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  1. Damn! That's really cool, most of it goes completely over my head but makes me happy people are having fun with it. I only ended with leftover propellants when i started the flight on a non-full ship, because of how i configured the tanks to move some LOX to the header tank. So if you manually use the slider to lower the prop amount it will no longer be filled with the right ratio. Its kinda janky. Also unrelated, if anyone knows why the heck symmetry placing of the engine isn't working let me know, I've done everything i can think of to fix it from naming the nodes like other parts to changing the axis rotation of the nodes and nothing worked.
  2. Cool, I do plan on transitioning to my own script since I also want to make the vents work in a more realistic way that isn't making them engine modules. But I need to figure that part of Unity still, its been years since I've programmed and right now I'm having way more fun with the modeling part of this, which is why I made the mod really.
  3. This was a test I did, the center of lift did not move up when the flaps actuated, it stayed in the same location as if the flaps were not deployed. If there's a way to fix that, then I'd love to know, since I'm pretty new to Unity and KSP configs.
  4. Yeah I don't think SpaceX/Elon has mentioned the downmass, but I would also guess its much lower because of the balance. I will tweak it as more info comes out. I also work with all the other space 3D artists and we have hundreds of references to work with together, and some people who know a lot more than me. Glad you're enjoying it! I'm currently working in the skirt section of the ship and hope to have another visual update soon. Booster is going a bit slow because there's a lot of changes being done to B4 atm like the engine cover/skirt and some aero covers for the electronics & COPVs. Also to add to this, I made a template that other modders can use as reference for my Starship GSE Panel, so we can all keep it consistent, specially those making GSE mods with catch & QD arms.
  5. Starship is designed to be capable of also bringing payloads down. Meaning if if the center of mass is not further back than the center of lift you will end up with a very heavy nosecone and nosedive on reentry. I have to find a balance that works for both an empty and a filled nosecone. The CoM of the nose is further higher because there's this thing called header tank at the very tip that has LOX in it, and should be set to remain full by lowering the flow priority of it, also helping the general center of mass of the ship. The ship is also designed to have the main tanks basically empty during a bellyflop, other than the methane tank. If you notice, the tank section doesn't have a perfect ratio between LF and Ox, because I moved some of it's Ox to the header tank. As for the roll imbalance, there's not much I can do, because KSP does not update the center of lift in real-time based on the flap angle, when the flaps are slightly folded the CoL should also move slightly leeward which would create a natural roll balance. This does not happen in KSP, I even tried to change the CoL of each flap to be in their CoM instead of the hinge point where all the other KSP parts have it but it made no different and made my Unity setup harder to deal with, so I reverted it. This combined with the flaps being smaller than SN8-16(other Starship mods) and creating less drag. Edit: Also, I originally calculated the general weight of the ship based on the real one, and I ended up with engines that werent able to do what the real one did even on test flight, as in, hovering with a single engine. So I lowered it, resulting in lower terminal velocity, I even buffed my CryoEngines raptors to be what Raptor 2 *might be*. This, you can blame on the stupid scaling KSP has for weight and thrust values. I'm tempted to honestly ditch stock KSP and go completely real-scale so I don't need to deal with doing all this, I hate math. I don't like the idea of copy-pasting configs that other modders made, I'm figuring it all out on my own. You're free to do that yourself, I heard Kari's starship has a good balance. Tho probably unrealistic based on the changes SpaceX has made to the flaps.
  6. Don't know, it requires the latest TundraExploration for the flaps to work. I have not tested in anything below 1.11, and don't plan to. Yes. Waiting on SpaceX to add a few things to the real one before I finish it.
  7. EDIT: Made a small woopsie, download 1.1.1, I forgot to include the updated TexturesUnlimited patch. Version 1.1 is now released. Changelog: - Added the hatches on Starship. - Minor change to the heat shield pattern for the antennas. - Added the white blanket under the tiles. - Added the passive vent on the opposite side of the main LOX vent. - Added the pipe connecting the header tank to the header vent. - Improved textures and shaders. * Fixed heatshield not being the intended normal map texture resolution. Screenshots:
  8. uh oh... I have bad news for you lol. I'm not interested in that design at all, in fact, I hate the look of it. Which is the main reason I named the title "2021 design".
  9. Starship 2021 Design (S20) Hello! This is the first time I work on a KSP mod, so pls be gentle @DylanSemrau told me a few times I should post the mod on the forums so here it is! A Starship mod with the 2021 design! Right now the mod is still very incomplete, it only has the Ship part of it and even that is still missing a lot of details like COPVs, some piping on the nose and the rVac mounts. Down below you can see all the current features, screenshots, compatibility, dependencies and a longer description about me and mod. First of all, here's a little event I did on my KaioSpace youtube channel when I first released the mod for my Patrons to test: Screenshots: Dependencies: TundraExploration is required for the flaps to function. TexturesUnlimited is required for you to see the shiny metal. Recommended: CryoEngines - For more accurate Raptor replicas until I make my own. I'd recommend using the LF/Ox patch OR the patch I include in the Extras folder of the .zip so you can use it with my ship until I have tank fuel configs. Waterfall - For the raptor exhaust plumes. HullCameraVDS & NeptuneCamera - For the FlapCam/WindwardCam/DownwardCam if you want to do fancy videos. StarshipLaunchExpansion - For the suborbital clamp and launch tower. Kari's Starship Expansion Project - If you need a booster that fits with my starship until I release my own, Tundra's works but needs extra manual fitting. (I tested it) Installation: Place the KaioSpace folder in the zip file inside the KSP GameData folder. Launch the game! Yup, should be that simple. When the mod is on CKAN all you have to do is select and install. Extras Included: In the Extras folder of the .zip you have extra configs to place inside the KaioSpace/Patches folder of my mod. Extra_CryoEngines_Gimbal.cfg - Makes the CryoEngines raptor have the gimbal range of the real one & tweaks the mass slightly. Extra_CryoEngines_FuelSwitch.cfg - Adds an option to switch the fuel type of the engines and also gives them some stats for Methane like the 380isp of the rVac etc. I have not made a craft file for it yet, but if you're familiar with other Starship mods it should work very similarly. You get an extra option to toggle the vents with an action group on the nose and tank section. I recommend that you set the nosecone to lower fuel Flow Priority so the header tank remains full until its really needed, also balances the weight better on descent. There's no configs for different tank propellants yet or any compatibility for RO/RSS. Not my priority until the mod is mostly finished. Features usually get released to patreon first and later I will make a public release once all testing is done. The next phase (2.0) will likely be the SuperHeavy Booster. NOTE: Starship S20 does NOT have legs so I didn't model any and likely wont until we have a new design at Starbase. If you want to use legs you can use Tundra's legs for the time being. You just need to do some weird symmetry because S20+ has a new skirt design. Download: Spacedock (& CKAN) | Dev Versions: Patreon Roadmap: Trello License: MIT About Me & Mod: I'm Erito. I'm a 3D artist who has been making renders for a while and had the pleasure of joining a group of other Spaceflight artists who have been helping me improve. Since last year I've been addicted to Starship's development and I had the idea to make this mod in January but stopped because I wasn't making any progress learning (because quite honestly the documentation for modding isn't.. very friendly for new devs, but that's a rant for another day). About 2 months ago I restarted the project and here we are. I very regularly post updates on Twitter and my Discord about the mod, tho keep in mind if you join my discord I'm extremely strict with my rules, no memes, only Starship/3D modeling/Chill talk, and I'm also known for not dealing well with younger audiences. Modder Resources for making compatible mods: Changelogs: Work In Progress:
  10. Alright cool, thanks for explaining. It's the first time I'm making a mod Got it working btw!
  11. That's alright! Neither of them has a significant size that would affect loading times much, which is honestly my biggest concern.
  12. So that means I now need 2 mod dependencies just to add a camera to a specific location and rotation of a part. Hmm. I saw @linuxgurugamer mention redo the mod with Neptune at some point, so maybe it would only be a temporary solution for me until he does it? Like the OCISLY mod, I really just need a transform to attach the camera to.
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