do work as long as you get a good anchor point. If you don't, you're in for a wobble, but a well-attached object won't wobble if you do it right.

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So IVA question: are the two fellers in the back compartment facing toward the front of the craft or the rear? I can't quite tell...

I think they're facing forward. Flying coach is always the pits.

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So IVA question: are the two fellers in the back compartment facing toward the front of the craft or the rear? I can't quite tell...

puWich1.jpg

It is below the flight deck facing forward. In front of the galley/food storage is the nose gear well. The IVA is also mechanically correct to the rest of the shuttle including exterior geometry. So as you can see it really isn't a "mini" shuttle when compared to Kerbals. In fact going by those dimensions in Human equivalent you're looking at a 767 or 777 flight deck in terms of relative size.

In Phase II (v 2.0) the Lavatory sign will be replaced with something else since the Kerbals now use that hatch to head to the lower forward compartment and the nose hatch if one is installed. Which can be IVAed but I told Nazari that was overkill and would probably not be very useful aside from being fluff. I'd rather spend that time on other phases and content.

Edited by helldiver
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Just flew my first successful Mun landing with this mod! It took a bit of thinking to make a lander that would fit in the cargo bay - most of my landers are too wide.

I used an OMS engine on my mun lander!

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I've tried rescaling the shuttle with some success. I wanted it to fit large sized parts.

http://imgur.com/a/IPFmR

I've changed the rescale factor on each part to 1.5, and then doubled every value (amount of fuel, mass, thrust, etc.).

The real work came in changing all the attach nodes, but again, multiplying most of the values by 1.5 did the trick (had a hell of a time with the nose gear as the correct value changed in the opposite direction as expected).

Anywho, I got all the parts fitting together and got the shuttle to work just fine, except for one thing...When you reload a save, or even revert to launch, the command module, the crewed part of the shuttle, it shrinks back to the regular size. I don't understand why it does that or how to fix it, nor do I understand why only that part does this resizing and nothing else...

I've made some modifications as well. I have previously made an upscaled version of the closable aerodynamic docking adapter, and used that on the nose of the shuttle (rather than doing those off-axis dockings). I've also added these ports to the top and bottom of the external tank, along with probe parts, batteries, etc., so that the ETs can be used in orbit perhaps as wet workshops.

But doing so caused a problem. I found that if I attach something to the bottom of the ET, it changes the function of the External tank's "decouple" mechanism. Now instead of decoupling from the orbiter, it decouples the docking port off the bottom of the tank. Then it's impossible to seperate the tank from the orbiter.

I also added a decoupling mechanism to the command pod section of the orbiter, so that I could strap on some rockets and abort and just seperate the crew cabin (and added parachutes to it). I found that when I hit abort, it actually wouldn't sever the external tank from the command pod (because of aforementioned problem). So this added decoupling module I added to the part file may contribute to these issues.

I also have found it very difficult to fly the orbiter coming back. my strategy of multiplying values by 1.5 doesn't seem to have worked when it came to the flight characteristics of the shuttle.What should I be doing to the drag coeff and the deflectionliftcoeff? I left drag alone and multiplied the deflectionliftcoeff, but that doesn't seem to have worked. (shuttle flips around and wants to fly backwards). Also I don't have FAR or any other mods installed except for the inflatable parts and some rescaled stock parts I've made myself.

Anyway. If anyone knows how to better upscale the shuttle, let me know what I'm doing wrong.

Does this mean you can achieve orbit on real solar system? I'd be interested to try this out, if it's not frowned upon reckon you could post your altered configs on here (with obvious acknowledgement of the mods author). I was also thinking that it would need some kind of acception for real fuels, i.e. The ET containing Liquid H2 and Liquid 02. This wouldn't be to hard to do in the config, I've done it before for unsupported engines.

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