Velcro Rockets V1.0

Hi, first post here, but have been reading these forms for some months.
This addon is great fun :)
I think I have found a few bugs though.

1. I have numerous fuel pods feeding the main tank, with some boosters being fed by the main tank. Now the problem is, when the boosters are jettisoned I still continue to use up fuel at the same rate as if they were still attached and firing. Meaning I don't have any fuel for orbital movement.
This happens if the boosters are set to jetison when throttle is set to 0 and also happens if I manually jettison the boosters by selecting them and pressing J.

2. In another situation, I added some Large boosters, and was hoping to directly feed them with some fuel pods, however I was only ever able to feed the main tank (Tank 0) and not the boosters which were tanks 1 +2.

Did anyone else run into these? Specifically the first bug, as that is the most important one.

Thanks again for the Addon :)
Dan.
 
I dont know about what you wear asking but WELCOME :) !! to this fourm
 
Dan,

Welcome aboard, and thanks for the kind words.

Taking your second concern first, I never tried installing drop tanks on parallel-stage boosters, but it certainly ought to work, the same as SRM's on SRM's, which I DID try. Some pitfalls:
The drop tanks actually need to hang off of the core stage, not the boosters. This is because Velcro's PARALLELSTAGE function clones the booster's fuel tanks and engines over to the core stage, where they actually do some good. (In Orbiter's physics engine, attached vessels don't affect the parent. So engines on an attached stage don't actually accomplish anything). While your tank needs to CROSSFEED to the core stage, its physical location can be on the booster, of course. You can have the tanks feed the booster's engines by feeding higher-number tanks on the core stage; 1 and 2, for example, instead of 0.
Make sure the order of vessels in the .scn is right: core first, then boosters, then drop tanks.
I'm not sure the PRIMEBOOSTER specification won't mess things up. If you can, set PRIMEBOOSTER 0 for all the boosters.

I'm not sure about your first concern. Are you saying that you're getting an incorrect fuel flow rate after booster jettison? I'm not sure what you're seeing, let alone how it would happen.

If it's practical, please attach an .scn so I can try out what you're doing.

In fact, that goes for everyone; please share your Velcro doodles and masterpieces!
 
I just use Universal cargo deck to build launchers with this mod I Find it easyer to use that editing a scenario file takes to long
 
Sputnik, thanks I will try your suggestion for the second concern.
With the First concern, basically I was trying a totally unrealistic horizontal take-off with the Shuttle with SRBs attached, and some boosters which I modified to not carry any fuel, so that they could act as the shuttles main engine. :)

Since I used Realistic ISPs, Every Inch of the wing was covered with fuel pods, just enough to get the shuttle up into Orbit with about 50 -75% left in the shuttles main tank.

However, once the modified boosters were jettisoned, the main tank would continue to use up fuel, as if they had not been jettisoned. I just remembered that If the Boosters are set to Jettison at a certain Tank level, say at 75%, then there is no problem, but normally when I do that, they jettison right when I need them :)

SRBs were set to PARALLELBURN, and The Modified Boosters were set to BOOSTERBURN.


Woo482, Thanks, I will try Universal Cargo Deck.
 
Dan,

I'm still not 100% clear on what you did or how it went wrong, but try some fiddling, and see how you do. If you're still having trouble, e-mail me.
 
Yeah it's hard to explain :) It's most likely that I just made a mistake setting up the scenario, since this was the only time I ran into a problem using your addon.

One other question if you don't mind...
Is there a limit to how many Stages, tanks or boosters that can be added? Since I'm currently building a bit of a monster rocket :)

Cheers.
Dan.
 
Dan,

No coded limit, but practical considerations like trying to get more than a couple frames per second might force a practical limit.

Still, Velcro Saturns works with 2 stages and 12 Minuteman strap-ons. I think that's the largest number I've actually tried.
 
Hi.

This is going to be a very noobish question, please forgive me :) I am slowly learning how to do things in Orbiter and how to use the many add-ons.

I've found one I am really interested in: [nomedia="http://www.orbithangar.com/searchid.php?ID=3865"]NERVA 2[/nomedia]. Basically it adds a nuclear engine with two external droptanks. At first I was very confused because the main engine apparently wasn't drawing any fuel from the external tanks. Later it occured to me that the author probably expects me to edit the scenario file and use the Velcro Rockets commands to make it function properly. I read the documentation, but as I said, I am a beginner at my few attempts at making the whole stack work properly (the main engine uses the fuel from ETs which are then jettisoned) failed. I *think* it is supposed to be done using the CROSSFEED function, but apparently I don't know how to use it.

I was wondering if someone could give me a hint what to do. Here is the 'original' NERVA stack scenario file. What do I have to do to make the core stage draw fuel from the external tanks?

BEGIN_SHIPS
NERVA2:Spacecraft/Spacecraft3
STATUS Orbiting Earth
RPOS -6522669.83 -859543.31 -315855.36
RVEL 460.326 -596.130 -7741.924
AROT -175.56 -3.12 -172.74
VROT 0.00 0.07 0.00
PRPLEVEL 0:0.955
DOCKINFO 1:0,DT1 2:0,DT2
NAVFREQ 0 0
RCS 1
CTRL_SURFACE 1
CONFIGURATION 1
CURRENT_PAYLOAD 0
END
DT1:NERVA_Droptank
STATUS Orbiting Earth
RPOS -6522670.99 -859534.18 -315856.33
RVEL 460.326 -596.130 -7741.924
AROT 4.44 3.12 172.74
VROT 0.00 -0.07 -0.00
PRPLEVEL 0:1.000
DOCKINFO 0:1,NERVA2
NAVFREQ 0 0
END
DT2:NERVA_Droptank
STATUS Orbiting Earth
RPOS -6522668.65 -859552.47 -315854.78
RVEL 460.326 -596.130 -7741.924
AROT 4.44 3.12 -7.26
VROT -0.00 0.07 -0.00
PRPLEVEL 0:1.000
DOCKINFO 0:2,NERVA2
NAVFREQ 0 0
END
END_SHIPS

I thank in advance to anybody who decides to waste few minutes of his time to help a desperate noob :)
 
Nerva2 is a spacecraft3 vessel, it has nothing to do with Velcro rockets. To pump fuel from two droptanks into core stage you need Fuel MFD found here
[nomedia]Fuel MFD[/nomedia]
 
You certainly COULD rig the external tanks to feed the core stage using Velcro Rockets, but that's not what the add-on author did. Velcro Rockets and Velcro Saturns are required to make the launchers work, but once on-orbit, the Velcro Rockets attachment system isn't used. Instead, the tanks are simply docked to the code stage. Use FuelMFD or equivalent to transfer fuel from the drop tanks to the core stage, and jettison the drop tanks manually with an undock command.
 
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