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[1.12.x] Tundra Exploration - v7.0 (Nov 5th, 2023) - (Re)Stockalike SpaceX Falcon 9, (Crew) Dragon (XL) & Haven-1!


Damon

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On 3/26/2018 at 12:42 AM, wojo1210 said:

Make sure the folder in your GameData folder is the TundraExploration folder and not Tundra-ExplorationV1.1.1 or something like that. I know personally I've done that probably twice this week.

ok fixed it thx

why the choice of larger than 2.5? it makes the parts completely incompatible with every other part in game, also, can there be a falcon probe core that isnt a decoupler? or a better looking decoupler?

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Hello, I have a question about the Ghidorah Heavy: is it normals for the boosters to decouple weirdly, giving a random spin to the core? I've tried everything to avoid that, apparently the boosters clip a bit with the core and when they decouple they apply some kind of force to the center. This behavior indeed disappears if I make them 'float' far away from the core. This happens both with the new decoupler and with stock decoupler (also note that I use a mod that nerfs reaction wheels). What should I do to have a clean separation? Thanks in advance!

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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
    }
	

Edited by macktruck6666
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21 hours ago, macktruck6666 said:

Awesome stuff--

Very nice to see you trying to solve this. Atm I'm not sure if this will even work with the current state of the game as things seem to be bugged with ablators. People have send me some RO configs earlier and I try to collect them for a future RO config patch and this work could be really useful indeed. Keep it up!

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@macktruck6666 I have no experience with DRE or RO so my advice might not apply very well, but I think I'm on to two things.

1) In this module:

MODULE
{
    name = ModuleHeatShield
    direction = 0, 0, 0 // bottom of pod
    reflective = 0.05 // 5% of heat is ignored at correct angle

I assume the value of direction is of the type Euclidean Coordinate or Up Vector, so one of these zeroes (most likely the third) needs to be changed to -1 (so direction = 0, 0, -1). Currently no direction is set. If it doesn't work or it works while your pod is falling top edge first, try "0, 0, 1"

2) in this module:

MODULE
{
	name = ModuleAblator
	ablativeResource = Ablator
	outputResource = CharredAblator
	outputMult = 0.75
	lossExp = -40000
	lossConst = 15000
	pyrolysisLossFactor = 40000

It's very rare that I see lossConst with a value > 1. This is, as far as I know, a multiplier to the drain speed of Ablator. This extreme value likely makes it all flash away like gunpowder. The lossExp value may be too extreme also. Drop a zero from it. It might help.

Also, more surface area means more ablation. The wider you are, the faster it burns.

Edited by JadeOfMaar
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Also I would like to say that our stock configs append the weight of the parts significantly  to account for the fact we didn't use stock ablator. I think it's also worth considering that PICA-X doesn't ablate very fast, so a whole 30 tons of it may be in extreme excess.

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43 minutes ago, JadeOfMaar said:

@macktruck6666 I have no experience with DRE or RO so my advice might not apply very well, but I think I'm on to two things.

1) In this module:


MODULE
{
    name = ModuleHeatShield
    direction = 0, 0, 0 // bottom of pod
    reflective = 0.05 // 5% of heat is ignored at correct angle

I assume the value of direction is of the type Euclidean Coordinate or Up Vector, so one of these zeroes (most likely the third) needs to be changed to -1 (so direction = 0, 0, -1). Currently no direction is set. If it doesn't work or it works while your pod is falling top edge first, try "0, 0, 1"

2) in this module:


MODULE
{
	name = ModuleAblator
	ablativeResource = Ablator
	outputResource = CharredAblator
	outputMult = 0.75
	lossExp = -40000
	lossConst = 15000
	pyrolysisLossFactor = 40000

It's very rare that I see lossConst with a value > 1. This is, as far as I know, a multiplier to the drain speed of Ablator. This extreme value likely makes it all flash away like gunpowder. The lossExp value may be too extreme also. Drop a zero from it. It might help.

Also, more surface area means more ablation. The wider you are, the faster it burns.

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

29 minutes ago, Rock3tman_ said:

Also I would like to say that our stock configs append the weight of the parts significantly  to account for the fact we didn't use stock ablator. I think it's also worth considering that PICA-X doesn't ablate very fast, so a whole 30 tons of it may be in extreme excess.

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.

Edited by macktruck6666
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1 hour ago, macktruck6666 said:

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.

We had the same exact issue with balancing the BFR and adjusting the COM of the engines was a big part of making it work. Also install correct col for better visualizing body lift in the editor. Good luck and I'd love to see success so we can alter stock balance.

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1 hour ago, Rock3tman_ said:

We had the same exact issue with balancing the BFR and adjusting the COM of the engines was a big part of making it work. Also install correct col for better visualizing body lift in the editor. Good luck and I'd love to see success so we can alter stock balance.

Ummmm.... Just tried to do a re-entry backwards like in Elon's simulation. LOL, did you all balance it to re-enter backwards?

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2 minutes ago, macktruck6666 said:

Ummmm.... Just tried to do a re-entry backwards like in Elon's simulation. LOL, did you all balance it to re-enter backwards?

No. I did not. Engines were not facing front in his simulation, it was more of an "upside down" than backwards

 

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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
        }
    }
}
	

Edited by macktruck6666
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14 hours ago, MHgamer1107 said:

Hello Damon Love your mod when do you think it will be on ckan? Also last version i had trouble assembling the gojira so is there any possiblity that you could share some craft files? 1+ for including them in the ckan install

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.

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7 hours ago, macktruck6666 said:

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.

Hmmmm that sucks i have noticed it being a bit wierd lately

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I love this mod! I don't use the Gojira because it's too big and really hard for me to control but the Rodan command pod is absolutely awesome! 

 

If you turn on infinite propellant the pod and heat shield with landing gear can put itself into orbit and land itself, it has that much power. Even without infinite fuel they have a decent burn time.

 

Thanks for all the work you put into this mod and I can't wait to see what the future holds!

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1 minute ago, savageshibainu said:

Just wondering if anyone can remove all parts except the dragon partS?

thanks in advance

in the parts folder remove everything other than the Rodan and Cargo folder, you should be good to go.

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