Jump to content

WhimChaser Shuttle [Alpha Release - feedback welcome!]


artwhaley

Recommended Posts

Are there internals?

I'm sold already, but internals would make me squee.

[Answered my own question by installing--looks like the Mk.1 cockpit internal, and no internal for the second Kerbal onboard.]

Edited by LitaAlto
Link to comment
Share on other sites

I'm uploading another update, numbered .5 now. It's a much improved mesh and texture on the main pod, and it adds two service modules to extend the WhimChaser's range outside of LKO!

The service modules give additional fuel, battery, and monopropellant to the ship. They're heavy and they don't provide any lift... so they have to be detached before re-entry!

The service modules also have integrated junior compatible docking ports... but 'control from here' doesn't work yet. I'm stuck on this... but haven't given up yet. They do work if you line them up visually... or if you're using them as the target port for a vessel with a working docking port!

The roadmap to 1.0 is, as of now,

Roadmap to V 1.0

Retractable docking port for Shuttle itself.

IVA interior

Fairing for launch

NEAR and FAR integration

Solar Panels on Service Modules

Thanks for playing with it!

Art

Edited by artwhaley
Link to comment
Share on other sites

Roadmap to V 1.0

[...]

NEAR and FAR integration

You're gonna have to shift to a multiple-part setup to get that to work. FAR and NEAR simply aren't designed to try and make sense of wings-and-body-and-cargo-bay as one part, and trying to do so would lead to some very weird aerodynamic effects. Just warning you, you'll need to break it up into multiple parts or (like pretty much every other shuttle mod conceived without considering FAR / NEAR integration from the start), tell people that they're out of luck.

Link to comment
Share on other sites

Thank you for this handy little hopper :) It's very fun to use!

To give you some feedback:

I had an issue where the RCS fired in the VAB after selecting it for building. It seemed similar to the known issue on the LES of the Taurus HCV (Taurus HCV - 3.75 m Crew Pod ), sadly I had to reinstall KSP so the logs are lost, but maybe it helps still...

Is it possible and not to much a hazzle to make something like a dorsal hardpoint to attach a small payload e.g. a satellite or some LS-supplies?

Thank you again, I like it very much

Edited by E.Nygma
Link to comment
Share on other sites

Odyssey - I'm terrible enough at texturing it as is. :P I'm not quite ready to start a second skin for it!

Ferram - I hadn't looked into that at all. I may pass on integration for this model then and on my next project plan for FAR from the beginning! Thanks for letting me know before I started banging my head into the desk! :)

I haven't seen the RCS fire in the VAB. I'll see if I can replicate... not that I'd know what to do about it if I found it... but it's a start.

And a dorsal attachment node is definitely in the plans to make it easy to line up the retracting docking port... and there's no reason at all it couldn't be repurposed to attach something else. I also might add a couple of nodes to the service modules... as that sort of seems like a more appropriate place to strap your luggage!

Art

Link to comment
Share on other sites

It's still a very fun mod.

BTW, just out of curiosity, I dumped this into a save game with NEAR, and launched it. SAS is overpowered, so it keeps attitude nicely, and given the OP SAS, flew just fine, except that the nose-high angle is WAY nose-high! I was able to safely ditch in the ocean and Jeb was unharmed by the experience. I did not try to fly cross-range. Now I'm torn. I love NEAR. I love this. I can't keep both. Damn.

Link to comment
Share on other sites

  • 2 weeks later...
You're gonna have to shift to a multiple-part setup to get that to work. FAR and NEAR simply aren't designed to try and make sense of wings-and-body-and-cargo-bay as one part, and trying to do so would lead to some very weird aerodynamic effects. Just warning you, you'll need to break it up into multiple parts or (like pretty much every other shuttle mod conceived without considering FAR / NEAR integration from the start), tell people that they're out of luck.

I'm actually considering doing a micro-shuttle, conceived with FAR / NEAR integration from day one. Currently, still in the researching phase. Don't have models or even sketches to show. Is there a way to model a structural fuselage in FAR with the current configs and parameters such that it produces substantially more body lift than say, a stock cylindrical tank? Or conversely should I just model the wings as having a very thick root section and be done with it? Right now I'm tending toward the latter, but if there's a way to make the body contribute substantially to lift within FAR, I'll do it.

Link to comment
Share on other sites

This comes with no warranty whatsoever. All I've done is null out the stock values for drag and lift and converted the entire craft into a control surface in FAR. Control is minimal without SAS. Do not attempt to land while you still have fuel. Land empty. Other weirdness may ensue. You have been warned. Landing speed for me was about 35m/s, with vertical speed being about 6m/s. Ditching in the water is still your best bet, as it will somersault on land.

@PART[whimchaser]:FOR[FerramAerospaceResearch|NEAR]
{
@module = Part
!dragCoeff = DELETE
!deflectionLiftCoeff = DELETE
@dragModelType = default
}

MODULE
{
name = FARControllableSurface
MAC = 0.7
e = 0.67
maxdeflect = 15
MidChordSweep = 0
b_2 = 2.2
TaperRatio = 1
}

Link to comment
Share on other sites

Tested with stock aerodynamics, a short review:

+ the built-in RCS is nice, and appears well-balanced

+ the built-in engines work well and seem well-balanced against stock performance

+ the service modules are a very nice touch

+ the heat tile texture looks good

+ looks cute overall (whether this is really a plus might be debatable)

- no landing gear

- flies like a brick, quite literally

- I'm not a fan of the way windshield looks

- not a fan of the nozzles either

- the second crew member appears neither in the external view nor in IVA. The only indication that he is there is that his name appears when you click on the crew hatch

The service module had much more delta-v than I would expect from such a device, allowing me to take this picture:

wspKkCi.png

Link to comment
Share on other sites

  • 2 weeks later...

Great mod. The most functional of the microshuttles. Glad you're making it. Been playing with it. Things I want!

Needs gear (forward gear being a skid would be cool)

Would be nice to have a shielded docking post on the service module or shuttle (not just a spot)

More than one kerbal please

integrated parachute for emergencies/water or,

flaps/spoilers like dreamcatcher

lights

It has a good amount of drag for reentry but it's more challenging to land. Than again, without gear it's hard to tell

It's also useless with FAR. Had to reinstall to use.

Link to comment
Share on other sites

  • 5 years later...

  

 MOD ADOPTION NOTICE

 Greetings.

I have asked @artwhaley for his permission to update / continue / adopt / release this wonderful mod.

I absolutely love this mod and really want others to enjoy it as well. Small footprint, few well designed and textured parts. I like it.

I am in the final stages of modernization and hopefully will release soon..

I will provide recognition of original authors/maintainers; and I will gladly step aside should they ever want to continue this mod.

Thank you kindly in advance!


WhimChaser: license-MIT-red?style=plastic MIT-17x17.png

 

more news when there is news.

 

Edited by zer0Kerbal
Link to comment
Share on other sites

  • 1 year later...
Quote

 

Provides a fun to fly efficient vertical launch/glider return vessel that can handle rescue missions as well as providing a low-cost crew service vessel (CSV) .

Inspired by Dream Chaser and Pteron, and gives a flight profile similar to Dream Chaser and the Space Shuttle, so it's something familiar and educationally valid.

This is a part for those times when you want to fly... not build. Towards that end, this single part has built in: ElectricCharge, MonoPropellant, Liquid Fuel, Oxidizer, aerodynamic control surfaces, 6-way RCS Thrusters and main Engines!

For Kerbal Space Program.

 

Permission given long time ago, just was sidetracked.

.this is now in the batter's box.

Check progress here. Issues here. Discuss here. Prerelease [here][curseforge] 

New thread [here][thread].

 

 

 

Edited by zer0Kerbal
update links and lasso the birds
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...