macktruck6666

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Everything posted by macktruck6666

  1. A new launcher pack for these old companies. Current Progress I am currently working on getting everything fitted before adding detail to the parts. Placeholders for: DIV Heat Shield DIV First Stage Oxidizer Tank DIV First Stage Fuel Tank DIV Nosecone DIV Interstage DIV Center Body Radial Decoupler Payload adapter DIV Second Stage Oxidizer Tank DIV Second Stage Fuel Tank DIV Second Stage Tank Adapter Placeholder in progress: R 68A engine (need help) RL-10 engine (need help) Any links to appropriate tutorials would be greatly appreciated.
  2. I'm trying to create a few custom items and I don't know how to do it. Any direction would be appreciated. The first and probably the easiest, how do I make engines. Second, how do I made a two part decoupler like TT 38k where one piece stays on both attached structures. How can I make rigid fairings.
  3. So, I'm trying to start a part mod and I'm following this set of tutorials: https://www.youtube.com/watch?v=mFRICd-0zYo No matter how I modify the Transform on the GameObject it doesn't make any difference in KSP. I'm using the latest version for Unity and PartTools. I don't see anyway to transform the mesh object.
  4. Is your scout plane over 100 tons? Impressive it is. Definitely in favor of rolling takeoffs and wings. (no vtols) Interested in making non-ject engines have a penalty but not ruling them out. Interesting design, but I think you could probably make something better for this type of competition since you won't have to use crew cabins. I'm interested in how you keep it from yawing out of control from body lift. As for the windows 10 discussion, lets try to keep the thread on-topic. Either way, we all know vista is way worse.
  5. So.... This is a very rough idea. Depending on the interest, i may decide to make a proper post. The idea is simple. Three categories based on mass of plane. (100 ton, 200 ton, 300+ ton) The goal is to take off in the shortest possible time. Time starts when you stage. Time ends when you leave the runway the last time. (stalling and bouncing on runway doesn't count) Formula of score will be --> end mass * time / start mass
  6. New record for me. Two times around. I aborted the third attempt after I ran the numbers. I aborted first landing because I was coming in to steep. I hate landing at night and I was definitely coming in to steep. If i pull up to quickly i could break the wings. The kerbal's faces tell you everything. Next attempt is going to be a bigger amphibious plane.
  7. Directly from area 51. Four times the size of a normal P38, I introduce my DXL P38 Wet mass: 286 tons Dry mass: 98 tons Had some fun trying to set some new records for myself. Highest altitude ever using only Goliaths. (12,100 meters) Typically I can't get over 8,000. Also, the widest winged craft I've made in stock KSP. First double (triple?) fuselage plane. I will try to circumnavigate again using this craft and see if it can beat some more personal records.
  8. I saw a truly Kerbal style shuttle and I had to replicate it with the new parts. 3,100 tons on pad. 50 engines and 2 SRBs Delivers slightly over two of the biggest fuel tanks (S4-512)in game to orbit. (700 tons)
  9. I disagree. Having information mods allow you to make sleeker rockets that are less versatile/functional. This in turns makes you make more specialty rockets and requires more photos. Allowing science mods allows people to create large rockets without any repercussions. If you make a larger rocket to do more science in one run, then there should be negative consequences such as being annoyed to manually collect the science.
  10. Lets say yes to visual. Information mods no. You have coal level for reverts. You can play through again once you've established your designs. No on science mods, I don't want to vet each science mod and it makes people lazy at mission planning. Yes, so strictly following the rules, it would be "level 5 coal" You definitely added difficulty without accepting contracts, but for the purposes of a competition the difficulty doesn't scale easily. Meaning, I doubt it would be possible to do no contracts on Hard mode.
  11. Recover Everything This challenge has a simple premise, complete the entire tech tree and recover everything. Rules: No mods allowed. Making History expansion pack allowed. Everything you launch must be able to land on Kerbin intact. Mystery goo and science jr must be returned to Kerbin while everything else can be transmitted. Imgur album of all major vehicles prelaunch should be included. (suggest making vehicles standardized) Images of at least one mission for each major vehicle showing all it's pieces landed on kerbin after mission completion. Images of all payloads prelaunch. (suggest making payloads standardized) Image of at least one mission for each major payloads after payload has landed back on kerbin. Quicksave and reverts may be used. (refer to difficulty level for clarification) Definition: A major launch vehicle is defined as an aircraft or rocket that either 1) Doubles it's takeoff thrust from the previous major vehicle 2) Changes it's fuselage diameter A payload is anything that either 1) Spends more then one day in orbit 2) Leaves Kerbin orbit Easy Mode (Carbon Level): Do everything on easy, normal or moderate settings. Quicksave and reverts are unrestricted. Hard Mode (Hydro Level): Do everything on hard settings. Quicksave and reverts may only be used on landing attempts. It may not be used because of poor mission planning. "Extra Groundstations" disabled. "Require Signal for Control" enabled HardCore Mode (Solar Level): Do everything on hard settings. Quicksave and reverts may only be used on landing attempts. It may not be used because of poor mission planning. "Extra Groundstations" disabled. "Require Signal for Control" enabled No mobile processing labs allowed. Sadistic Mode (Green Level): Do everything on hard settings. Quicksave and reverts may only be used on landing attempts. It will be used when the craken appears. It may not be used because of poor mission planning. "Extra Groundstations" disabled. "Require Signal for Control" enabled No mobile processing labs allowed. For rockets over 1.25m diameter fuesalage: You may never press the recover button. (suggest creating recover/fueling/payload intergration vehicles)
  12. I've heard the ckan database is broken. So even if they prepare the files for ckan, there might not be any possibility of it being included. I updated the mass on the RO cfg files in the previous post. Re-entry seems to be impossible with the model. Even with max heat turned off in the cheat menu. It spins out. The lift of hte fins is ignored in RO and only creates drag, but not enough to control the craft.
  13. Okay, I give up, i've tried everything to get ablator working. I'll be honest, i have been holding on the my custom configs so that I would be the first to make videos and get a higher view count but I'm stuck so here is what I have These are a little old, think the docking port and stuff got updated. the biggest changes are the mass of parts, the fuels it uses, and the amount of fuel it can store, and scale. If the Op doesn't want me to post dirivative work here, I'll gladly remove it if asked. Reposting PART { name = BFR_Engines module = Part author = Damon MODEL { model = TundraExploration/Parts/ITS/BFR_Engines rotation = 0, 0, 0 } rescaleFactor = 1.8 node_stack_top = 0.0, 1.05, 0.0, 0.0, 1.0, 0.0, 4 mass = 82 // heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 400 breakingTorque = 400 crashTolerance = 20 maxTemp = 2000 // = 3600 TechRequired = veryHeavyRocketry entryCost = 115000 cost = 80000 category = Engine subcategory = 0 title = RAP-37000 "Kingfisher" Booster Engine Cluster manufacturer = Tundra Exploration description = Modern construction techniques result in the Kingfisher series being astonishingly efficient and thrusty in a small package. This absolutely enormous cluster of them is equipped with 2 modes, one being all of the engines, and the other only being the center three engines for more precise burns. tags = Gojira BFR ITS big raptor sl sea web landing engine s1 attachRules = 1,0,1,1,0 EFFECTS { running_full { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokepoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks25_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } running_one { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokepoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks25_Exhaust transformName = centerTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.05 volume = 1.0 0.5 pitch = 0.0 0.5 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_medium transformName = RCS emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } MODULE { name = MultiModeEngine primaryEngineID = AllEngines secondaryEngineID = CenterOnly } MODULE { name = ModuleEnginesFX engineID = AllEngines runningEffectName = running_full thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 58900 heatProduction = 1 6 fxOffset = 0, 0, 0.25 EngineType = LiquidFuel PROPELLANT { name = LqdMethane ratio = 1.0 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 3.8 } atmosphereCurve { key = 0 356 key = 1 330 key = 12 0.001 } } MODULE { name = ModuleEnginesFX engineID = CenterOnly runningEffectName = running_one thrustVectorTransformName = centerTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 13300 heatProduction = 350 fxOffset = 0, 0, 0.25 EngineType = LiquidFuel PROPELLANT { name = LqdMethane ratio = 1.0 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 3.8 } atmosphereCurve { key = 0 356 key = 1 330 key = 12 0.001 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 1 fxMax = 0.9 maxDistance = 50 falloff = 1.8 thrustTransformName = thrustTransform } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 2 fxMax = 0.6 maxDistance = 40 falloff = 1.8 thrustTransformName = centerTransform } MODULE { name = ModuleGimbal gimbalTransformName = gimbalTransform gimbalRange = 4 } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 12.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } MODULE { name = ModuleRCSFX thrusterTransformName = RCS thrusterPower = 17 resourceName = LiquidFuel resourceFlowMode = STAGE_PRIORITY_FLOW PROPELLANT { name = LqdMethane ratio = 1.0 DrawGauge = True resourceFlowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = LqdOxygen ratio = 3.8 resourceFlowMode = STAGE_PRIORITY_FLOW } atmosphereCurve { key = 0 240 key = 1 100 key = 4 0.001 } } } PART{ name = BFR_ProbeCore module = Part author = Damon MODEL { model = TundraExploration/Parts/ITS/BFR_ProbeCore rotation = 0, 180, 0 } rescaleFactor = 1.8 node_stack_top = 0.0, 0.90, 0.0, 0.0, 1.0, 0.0, 4 node_stack_bottom = 0.0, -0.90, 0.0, 0.0, -1.0, 0.0, 4 TechRequired = veryHeavyRocketry entryCost = 33000 cost = 4200 category = Pods subcategory = 0 title = Gojira BFT-10 Probe Core manufacturer = Tundra Exploration description = This huge slab of avionics is chiefly responsible for keeping Gojira's booster on course as it returns safely to the surface. Loaded with electric charge and with powerful reaction wheels, it is hopefully up to the task. tags = Gojira BFR ITS big probe control rcs reaction wheel landing s1 attachRules = 1,0,1,1,1 mass = 9.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 45 maxTemp = 8000 vesselType = Ship MODULE { name = ModuleCommand minimumCrew = 0 } RESOURCE { name = ElectricCharge amount = 1600 maxAmount = 1600 } MODULE { name = ModuleSAS SASServiceLevel = 3 } MODULE { name = ModuleReactionWheel PitchTorque = 75 YawTorque = 75 RollTorque = 75 RESOURCE { name = ElectricCharge rate = 2 } } MODULE { name = ModuleRCSFX thrusterTransformName = RCS thrusterPower = 17 resourceName = LiquidFuel resourceFlowMode = STAGE_PRIORITY_FLOW PROPELLANT { name = LiquidFuel ratio = 1.1 DrawGauge = True resourceFlowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = Oxidizer ratio = 1.3 resourceFlowMode = STAGE_PRIORITY_FLOW } atmosphereCurve { key = 0 240 key = 1 100 key = 4 0.001 } } EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.05 volume = 1.0 0.5 pitch = 0.0 0.5 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_medium transformName = RCS emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } } PART { name = ITS_SLE module = Part author = Damon MODEL { model = TundraExploration/Parts/ITS/ITS_SLE rotation = 0, 180, 0 } rescaleFactor = 1.8 node_stack_top = 0.0, -0.6, 0.0, 0.0, 1.0, 0.0, 3 TechRequired = heavierRocketry entryCost = 14000 cost = 18000 category = Engine subcategory = 0 title = RAP-3000 "Kingfisher" Sea Level Engine Cluster manufacturer = Tundra Exploration description = Modern construction techniques result in the Kingfisher series being astonishingly efficient and thrusty in a small package. This cluster of three engines are used to land the vessel on the surfaces of planets and moons with an atmosphere. If these fail during your landing burn, good luck! tags = Gojira BFR ITS big BFS ship raptor sl sea engine s2 landing attachRules = 1,0,1,0,0 CoMOffset = 0.0, -0.9, 0.0 mass = 7.5 // heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 8 breakingForce = 200 breakingTorque = 200 maxTemp = 8000 bulkheadProfiles = size2 EFFECTS { running_full { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokepoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks25_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } running_one { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokepoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks25_Exhaust transformName = centerTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX runningEffectName = running_full thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 5700 heatProduction = 196 fxOffset = 0, 0, 0.25 EngineType = LiquidFuel PROPELLANT { name = LqdMethane ratio = 1.0 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 3.8 } atmosphereCurve { key = 0 356 key = 1 330 key = 12 0.001 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 10.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 2 fxMax = 0.6 maxDistance = 40 falloff = 1.8 thrustTransformName = centerTransform } MODULE { name = ModuleGimbal gimbalTransformName = Engine_Cluster gimbalRange = 2 } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 12.0 } } MODULE { name = ModuleGimbal gimbalTransformName = gimbalTransform gimbalRange = 2 } } PART { name = ITS_VAC module = Part author = Damon MODEL { model = TundraExploration/Parts/ITS/ITS_VAC rotation = 0, 180, 0 } rescaleFactor = 1.8 node_stack_top = 0.0, 0.65, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -0.6, 0.0, 0.0, -1.0, 0.0, 3 TechRequired = heavierRocketry entryCost = 14000 cost = 24500 category = Engine subcategory = 0 title = RU-1K "Kingfisher" Vacuum Engine manufacturer = Tundra Exploration description = Modern construction techniques result in the Kingfisher series being astonishingly efficient and thrusty in a small package. This cluster of four engines is used for use on orbit and on atmosphereless bodies. Try not to ding these up during landing. tags = Gojira BFR ITS big BFS ship raptor vacuum engine s2 landing attachRules = 1,0,1,0,0 CoMOffset = 0.0, -1.5, 0.0 mass = 18 // heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 8 breakingForce = 200 breakingTorque = 200 maxTemp = 8000 bulkheadProfiles = size2 EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokepoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks1_Exhaust transformName = ThrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX runningEffectName = running_closed thrustVectorTransformName = ThrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 7600 heatProduction = 350 fxOffset = 0, 0, 1.2 EngineType = LiquidFuel PROPELLANT { name = LqdMethane ratio = 1.0 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 3.8 } atmosphereCurve { key = 0 375 key = 1 85 key = 3 0.001 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 10.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.8 maxDistance = 50 falloff = 2 thrustTransformName = ThrustTransform } } PART { name = BFR_Tank module = Part author = Damon MODEL { model = TundraExploration/Parts/ITS/BFR_Tank rotation = 0, 180, 0 } rescaleFactor = 1.8 node_stack_top = 0.0, 13.5, 0.0, 0.0, 1.0, 0.0, 4 node_stack_bottom = 0.0, -13.5, 0.0, 0.0, -1.0, 0.0, 4 node_attach = 0.0, 0.0, -1, 0.0, 0.0, 1.0 TechRequired = veryHeavyRocketry entryCost = 46600 cost = 12000 category = Propulsion subcategory = 0 title = Gojira BFT-9000 Fuel Tank manufacturer = Tundra Exploration tags = Gojira BFR ITS big tank fueltank s1 landing description = This gargantuan composite tank rivals the height of skyscrapers, storing enough fuel to sling up Gojira and return safely to the ground for economical reuse. Unsafe returns may result in increased mission costs and entertaining explosions. attachRules = 1,1,1,1,0 mass = 83 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 400 breakingTorque = 400 maxTemp = 8000 bulkheadProfiles = size3, srf emissiveConstant = 0.8 skinInternalConductionMult = 4.0 RESOURCE { name = LqdMethane amount = 632196 maxAmount = 632196 } RESOURCE { name = LqdOxygen amount = 2402346 maxAmount = 2402346 } PART { name = ITS_Tank module = Part author = Damon MODEL { model = TundraExploration/Parts/ITS/ITS_Tank rotation = 0, 180, 0 } rescaleFactor = 1.8 node_stack_top = 0.0, 5.27, 0.0, 0.0, 1.0, 0.0, 4 node_stack_bottom = 0.0, -4.7, 0.0, 0.0, -1.0, 0.0, 4 node_attach = 0.0, 0.0, -1.25, 0.0, 0.0, 1.0 TechRequired = heavierRocketry entryCost = 46600 cost = 12000 category = Propulsion subcategory = 0 title = Gojira BFT-1700 Shielded Fuel Tank manufacturer = Tundra Exploration description = This massive, insulated fuel tank is designed to contain all of Gojira's propellant for long interplanetary voyages. Shielding protects its content from the forces of reentry. tags = Gojira BFR ITS big BFS ship tank fueltank heatshield heat shield s2 landing attachRules = 1,1,1,1,0 mass = 23 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 400 breakingTorque = 400 maxTemp = 8000 bulkheadProfiles = size3, srf CoMOffset = 0.0, -1, 0.0 emissiveConstant = 0.8 skinInternalConductionMult = 4.0 RESOURCE { name = LqdMethane amount = 231023 maxAmount = 231023 } RESOURCE { name = LqdOxygen amount = 877889 maxAmount = 877889 } } PART { name = ITS_DockingPort module = Part author = Damon MODEL { model = TundraExploration/Parts/ITS/ITS_DockingPort rotation = 0, 180, 0 } rescaleFactor = 1.8 node_stack_top = 0.0, 0.05, 0.0, 0.0, 1.0, 0.0, 4 node_stack_bottom = 0.0, -0.05, 0.0, 0.0, -1.0, 0.0, 4 fx_gasBurst_white = 0.0, 0.0650517, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple TechRequired = veryHeavyRocketry entryCost = 9200 cost = 900 category = Coupling subcategory = 0 title = Gojira BFS-29 Stack Decoupler manufacturer = Tundra Exploration description = This decoupler is designed to separate Gojira from its massive booster. It has the added benefit of being the world's largest hula hoop. tags = Gojira BFR ITS big BFS ship docking port ring back butt s2 attachRules = 1,0,1,1,0 mass = 1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 8000 fuelCrossFeed = False stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size1 stagingIcon = DECOUPLER_VERT DRAG_CUBE { cube = Default, 0.3840669,0.7586023,0.765933, 0.3840669,0.7586111,0.765933, 1.250829,0.890376,0.2939519, 1.250829,0.9989504,0.1118914, 0.3840669,0.7559006,0.7659331, 0.3840669,0.7590505,0.7659331, 0,7.82311E-09,-9.325873E-16, 1.337897,0.2835982,1.337897 } MODULE { name = ModuleDockingNode referenceAttachNode = bottom nodeType = size3 stagingEnabled = True acquireForce = 4.0 acquireTorque = 1.0 } } PART{ name = ITS_Pod module = Part author = Damon MODEL { model = TundraExploration/Parts/ITS/ITS_Pod rotation = 0, 180, 0 } rescaleFactor = 1.8 node_stack_bottom = 0.0, 0, 0.0, 0.0, -1.0, 0.0, 4 node_attach = 0.0, 0.0, 1, 0.0, 0.0, 1.0 node_stack_front = 0.0, 1.37, -1.75, 0.0, 0.0, -1 TechRequired = heavierRocketry entryCost = 36000 cost = 17000 category = Pods subcategory = 0 title = Gojira BFS-1700 Command Pod manufacturer = Tundra Exploration description = Tundra Exploration's engineers took it very literally when they were asked to "think big" about their next project. Gojira is the result, a spacecraft that can transport massive amounts of crew and cargo around the cosmos in style and comfort. There's so much room for activities! tags = Gojira BFR ITS big BFS ship pod s2 landing attachRules = 1,0,1,1,1 CoMOffset = 0.0, 3.0, 0.0 mass = 5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 20 maxTemp = 8000 vesselType = Ship CrewCapacity = 10 emissiveConstant = 0.8 skinInternalConductionMult = 4.0 MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 5000 maxAmount = 5000 } MODULE { name = ModuleReactionWheel PitchTorque = 120 YawTorque = 120 RollTorque = 120 RESOURCE { name = ElectricCharge rate = 5.2 } } MODULE { name = ModuleAnimateGeneric animationName = ITSLights isOneShot = false startEventGUIName = Lights On endEventGUIName = Lights Off actionGUIName = Toggle Lights } MODULE { name = ModuleAnimateGeneric animationName = ITSDockingDoor2 startEventGUIName = Open Door endEventGUIName = Close Door animSpeed = 1 } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 25.0 } EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.05 volume = 1.0 0.5 pitch = 0.0 0.5 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_medium transformName = RCS emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } MODULE { name = ModuleRCSFX thrusterTransformName = RCS thrusterPower = 13 resourceName = LiquidFuel resourceFlowMode = STAGE_PRIORITY_FLOW PROPELLANT { name = LqdMethane ratio = 1.0 DrawGauge = True resourceFlowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = LqdOxygen ratio = 4.8 resourceFlowMode = STAGE_PRIORITY_FLOW } atmosphereCurve { key = 0 290 key = 1 200 key = 4 0.001 } } } PART { name = ITS_Wing module = Part author = Damon rescaleFactor = 1.8 node_attach = 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, 3 CoMOffset = -0.0, -0.588312, 0 CoLOffset = -0.0, -0.588312, 0 CoPOffset = -0.0, -0.588312, 0 TechRequired = heavierRocketry entryCost = 16400 cost = 950 category = Aero subcategory = 0 title = Gojira SHLD-1700 Flaps manufacturer = Tundra Exploration description = Taking inspiration for aircraft control surfaces, these so called "flappy bois" are well shielded and guaranteed to provide pitch and roll control on descent. tags = Gojira BFR ITS big BFS ship wing deltawing flap s2 landing attachRules = 0,1,0,1,1 mass = 0.4 thermalMassModifier = 8.0 heatConductivity = 0.06 // half default emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 15 maxTemp = 8000 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf MODEL { model = TundraExploration/Parts/ITS/ITS_Wing } MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.5 deflectionLiftCoeff = 0.77 // 3.39m^2 * 0.8 ctrlSurfaceRange = 30 ctrlSurfaceArea = 1 actuatorSpeed = 70 transformName = ITS_Flap } } PART { name = EngineShroud module = Part author = Damon rescaleFactor = 1.8 node_stack_top = 0.0, 1.30, 0.0, 0.0, 1.0, 0.0, 4 node_stack_bottom = 0.0, 0.4, 0.0, 0.0, -1.0, 0.0, 3 node_stack_back = 0.0, -2.46, 0.0, 0.0, -1.0, 0.0, 4 node_attach = 0.0, 0.0, -1.89, 0.0, 0.0, 1.0 TechRequired = heavierRocketry entryCost = 46600 cost = 1600 category = Structural subcategory = 0 title = Gojira SHLD-1700 Engine Aerodynamic Shroud manufacturer = Tundra Exploration description = This large composite structure is designed to protect Gojira's engines from aerodynamic forces while providing lift in the form of a delta wing and control with RCS thrusters. tags = Gojira BFR ITS big BFS ship tanker refuel shroud engine wing deltawing s2 landing attachRules = 1,1,1,1,0 CoMOffset = 0.0, -2.0, 0.0 mass = 1 //9 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 20 breakingForce = 400 breakingTorque = 400 maxTemp = 8000 bulkheadProfiles = size3, srf emissiveConstant = 0.8 skinInternalConductionMult = 4.0 MODEL { model = TundraExploration/Parts/ITS/ITS_Engine_Shroud } EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.05 volume = 1.0 0.5 pitch = 0.0 0.5 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_medium transformName = RCS emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } MODULE { name = ModuleRCSFX thrusterTransformName = RCS thrusterPower = 14 resourceName = LiquidFuel resourceFlowMode = STAGE_PRIORITY_FLOW PROPELLANT { name = LiquidFuel ratio = 1.1 DrawGauge = True resourceFlowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = Oxidizer ratio = 1.3 resourceFlowMode = STAGE_PRIORITY_FLOW } atmosphereCurve { key = 0 290 key = 1 200 key = 4 0.001 } } }
  14. Ummmm.... Just tried to do a re-entry backwards like in Elon's simulation. LOL, did you all balance it to re-enter backwards?
  15. I don't have much experience with anything, i just est and analyze until i figure stuff out through deduction. Okay will try upping the reflective part to 99% just to see if it affects anything. Currently explode at 76km coming in from 300km orbit Okay will try setting the direction 0,0,0 applies the heat shield to the entire craft so the bonus may not be applying or be enough I will have already significantly alter the mass of the craft but will likely have to alter the mass distribution further. At about 80km altitude it flips even at a pitch of 20 degress. For reference the space shuttle re-entered at something like 40-45 degrees. I think i may need to make it more nose heavy.
  16. No, Tundra Exploration and the fins are from launchers mod.
  17. Okay, I've been trying to add ablator to the craft in the cfg files for some time now, but I can't figure out how. Someone suggested somewhere that I just increase the max temp. Unfortunately it seems that Deadly Re-entry mod over rides max temp of parts. I'm making lunar mission bfr videos in Realism Overhaul. I think my first video is in the OP. Any help or insight from anyone would help. BTW if you're interested in what a RO mission to the moon would look like, take a look at my analysis here (warning: math heavy): Edit: Update I found this code and am in the process of adding it MODULE { name = ModuleHeatShield direction = 0, 0, 0 // bottom of pod reflective = 0.05 // 5% of heat is ignored at correct angle ablative = AblativeShielding conductivity = 0.01 loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 0 0 // start ablating at 650 degrees C key = 1000 64 0 0 // peak ablation at 1000 degrees C key = 3000 80 0 0 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 0 0 // begin ablating at 300 degrees C key = 500 180 0 0 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 1000 maxAmount = 1000 } I suspect the large area and mass of the ship is creating a large amount of heat. Also don't know which direction to point the ablator. Currently having it cover the entire craft. Interesting thing is the "Shielded Tank" actually doesn't consume ablator. I change the amount of ablator to 10000 for each of the three main pieces which added 30 tons. Still blew up on entry. dissipation seems to be important. Basically the part will not explode as long as it has ablator left. The part starts loosing ablator when the temp reaches the first value at the rate of the second value. Note that this code doesn't add charred ablator resource that was added in a later game release. Okay, tried adding code from the Realism Overhaul that overrides the default squad heat sheilds, it adds charred ablator but the craft still explodes on entry. MODULE { name = ModuleAblator ablativeResource = Ablator outputResource = CharredAblator outputMult = 0.75 lossExp = -40000 lossConst = 15000 pyrolysisLossFactor = 40000 ablationTempThresh = 500 reentryConductivity = 0.01 //reentryConductivity = 0.12 //@reentryConductivity = #$../heatConductivity$ // if it exists, use it } @MODULE[ModuleAblator]:NEEDS[DeadlyReentry] { @name = ModuleHeatShield depletedMaxTemp = 1200 } RESOURCE { name = Ablator amount = 10000 maxAmount = 10000 } RESOURCE { name = CharredAblator amount = 0 maxAmount = 7500 }
  18. I'm a fan of KSP, I'm also a fan of SpaceX. I like challenges. So I challenged myself to create a SpaceX BFR mission in Realism Overhaul with publicly available information. 4,400 tons at launch and ends with only 5 tons of fuel. Other spacex related videos are on my channel.
  19. Having a little fun making RealPlume configs and the parts. No guarentee that these will work with anyone's installation but mine. I modified the part cfgs to 1.4 scale. (among other things) //gamedata\RealismOverhaul\RealPlume_Configs\TundraExploration\ITS_SLE.cfg @PART[ITS_SLE]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Kerolox-Lower-F1 transformName = thrustTransform localRotation = 0.0, 0.0, 0.0 localPosition = 0.0, 0.0, 1.0 flarePosition = 0.0, 0.0, 0.95 flareScale = 0.6 plumePosition = 0.0, 0.0, 0.95 plumeScale = 0.6 smokePosition = 0.0, 0.0, 1.5 fixedScale = 1.0 energy = 1.0 speed = 1.0 emissionMult = 0.5 } @MODULE[ModuleEngines*] { %powerEffectName = Kerolox-Lower-F1 !runningEffectName = DELETE } }
  20. Did a little SpaceX BFR simulation after converting the cfgs to be compatable with RO, writing scripts in KOS, and python scripts to display the readouts in a composited video. Here is the forum discussion thread about the project. https://blenderartists.org/forum/showthread.php?447232-SpaceX-BFR-May-Payload-Simulation
  21. I can't seem to get fairings to work. I don't get the option to stage them. Am I missing something?https://imgur.com/cvV0T76 NVM, using interstage fairing instead of payload.