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Shuttle in space

Shuttle Successful Launch

Shuttle1

Shuttle W/ tower concept


Atmospheric Reentry

Reentry concept

Reminder.....[]

this blog post has been discontinued due to my inactivity here, continuation of the concept is in here by SEAcorp, Thank you....

Hehehehe........ Have Fun Reading!!!

P.S i hope Andy read it......

since the shuttle isn't yet launchable and can't perform a re-entry.........

Launch and In Space:[]

In the launch, the tower arms will be different. One that attaches to the orbiter docking port, is the orbiter access arm, this is where all astronaut board to the Orbiter. The top of the external tank is the external tank hydrogen vent umbilical and intertank access arm, the purpose of the arm in real life is to collect excess oxygen from the E.T. but in game it doesn't collect any. the engines that will not use in the launch rather than OMS (Orbital Maneuvering System) in the orbiter , But the space shuttle's 3 main engines will use the fuel in the E.T. not the orbiter's. After the solid fuel of the booster were completely burnt, the player must attempt to land one booster safely to the ocean but the other booster will appear landed in the ocean so the reward is one free quick launch :). when the Shuttle reach space, the E.T. when detach acts like a 1st Stage without the main engines, like the Draco Trunk that needs an engine with Draco Crew Capsule to have an engine, but without cargo spaces in the E.T..


Atmospheric Re-entry:[]

to perform Atmospheric entry without flipping on its side. the shuttle's nosecone will be placed on an atmosphere such as HOM to perform landing. During re-entry, the player must attempt to point the heatshield below with the use of an instrument which i called as heat shield position detector, looks like roll but it's purpose is to monitor the heatshield's position. after reaching the first marker, it will access the monitor for the landing gear to see when the landing gear is enabled or not, the roll will be switch again into navigational instrument to locate where the runway is. the velocity gauge will appear to the left side of the screen, its purpose is to monitor speed and it reaches from orange to green. when the orbiter is moving sideways the ground also moves indicating the orbiter is moving sideways, the ground slowly moves backward indicating the orbiter is moving fast. also the RCS buttons will differ too, turning to Accelerate, Deccelerate, move to the left/right, increase/decrease altitude using the altimeter as an instrument. when the runway is located it will start to touchdown itself decreasing speed to orange gauge in the velocity gauge, rudder/speedbreak will deploy itself and also the parachute when the button isn't pressed by the player. while touchdown and decreasing speed, the orbiter's landing gear will touch the surface as seen in the monitor of the landing gear and performs hard landing to decrease speed and produces dust particles to the back of the orbiter. resulting to its complete stop and successful landing, the player will receive another free quick launch. If the player forgots to close the payload bay doors while attempting to re-entry.......

sadly it will explode.......

Assembly:[]

yes this is mostly the part i have suggestions.......

in the rocket assembly menu instead of putting the E.Tank and/or Orbiter, instead of those parts.the SRBs will be first to assemble then E.Tank. even without the orbiter it will launch but no gimbals, so it's best to put the shuttle there. even if you try to let the SRB to launch it will not launch as shown as buzzer which is not allowed. the orbiter should have a capability to attach to other rockets as an aerodynamic payload (on the top of that stage) which it doesn't need a fairing but it gives a good lookin' rocket. the size of the Orbiter varies from small to large. even a small rocket can carry a shuttle assuming if the orbiter is light weight and the rocket has enough power to lift it. without the wings, the shuttle look medium-sized but with wings it its definitely larger than a large stage. the size of the external tank varies from medium to large. if you add a connector or a fairing it will become a behavior assuming if the External Tank is like a Stand Alone Laboratory which is an odd lookin' stage. the size of the SRBs varies from medium to large. Choosing a booster in assembly will act as a first part to assemble. if you do so choose Ariane 5 Boosters or Ariane 6 Boosters. the whole rocket itself will look like a Buran assuming if the possible next update will be having that. the Delta IV Heavy Boosters will be a pain in the flight because if it does consume the E.T fuel reserves faster than normal assuming if the player DARES to use it..... Talking about external tank, this tank can connect to connectors even the built in ones and if you attached it. if you have the Saturn V first stage and 2nd Stage then attached the E.tank and the orbiter, you can make the Saturn Shuttle in game!! (please add this feature Andy...)

Main Engine Cutoff (MECO) Mechanics:[]

for the engine cutoff part....

before reaching space, the fuel is depleted.... MECO will be performed...after separation, the Space Shuttle Main Engine (SSME) is useless so like in real life the Orbiter is in the same path of the E.Tank and it needs the OMS rocket motors to push into orbit if fuel saving technic used while in flight. unfortunately, the fuel will be used up even the orbiter OMS pod's fuel reserves (mostly its main engine) will be depleted and may have the possibilities not reaching space. so if you use the booster trick, the launch may fail....... YOU HAVE BEEN WARNED!!!(Joke)

Payload bay mechanics:[]

when the payload was now released accidentally returning the payload needed a robotic arm like Canadarm in real-life, it needs also its mechanics.

check CSgtarm. this robotic arm is Very Very very important especially when the payload has one docking port. reattaching a payload successfully will have a new vocal audio *payload has been reattached*. docking a payload with the use of the CSgtarm successfully will reward a player another quick launch (yes i didn't think much about this) grabbing some non-reusable single module spacecraft like Resupply Module, ATV and some Tug Modules will make that spacecraft reusable too and success in landing will make the reward instead of one but 2x Quick Launch!

Thank You for reading this concept!!



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