Hey! I’m not the only one who noticed! It’s either the music used in A remarkable Flying Machine or the STS 2 documentary. I know they played “Crunch” by Soft Machine during the landing of STS-1, but they might’ve played this song during the entry.
Me: Wee, woosh rockets go up. This guy: I wrote a kOS script that perfectly emulates the real shuttle oh, hey look, no hands ma! Not even a bounce. Amazing work.
Very nice, thanks for sharing! I was on the design team for one of the chips that went into its auto-land system. That was in late 1981/early 1982, so it was part of a Shuttle upgrade. I wonder what this system looked like before and after the upgrade.
I was recently out of college and was isolated on my subsystem of one of the gate array ICs in the chipset, so I don't recall what it became a part of, sorry. I was at Hughes Aircraft Co., if that helps a little. It was such a great engineering experience, since I was also tasked with configuring and setting up its simulation runs, then when the prototype returned from our fabs, using a powerful microscope to place tiny probes on traces to verify all my I/O signals! Learned so much.
What a way to come to california! Amazing stuff, very impressive that this is possible without using trajectories even, which i never expected would happen
The fact this is a game... Imagine if the shuttle engineers of the early 80s saw this, and knew that in only 45 years technology would have progressed from supercomputer simulations of the day to being superceded by a game...
Possibly the best KSP youtube video I've ever seen. Thanks for this! I too enjoy using older versions of KSP (with mods) as a bona fide spaceflight simulator. Maybe I should be using 1.1 instead of 1.3. After all, the shuttle mod won't fly correctly in my 1.3, as I don't believe it is compatible. Therefore I build my own replica STS. Keep up the good work on accurate shuttle simulation!
First, a reworked version of Buran with realistic aerodynamics must be cooked up, like my fork of SSS. Of course it can't be 100% realistic because we don't have detailed data on Buran like we have for Shuttle
This is really cool stuff. Love to see the full reentry covered now. I'm curious how versatile this program is, can you fly other winged aircraft with it or is it too dialled in on the real shuttle?
There would be a million things to tweak to adapt this for another vehicle. For this reaosn I did not design this to be verastile. It would be easier to overhaul my other simulation-based script with guidance concepts taken from this, still a load of work though
@@giuliodondi That's kinda what I imagined to be the case. Guidance programs are still a big black box to me I ask because I was reading about the reentry path concepts for earlier non-delta wing shuttle designs and they had a very different flight plan.
Hi, congratulations for the Shuttle fork and the programs!, however, when I try to use ops3.ks I get the following error: "not enough rudder control modules found". What did I do wrong? Thank you very much
How did you get the Airstrip at Edwards to work? Is it just a KK Site placed just under the Tile or is it something else? My MTE tile for Edwards/Mojave has no solid section under the runway I discovered the hard way after an X-Plane flight lol
I seem to remember they disable the forward RCS to avoid plume-plasma hotspots, but I cannot find a reference document for this. Indirect evidence is that the flight procedures have all the steps to dump the forward RCS fuel to depletion for CG balancing. I keep all the RCS active because I need the extra yaw authority, while in reality the entry DAP used the elevons as sideslip dampers when the AoA was high and so the aft RCS was enough
It should have at least 1500km, which is roughly a delaz of 15° at a distance of 7400km. I don't know the upper limits but this is enough to do the 3B reentry mission
you need a measurement of distance to target (d) and delaz(psi), then the formula comes straight from spherical trigonometry: xrange = Re*arcsin(sin(psi)*sin(d/Re)) and careful about degrees to radians conversions
@@VercilJuan Create images of the plots and gui elements, use them to set the background of widget elements. Nest each widgets in size1 layouts and change the margins to set positions in the gui. That way you can have them move freely with overlap and no interference. But that's only the easy part.
Question, this isn't exactly related to your script, but do you know any good payload mods for this shuttle mod? Mainly looking for things like the IUS, the PAM cradle, etc.
@@giuliodondi Alright, I'll check that out. Although, I do wanna bring up that I'm getting missing parts from your mod, such as the entire orbiter part, and I don't know why. I'm not getting this type of issue with SpaceODY's SSS.
LOL i love the use of the old NASA space shuttle documentary music
Isn’t that the STS-2 documentary music
Hey! I’m not the only one who noticed! It’s either the music used in A remarkable Flying Machine or the STS 2 documentary. I know they played “Crunch” by Soft Machine during the landing of STS-1, but they might’ve played this song during the entry.
Me: Wee, woosh rockets go up. This guy: I wrote a kOS script that perfectly emulates the real shuttle oh, hey look, no hands ma! Not even a bounce. Amazing work.
Very nice, thanks for sharing! I was on the design team for one of the chips that went into its auto-land system. That was in late 1981/early 1982, so it was part of a Shuttle upgrade. I wonder what this system looked like before and after the upgrade.
Fascinating! Did you work on the AP-101 GPCs or some other subystem of the avionics?
I was recently out of college and was isolated on my subsystem of one of the gate array ICs in the chipset, so I don't recall what it became a part of, sorry. I was at Hughes Aircraft Co., if that helps a little. It was such a great engineering experience, since I was also tasked with configuring and setting up its simulation runs, then when the prototype returned from our fabs, using a powerful microscope to place tiny probes on traces to verify all my I/O signals! Learned so much.
What a way to come to california! Amazing stuff, very impressive that this is possible without using trajectories even, which i never expected would happen
principia has something similar which is why it’s possible
Well yeah, it's a KOS script don't see why that would be unessecary
Holy Crap, a whole UI of Shuttle reentry on KSP!!
Amazing how much this looks like a film I saw shot from the cockpit window of Columbia during STS 1 as it went through roll reversals.
7:39 I see what you did there with the music! 😉
Incredible work, the GUI ❤
I see OPS3 and all I can think "Columbia, we're ready for OPS3". The last normal thing about that flight.
The fact this is a game... Imagine if the shuttle engineers of the early 80s saw this, and knew that in only 45 years technology would have progressed from supercomputer simulations of the day to being superceded by a game...
Damn! That's a really cool collocation algorithm in your reentry burn!
Possibly the best KSP youtube video I've ever seen. Thanks for this! I too enjoy using older versions of KSP (with mods) as a bona fide spaceflight simulator. Maybe I should be using 1.1 instead of 1.3. After all, the shuttle mod won't fly correctly in my 1.3, as I don't believe it is compatible. Therefore I build my own replica STS. Keep up the good work on accurate shuttle simulation!
Thanks! Although to clarify: this is nearly the last ksp1 release, two minors removed. All the mods including SSS have been brought up to date
Gorgeous!
Very well done!
Been having loads of fun using your script. Are there plans to integrate this with your OPS1 script for rlts guidance and stuff?
Of course! The entry script already has provisions to handle TAL situations.GRTLS logic is also already built-into TAEM but still needs testing
This might be the best KSP player
WOW! Amazing!! Keep going
The soviet shuttle's only flight was completely unmanned. It's amazing what humans have accomplished.
Very nice! Well done
You know what? I'm gonna install KSP again, it's been like 3-4 years that I don't play KSP
Amazing
This is crazy
Nice 👍 I like to work on that guidance for FG Shuttle.
I know! The FG Shuttle avionics was definitely a source of inspiration for this
@@giuliodondi that is really cool to see the same love for the Shuttle in several simulation.
Do you have any connection with the aerospace industry or do you do it solely for fun? This must take a lot of time and knowledge!
Thanks! No connections, just a STEM background, hundreds of papers and yes load of time and passon on my hands
@@giuliodondiThat's so cool of you! Would be nice to have a list of papers you've used. I would love to read something like that in my spare time.
@@pavelkalugin4537 Пашка Калугин из команты 307 это ты чтоли
Amazing! Would this work with a buran mod as well for the truly RL automated buran recreation?
First, a reworked version of Buran with realistic aerodynamics must be cooked up, like my fork of SSS. Of course it can't be 100% realistic because we don't have detailed data on Buran like we have for Shuttle
Space shuttle Columbia wouldn’t even last to STS-107 if Jeb was behind the wheel. But at least astronauts would survive.
Awesome stuff
This is really cool stuff. Love to see the full reentry covered now.
I'm curious how versatile this program is, can you fly other winged aircraft with it or is it too dialled in on the real shuttle?
There would be a million things to tweak to adapt this for another vehicle. For this reaosn I did not design this to be verastile.
It would be easier to overhaul my other simulation-based script with guidance concepts taken from this, still a load of work though
@@giuliodondi That's kinda what I imagined to be the case. Guidance programs are still a big black box to me
I ask because I was reading about the reentry path concepts for earlier non-delta wing shuttle designs and they had a very different flight plan.
i remember the song from universe sandbox
Hi, congratulations for the Shuttle fork and the programs!, however, when I try to use ops3.ks I get the following error: "not enough rudder control modules found".
What did I do wrong? Thank you very much
Please read the README on github carefully and open an issue if the problem persists
I was just installing your script and wondering why it wasn’t updated. Would love an installation video though.
What's unclear about the instructions in the readme?
make sure you have atmospheric autopilot not installed
Incredible. How did you learn how to do this?
technical documents and coding experience
How did you get the Airstrip at Edwards to work? Is it just a KK Site placed just under the Tile or is it something else? My MTE tile for Edwards/Mojave has no solid section under the runway I discovered the hard way after an X-Plane flight lol
The SpaceODY terrain tile is solid all over, plus there's an invisible spawner on the runway
If a get ""Error, not enough rudder control modules found". What im doing wrong?
Please open up you issue on GitHub so that in the future it can be of help to others
got an error in the script asking for vehicle library
it's fixed now, but please open up issues on the github repo next time
Does the Space Shuttle have the forward RCS enabled during re-entry like that in real life? Or they just use the rear ones
I seem to remember they disable the forward RCS to avoid plume-plasma hotspots, but I cannot find a reference document for this. Indirect evidence is that the flight procedures have all the steps to dump the forward RCS fuel to depletion for CG balancing.
I keep all the RCS active because I need the extra yaw authority, while in reality the entry DAP used the elevons as sideslip dampers when the AoA was high and so the aft RCS was enough
@@giuliodondiI have one more question, how much crossrange does your Space Shuttle mod have? In Kilometers and the AZ Error
It should have at least 1500km, which is roughly a delaz of 15° at a distance of 7400km. I don't know the upper limits but this is enough to do the 3B reentry mission
@@giuliodondi How do you find the crossrange in km? Are there methods for it or you just calculate it? (In KSP)
you need a measurement of distance to target (d) and delaz(psi), then the formula comes straight from spherical trigonometry:
xrange = Re*arcsin(sin(psi)*sin(d/Re))
and careful about degrees to radians conversions
What shows the flight path in the map view like that?
Principia
@@giuliodondi thank you! I posted an issue on your github. The Shuttle System wasn't showing up in the parts menu.
Damn how did you make the UI match the one on the real shuttles?
and the entry guidance UI, beautiful stuff. How did you even implement that
@@VercilJuan Create images of the plots and gui elements, use them to set the background of widget elements. Nest each widgets in size1 layouts and change the margins to set positions in the gui. That way you can have them move freely with overlap and no interference. But that's only the easy part.
quick question, does this work with SSTO's?
Whether a vehicle is an SSTO has no bearing on how it re-enters the atmosphere.
That aside, this is intended to work only for the Space Shuttle
@@giuliodondi alright thanks
Can you share the launch script for your space shuttle?
it's been live on my github repo for years: github.com/giuliodondi/kOS-Shuttle_OPS1
how do you download the scripts?
Question, this isn't exactly related to your script, but do you know any good payload mods for this shuttle mod? Mainly looking for things like the IUS, the PAM cradle, etc.
I never saw anything of the sort made specifically for SSS (i.e. ported from the Orbiter 2010 models). SOCK has some stuff
@@giuliodondi Alright, I'll check that out. Although, I do wanna bring up that I'm getting missing parts from your mod, such as the entire orbiter part, and I don't know why. I'm not getting this type of issue with SpaceODY's SSS.
@@ArchimedesTF2 open up an issue on github
there is shuttle payload system IIRC, another shuttle mod I don't remember had some palettes/adapters too
you should sell this program to SpaceX
😂