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Kartoffelkuchen

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Everything posted by Kartoffelkuchen

  1. @msp307 Hm that's weird. Do you have Animated Decouplers installed (link in OP) or playing without it? You could try downloading that and seeing if that fixes it until I have the time to take a look at it.
  2. Update v6.1 has been released! Changelog Download from Spacedock
  3. Oh wow that's awesome! Thank You for the update
  4. Don't use .dds textures. Assign your textures in .png in Unity to the Material, once you're done setting up export everything as usual. Once you've exported, you can change the exported textures back to .dds or leave them, your decision. Texture name needs to remain the same though. Recently had this issue myself and it took me hours to figure out that the textures were the issue, maybe that helps.
  5. @VoidCosmos I'm afraid it must have something to do with your installation. Maybe another mod is interfering in a weird way, but if the parts load, there's no way they won't show in the correct category. Please reinstall the mod again. You'll need to provide a screenshot of your GameData folder if the problem persists.
  6. Literally the first sentence I'd appreciate any help with configs, if you decide to do some for JNSQ you can share them and I include them in the next update. Did you sort that out already? Thanks! Yes, I'll add that, good point. @alberro+ The default size ring is node1 compatible, the rescaled one node0. @Spaceman20290 The Starlink payload is quite heavy, so you want to aim for a high initial trajectory to give you a high apoapsis (say, 30deg pitch at 10km) and then start turning over more aggressively to build up horizontal velocity. A RTLS will not be possible, so you can burn the booster down to like 1500 units of fuel or less (default-size version) and then pitch S2 in a way that when you are at apoapsis, you have established orbit. I usually aim for a 90km orbit, you might go as high as 120km. Also depends if you're using the rescale config, are you using the default-scale or stock-scaled version?
  7. @damonvv Would be awesome if I could use that as well! I'll check it out. Sorry to hear that! In your KSP/GameData folder, are there the two "Kartoffelkuchen" and "Launchers Pack" folders? If the mods folder architecture is changed, all parts except for the F9demo parts and some single parts will not load, so I think there is an issue with your installation. If the problem persists, please share ascreenshot of your GameData folder.
  8. Yes. Actually planned to include it, but it requires lots of time to set up (I need to install an older version of Unity for it as well), and I decided to release it as it is for now. What makes you think this is in maintenance mode? I won't invest much time working on Starship, not until we see a more stable design. No point in spending many hours trying to get it right, only to be surprised with a full redesign the next day. For now the Raptors I have are a solid start. We'll see how I build on that.
  9. Thank You, this should be fixed now. Hey Alex, I'm sorry to hear that. In your KSP/GameData folder, are there the two "Kartoffelkuchen" and "Launchers Pack" folders? If the mods folder architecture is changed, all parts except for the F9demo parts and some single parts will not load, so I think there is an issue with your installation. If the problem persists, please share a screenshot of your GameData folder. Thank You! The parts are balanced for stock scale, though a 2.5x (or 2.7x JNSQ) config might be included in a future update. Unfortunately no, the stock texture variant implementation currently does not support this and I decided not to depend on any other mod or plugin. You could easily make a ModuleManager patch though, replacing the stock module with firespitter's FStextureswitch2, that one does allow in-flight switching. I might include one in the next update myself.
  10. This pack provides realistic models of SpaceX's rockets and spacecraft, made for your Stock Kerbal Space Program installation. Crew Dragon Cargo Dragon 2 Starlink Satellite Falcon 9 with parts to make all of its versions: Block 5, Full Thrust, 1.1, 1.0 Falcon Heavy Falcon 1 Interplanetary Transport System [2016 version] ASDS Droneship "Just Read the Instructions" and "Of Course I Still Love You" Landing Zone 1 You will find all flown Merlin versions (M1Ci, M1C, M1CV, M1D, M1DV and its subsequent upgrades), Raptor and Kestrel, 22 different payload fairing textures from real missions, booster and fairing recovery hardware, different textures for the booster, 4 different textures for Crew Dragon and 2 textures for the drone ship ("Of Course I Still Love You" and "Just Read The Instructions") included. Download from Spacedock Realism Overhaul Configs [WIP] by @pmborg Installation Follow the instructions in the included "readme" file. You can choose to install the parts at their real sizes or at a stock-compatible size (2.5m). The following mods are recommended to be installed as well: Textures Unlimited for shiny, metallic looking parts by @Shadowmage Animated Decouplers for retracting Crew Dragon trunk umbilical by @Starwaster RetractableLiftingSurface for a working fairing parafoil by @linuxgurugamer Launch Towers Pack for realistic launch towers by @sciencepanda Note that Module Manager by @sarbian is required to make the rescaled configs and some of the above mentioned mods to work. Changelog Known Issues Media All rights reserved.
  11. Done! Made some more changes to the model (engine nacelles are now more straight again) and well, had wayy too much fun improving the textures lol. There'll also be a "clean" version for the capsule, in case some of you want a smoother look.. Only need to do the configs for a 2.5m scaled version and some small changes here and there. Which one do you like more? The black one? Clean or the "dirty" look here?
  12. Starlink! It's all one part, so you can manage one or two launches but your orbit map fills up really quickly. Awesome picture of the Starlink satellite train moments after Crew Dragon's orbital insertion: (You can also just about see the wraparound metal foil I added to the Merlin Vacuum ) And seeing this booster land with the NASA logo on its side will be quite a sight as well. I've made a new burned/used texture for the booster: And a question for you guys: Since this is not only a SpaceX Launchers Pack any more, should the SpaceX pack deserve it's own thread? This thread is super old already and I feel like a new thread would be quite adequate for it with all of the other stuff coming now.. What do you think?
  13. Can't help with the errors you're getting, but you should actually be able to update and maintain a mod before you say that you want to adopt it. Just my 50c.
  14. More images: @SpeedShot7 Raptor's (Surface & vacuum) are already included. Maybe I should add that to the OP lol.
  15. You're getting an improved Merlin as well btw (WIP image) Thank You for the positive feedback so far, I love to hear that! @sciencepanda Yeah, the rescaled one will be 2.5m.
  16. What about the offcenter gimbal induced rotation though? I doubt current RCS thrusters are powerful enough to compensate (if SN4 has any at all?).
  17. Of course. 1. Yes, what's the point of only rescaling one of them? 2. Yes. 3. See picture. No. The chutes actually work the same way they do in real life. Check this video, it's old but the deploy mechanisms and sequences are still the same (1:00 onwards)
  18. Really puts into perspective how *old* that F9 already is, from a modelling and texturing perspective.
  19. Main's are out! So happy to get these to work properly, just awesome to look at it with the covers flying away n stuff. On to some detailing and the IVA now. Not sure but possible, if I get some good images to model them off then sure why not. Yeah, however it does actually fit in quite nicely with the 3.75m parts but yeah I'll see if I provide a 2.5m reconfig for it. As for Dragon 1, yeah, let's leave it at a "maybe" for now.
  20. Yes! And you need to remove the empty space between the @ and the name Lots of progress has been done! I improved the capsule even more and properly integrated the drogue and main parachute bay now as you can see in the image below (the main parachute door is still missing but you get the idea). Almost all parts are in the game as of right now (except for the main chutes, still working on that), so far everything is sorted out. Aerodynamic behaviour is working well, solar panel is generating power as it should, all animations are working (trunk umbilical disconnect, nosecone opening). IVA will take the most time from now on I think. Textures are not done yet though!
  21. The capsule has a diameter of almost 4m, the trunk 5m (including its fins). Height of the stack is 8.2m. I'm thinking about offering a scaled down variant of the SpaceX pack as well though, so that it fits the stock parts more. Size would be 2.5m then. Great to know that the Atlas pack still works, I'll make sure to update its KSP compatibility on Spacedock then. I am not sure yet when this will be released, but it *will* be on time for the DM-2 launch though, promised! It totally depends on how crazy I want to go with the detailing, what you see in the render above is what you'd get right now, which is a good start but with lots of room for improvement. I've improved the geometry of the engine nacelles once again, added the superdracos to the capsule and am now working on the inside of the trunk. Once that is done, I will work on the parachutes, then push everything through Unity, set up the configs and then work on the IVA. So there's still lots of stuff to do for me.
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