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Posted (edited)

Kerbalized SpaceX for KSP1.3.X(WIP)

Want to build the SpaceX BFR crew/cargo, Falcon 9, falcon heavy, etc.... without suffering from lag? This mod is for you! This mod is designed to help you save on part count big time. Be it docking ports to cargo bay's- every part is integrated with something (or multiple somethings) to help you lower your parts count.

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HOW TO RE-ENTER WITH THE "BFR" -Kill 98% of velocity on a 55 ton vehicle with aerodynamics only-. 

(I took a steep angle of attack, and experienced very high G's, with good piloting skills and a lower angle of attack  you can limit the amount to under 5g's. This happens during the flip maneuver(You will see).  

 

Includes:

SpaceX "BFR" Crew and Cargo version. Contains a set of 37 raptor engines with multi mode capability, the upper vacuum cluster also have multi mode capability. Also included are the fins, decoupler, rear docking port, and booster tank for the new BFR. The second docking port is animated and integrated into the BFR. Now includes trunk for dragon1 and aerodynamic panel covers. The Falcon 9 and Falcon9FT. A cluster of nine merlin engines and a single merlin vacuum engines. One of the space bugs now have multi mode engines. Currently contains the Two Dragon1's (3.75m&2.5m), two Dragon V2(3.75m&2.5m),  The ITS Titan, two k9x "space bugs"(one meant for lunar missions, the other has a heat shield and atmospheric/rocket engines -you will need to add air intakes for now-). Their are also two trunks for the 3.75 dragonv2 and one trunk for the Dragon1. version. The dragon V2 has an seven man IVA and custom ones for the other are in development. The docking ports on the pods are compatible with the stock clamp-o-tron besides the ITS Titan, which fits with the clamp-o-tron JR.

Download:

 

Contains: Dragon1, DragonV2, ITS Titan, BFR, Spacebug, falcon9, falcon 9FT

https://github.com/jharri74/Dragon2/releases/tag/1.25

Spacedock: https://spacedock.info/mod/1477/Kerbalized SpaceX

Curse: https://kerbal.curseforge.com/projects/kerbalized-spacex/files

Dependencies: Requires "near future solar" for the solar panels on the trunk to work.

RPM and Asset Props are required for any functionality in the V2's IVA.

Recommendations: Kerbal joint re-enforcement will make ur life much easier playing with the BFR, You may also need some big parts like those from SpaceY. 

Appreciation Section:

Thanks to all my followers for helping me keep the ambition to continue the development of this mod! I likely would have stopped with the V2 if it wasn't for you guys.

 

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Booster equipped with small payload bay at the top (all tanks have it). Also has integrated probe core, antenna, battery, RCS fuel and thrusters. I highly advise you to flip the booster manually using RCS when returning to base. SAS tends to waste a bit to much fuel for a 180 degree flip.

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Landing legs and fins from KRE.

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The BFR cargo is just capable of tugging 150 tons into LKO with full re-usability

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 Integrated Docking port compatible with clamp-o-tron

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Disclaimer:

All rights reserved.

 

1.3 Compatible

Edited by harrisjosh2711
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Posted (edited)

My First plan will be to touch up anything that needs it on the dragon v2 pod make an IVA and trunk for it. After that I'm stuck in between two directions of which to go. I'm considering nothing but a command pod mod or a colonization type space x inspired mod. What do you guys think?

Edited by harrisjosh2711

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Go with Command Pod.

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Posted (edited)

I ran into a peculiar bug.  In addition to your mod, I have also installed the KerbalX Dragon and Falcon mod.

https://spacedock.info/mod/1387/KerbalX-Falcon rocket (analog SpaceX rocket)

I can open your Dragon in the HAB, no problem.  However when I click to send it to the launch pad, I get the KerbalX version.  I suspect there is some kind of naming conflict.

 

Edited by thomash

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Posted (edited)

@thomash Yes, the mods have the same name for the Dragon pod.

I marked an issue on github

Edited by Bottle Rocketeer 500

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Posted (edited)

Thanks for the heads up. will fix immediately.

EDIT: Should be fixed

Edited by harrisjosh2711
fixed

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Probably a silly question, but... Does it will work in 1.2.2?

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5 hours ago, Nansuchao said:

Probably a silly question, but... Does it will work in 1.2.2?

I do not know. I havent tested it in 1.2.2

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9 hours ago, Nansuchao said:

Probably a silly question, but... Does it will work in 1.2.2?

3 hours ago, harrisjosh2711 said:

I do not know. I havent tested it in 1.2.2

If it is localized then it won't work in 1.2, if it isn't then it will work in 1.2

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Spent most of yesterday getting a mock up of the cockpit to work in game. I have now started the real version and hope to roll it out in the next couple days:cool:

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Posted (edited)

@Bottle Rocketeer 500 absolutely! I just watched that animation yesterday, checking out the interior on the V2, and wanted to re-texture the trunk as such. And yes I will start trying to use more stock-alike names. If you really want to help me make a new texture for the trunk I would be glad to send you the blender file or whatever you need.

Edited by harrisjosh2711

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I have been contemplating downsizing the dragon v2 to 2.5 from 3.75. I originally wanted to make it a larger capsule but testing without mods has made me realize stock ksp is especially sparse in parts that will support a 3.75 command pod. I made this to fit the size of the SpaceX launchers pack already on the forums, as I have no intention on adding any more fuel tanks(we have enough as it is). With that said what do you guys think, 2.5 or 3.75?

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THe real Dragon2 is 3.7m in diameter, so I'd stick with the way it is currently. Awesome job btw!

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9 hours ago, harrisjosh2711 said:

@Bottle Rocketeer 500 absolutely! I just watched that animation yesterday, checking out the interior on the V2, and wanted to re-texture the trunk as such. And yes I will start trying to use more stock-alike names. If you really want to help me make a new texture for the trunk I would be glad to send you the blender file or whatever you need.

I don't need the .blend file for it, only the texture to recolor. Also, how did you make it not appear sideways or have an overly cluttered UV map?

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@Bottle Rocketeer 500 I have already figured out the rescale value, it would be .65 for a 2.5. As for the texture, "how did you make it not appear sideways". If u are using blender, after you have unwrapped the mesh you select the mesh in the UV map and rotate it with R. To avoid over cluttering- unwrap the object in a logical manner (not all at once), I try to cube unwrap objects that are the same shape and color together, which essentially stacks them on top of one another when mapped. Also, if all else fails and you don't have enough room- make another map. I have found, especially with the dragon interior, UV unwrapping can be an artwork in-itself.

Drop box for texture- https://www.dropbox.com/s/s305kvftexqc5j4/trunk4.png?dl=0

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