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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 10/27/2017 at 2:47 PM, damonvv said:

e8zHyIN.jpg      Thread of the Month: February 2019

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Including Iridium Next, New Horizons and soon many more! (Check roadmap for what is coming)

Join me on Discord! (DEV talk only)
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(Special Gojira Guide HERE)

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Tundra Exploration pics:

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Tundra Technologies pics:

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Planned features

 

Known issues

  • IVAs are weird. A future update will be focused on IVAs!
  • Is your Starship black? Go to the main menu > Settings > Graphics > Make sure the Reflection Refresh Mode is on.
  • "No tank type named 'RR_CryoMLOX' exists" means you have RR but not CRP, or you have RR, CRP, and WBI classic stock, and the WBI feature isn't working right.  Make sure you have RR 1.16!

 

Required Mods

Not required but highly recommended:

 

Recommended Mods


Not supported Mods

  • Atmospheric autopilot
  • FAR


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Beta versions on GitHub

 

Realism overhaul config patches (Currently for TE v1.6 only) by @Nessus_

A very special thanks to @Beale, @CobaltWolf and @Nertea for the help and advise they give me to make something awesome. And @DiscoSlelge for creating those awesome patches!
And a massive thanks to @ValiZockt@Rock3tman_@Nessus_, @JadeOfMaar, @Starwaster, @neistridlar and @Infinite Monkeys for the help of balancing some of the rockets for a better gameplay!

Changelog:

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Version 5.0.0
- Added Gigan XL parts
- Added TundraExploration.dll plugin by Vali
- Added ModuleTundraRaptor to gimbal out of the way (action group)
- Added ModuleTundraRCSAnimation for your every day warning needs
- Added ModuleTundraEngineSwitch for all your 3 engine landing needs
- Added a new decouple module for your Ghidorah Heavy decouple needs
- Added a new plugin to actuate Gojira fins
- Added new soot levels on Ghidorah
- Added waterfall configs to Rodan
- Added real names config by Jeronimo
- Tweaked Gigan solar panel colors
- Tweaked Rodan docking port texture
- ModuleSootyShader is now ModuleTundraSoot
- Fixed Falcon 1 fairing side tech tree to Basic Rocketry
- Fixed Rodan re-entry orientation
- Removed Mk3 stuff from configs
- Removed old plugin

Version 4.1.0
- Added Ghidorah Extended Fairing
- Fixed ModuleCargoBay in Ghidorah Fairings
- Fixed Ghidorah Fairing Adapter size order
- Fixed black raceway on Block 5 GH interstage
- Fixed Mothra Interstage tech tree
- Fixed Mothra Payload Fairing connection issues
- Updated Categories.cfg

Version 4.0.0
- Added white Octopus variant on Ghidorah 9/Heavy
- Added Rideshare adapter variants
- Added Waterfall to Haddock RCS puck
- Revamped all Mothra One parts
- Revamped Ghidorah 9 Mvac engine
- Revamped Ghidorah Heavy Nosecone
- Revamped Ghidorah Heavy Decoupler
- Revamped Ghidorah 9 Fairing half
- Fixed TPA naming issue on Ghidorah Fairing
- Fixed naming issue on Gojira SNX Legs
- Fixed M1D displayname
- Fixed soot on Ghidorah Heavy Nosecone
- Fixed Rodan trunk node not showing up on cargo side
- Fixed Waterfall plume during center engine only mode on the Gojira SH engine cluster
- Fixed Smokescreen + Waterfall mishap on Mothra
- Fixed Mothra Interstage node offset
- Fixed Ghidorah Heavy sideboosters flipping during descent
- Fixed Gojira RCS plumes not showing up without Waterfall installed
- Fixed duped texture files in Rodan folder
- Attempt to fix Rodan re-entry angle
- Removed Gojira Mk3 parts completely
- Updated Category tab
- Updated Tweakscale config
- Updated Cryotanks config
- Updated craft files

Version 3.2.1
- Waterfall support for Gojira
- Added Heatshieldless variants for Gojira
- Removed glow on RPTR vac
- Added steel legs

Version 3.1.0
- KSP 1.11 support
- Added new Inventory space to pods
- Added more gimbal to the Raptor Engine
- Removed Raptor glow - Fixed white version for Ghidorah Heavy Nosecone
- Fixed Torque on Ghidorah Guidance Unit
- Fixed hinge on D2
- Fixed Cargo Rodan colliders - Fixed mass pass on Gigan
- Make all Ore-holding parts hold empty by default
- Heat limit balance pass
- Fixed octaweb symm, updated subcats
- Snacks! configs updated

Version 3.0.0
- Revamped Crew Rodan
- Added Cargo Rodan
- Remodeled Rodan Trunk
- Remodeled Rodan Heatshield
- Added Standalone Octaweb
- Added Standalone Merlin 1D
- Added Starlink Dish

Version 2.1.0
- Added drag cubes to erectors
- Fixed USI patches
- Fixed drag cubes with B9PS modules
- Fixed Ghidorah 9 Fairing texture
- Fixed soot on Ghidorah nose cone
- B9 LS switch to Gojira pods
- Fixed CC tank volume
- Added Configurable Containers support

Version 2.0.0
- Revamped Ghidorah Octopus
- Revamped Ghidorah stage 1 tank
- Revamped Ghidorah Interstage
- Revamped Ghidorah stage 2 engine
- Revamped Ghidorah stage 2 tank
- Revamped Ghidorah fairing
- Revamped Rodan trunk
- Revamped Command pod decoupler
- Fixed fairing band on erectors
- Added colors to B9PS switches
- Fixed RCS thrust curves
- Revamped Ghidorah Heavy parts
- Revamped Ghidorah soot

Version 1.7.2
- Updated to KSP 1.9.x
- Removed 2 windows on Rodan
- Added red Tundra logo on Ghidorah
- Updated soot texture on Ghidorah
- Added !RealFuels to the NEEDS..

Version 1.7.1
- Added umbilical to Rodan's trunk
- Added missing Mk4 SH tank fuel types
- Methalox mode engine nerf for same launch TWR
- Mk4 SL Raptors should be a little weaker
- Control toggle for all the big command pods
- Added stock subcats
- Fixed CGT links
- Fixed Rodan inventory where the command pod would dissapear in the VAB

Version 1.7.0
- Updated to KSP 1.8.x
- Renamed 2018 Gojira as "Mk3"
- Added Mk4 Gojira parts (2019 Starship)
- Updated textures for Unity 2019

Version 1.6.0
- Fixed Gimbal issue on Ghidorah Octopus engine
- Added configs to support Tundra Exploration RO configs
- Updated B9Tanks config

Version 1.5.0
- Added Bagorah 9 parts (Falcon 9 v1.0)
- Added Bagorah 9 strongback
- Added Ghidorah 9 LC-40 strongback
- Fixed Gigan rotation in VAB
- Fixed Gigans heatshield rotation in VAB
- Fixed Gigans Solar panel shield rotation in VAB
- Fixed Gigans Solar panel rotation in VAB
- Fixed Agent images not linked correctly in TundraTech
- More tweaks to plumes by @Nessus_
- Balance of all parts by @neistridlar (Make sure to use/make new .craft files)

Version 1.4
- Added new shader to solar panels
- Added custom shader for soot change on Ghidorah
- Added Revamped New Horizons (Paneer) parts
- Added Iridium parts
- Fixed fairing colliding with interstage
- Fixed Ghidorah interstage not pushing second stage away
- Cargo box adjustments
- Updated CoL heatshield Gigan
- Revamped Rodan IVA
- Fixed fairing seam on Ghidorah
- Revamp of Rapor plumes (By Nessus_ and JadeOfMaar)
- Revamp of Merlin plumes (By Nessus_ and JadeOfMaar)
- Fixed FH decoupler pushing boosters sideways almost into the core itself

Version 1.3
- Revamped Mothra 1 launcher
- Revamped Ghidorah 9 launcher
- Revamped Gigan parts
- Updated sounds/patches
- Expandable plumes by Nessus_ (needs Smokescreen)
- Added strongback (Needs Advanced Textures)
- Added CCK support

Version 1.2.2
- Fixed Rodan re-entry
- Fixed Mothra One fueltanks (Thanks Jade)
- Fixed cryo tank types
- Fixed tank volume for Mothra upper stage
- Added placeholder IVA for Starship

Version 1.2.1
- Added Gojira Tanker version
- Fixed Shielding on parts (Thanks @JadeOfMaar)
- Fixed craft files
- Removed hatch inside cargo bay on Gojira Command Pod
- Revamp Ghidorah sound

Version 1.2.0
- Added new Gojira parts (2018 BFR)
- Added new Rodan parts (2018 Crew Dragon)
- Added more new plumes (By @JadeOfMaar and @Nessus_)
- Changed Ghidorah 9 textures slightly
- Balanced some parts
- Cleanup configs
- Fixed SMURFF support
- Fixed Ghidorah Heavy decoupler (now uses Animated Decouplers)
- Fixed Ghidorah 9 interstage being wobbly
- Fixed antenna being in wrong tab
- Fixed Ghidorah fairing

Version 1.1.4
- Added new Ghidorah 9 plumes by @JadeOfMaar
- Added new Gigan RCS FX (plume by @Beale
- Added 3 engine modes for Ghidorah 9 (all 9, 3 engines and center only) You need Kerbal Actuators for it to work!
- Added black nosecones for Ghidorah Heavy Block 5
- Fixed Gojira crew pod antenna
- Fixed fairing colliding with upper stage
- Fixed texture slightly off landed Ghidorah version

Version 1.1.3.1
- Fixed Gigan RCS FX
- Fixed fairing colliding with 2nd stage
- Updated .craft files
- Added version checker to Tundra Technologies for the future.

Version 1.1.3
- Added new Block 5 textures
- Added new `Block 4` textures
- Added new fairing adapter
- Added new fairings
- Revamped the Ghidorah Heavy nosecone
- Fixed a small bug with Gojira
- Updated the .craft files
- Updated B9PS and NFS
+ Added Tundra Technologies back in!


Version 1.1.2
- KSP 1.4.x
- Added indentations within some part configs
- separated resource defaults without B9PS into patch with same name
- Deleted entries that made KSP think RealPlume is always installed with this mod.
- Merged RealPlume configs into one file
- Added title field to agency and updated scaled logo. Tundra Exploration now appears in Manufacturers filter in VAB.
- Added B9 Part Switch integration to all tanks:
    - Provides fuel options where appropriate.
    - Supports CryoTanks with BoilOff.
    - Provides life support options for USI, TAC, Snacks in Gigan and Rodan command pods.
    - Reduced Ore units per volume due to its volume rating.
- Added Wild Blue Industries integration:
    - WBI resource switching module instead of B9 (B9 option is still there for changing Ghidorah texture).
    - (Only activates when Pathfinder is installed).
- Updated Near Future Solar
- Added B9 Part Switch
Many thanks to @JadeOfMaar for making these patches!


Version 1.1.1
- ***CLEAN INSTALL - THIS UPDATE IS CRAFT BREAKING!***
- Updated for KSP 1.4.1
- Updated craft files
- Fixed RCS on Rodan
- Docking hatch moved from 95 degrees to 110
- Added antenna on Gigan pod and Gojiras first stage probe
- Added Falcon Heavy side decouplers (use action groups to decouple and animate the arms)
- Combined interstage with normal decoupler (use B9 part switch)
- Removed satellite parts (Moved to Tundra Technologies)
- Fixed BFR docking port staging
- Fixed RealPlume and SmokeScreen patches (Thank you @macktruck6666
- New Ghidorah 9 Block 5 textures


Version 1.1
- Added Falcon 1 (Mothra)
- Added Rodan lights!
- Added Pathfinder config by @Space Kadet
- Fixed BFR Balancing - Thank you @Rock3tman_
- Added Probe Core to Ghidorah (No more stock probes needed!)

Version 1.0.2
- Fixed .craft files
- Fixed USI LS issues with BFR

Version 1.0.1
- Balanced Gojira in some way
- Added Block 5 versions (texture only)
- Revamp texture on Ghidorah landing stage
- Added Snacks! configs by @debaker02
- Fixed Tech Tree (I am sorry you have to buy all the parts again if you play on hard difficulty)
- Added a Ghidorah Heavy .craft file
- Better search tags done by @SwGustav

Version 1.0
- Gojira command pod with fuel tank, engine shroud and engines (SpaceX's BFS)
- Gojira BFT-9000 Fuel Tank, engines and probe core (SpaceX's BFR)
- Revamp Ghidorah 9 textures (includes a brand new version as well as a landed/reused one) (Needs B9 Part Switch)
- Revamp Rodan and Gigan pod
- Balancing parts
- No IVA on Gojira, but coming in future update

Version 0.9.3
- Updated to 1.3.1
- Added SAS control for Gigan Pod for better control

Version 0.9.2
-Fixed Rodan Airlock
-Added gimbals to the Ghidorah 9
-Some other fixes that I can't remember

Version 0.9
-Redone Rodan (Dragon V2)
-Redone Ghidorah 9 (Falcon 9)
-Updated to 1.2.2
-Added parts to 1.2 catagories
-Fixed some things

Version 0.8.6
-Some hotfixes

Version 0.8.5
-Added Rosetta parts
-Added Philae parts
-Updated for 1.1(hopefully)
-Updated NearFuture Solar plugin

Version 0.8.1
-Fixed USI configs

Version 0.8
-Added Paneer probe (New Horizons)
-Added KIS, TAC, and USI configs
-Rebalanced Rodan

Version 0.7.2
-Added Igel probe (Hedgehog thing)
-Fixes for 1.0.5

Version 0.7
-Added Rodan IVA

Version 0.6
-Added Gigan parts (Cargo Dragon)
-Changed some of the stats to heatshields (they don't ablate as much anymore)

Version 0.5.2
-Added Flag Decals
-Balanced Octopus engine
-Updated NearFutureSolar plugin

Version 0.5.1
-Fixed issue with the trunk

Version 0.5
-Added Ghidorah 9 parts (Falcon 9)

Version 0.4.1
-Fixed scaling issues

Version 0.4
-Added LADEE parts called Staub
-Changed the solar panels to use the modules from NearFuture (thanks Nertea!)
-Some other bug fixes that I can't remember

Version 0.3.1
-Lowered amount of Monoprop
-Fixed Trunk attach node

Version 0.3
-Complete revamp of the Rodan!
-Fixed for 1.0.2

Version 0.2.3
-Hopefully fixed for 1.0 (not tested).

Version 0.2.2
-Fixed bugs with Ven-Patch and RCS

Version 0.2.1
-Optimized Rodan
-Changed folder layout to save RAM

Version 0.2
-Rodan IVA added.
-New folder layout
-Buffed thrust up to 150

Version 0.1.2
-Quick fix to NREs with the VenPatch.

Version 0.1.1
-Changed crew capacity from 6 to 5.
-Added a patch for Ven's Stock Revamp
-Changed License

Version 0.1
-Initial Release

Any of the configs are distributed under CC-NC-SA-4.0 License.
All Textures/models/plugins are distributed under All Right Reserved License. 

SootyShaderLoader is based on the custom shader importer by shadowmage and modyfied by DMagic with custom modules and settings.

CKAN is NOT supported by me, any problems with it is not on me. (kinda)

Follow me on Reddit! 
/u/damonvv

Consider buying me a coffee or a rocket ticket!

Donation link

Is there any configuration for Real Solar System? I know there is one for RO, but I was wondering if there are some configurations without having to install RO

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4 hours ago, adriangm44 said:

Yeah just put some fuel tanks inside, even if they don’t fit, you can still drag them inside through the fairing bottom.

PS: You’re English was perfect, you don’t have to say sorry about that cause you’re at least trying. Most of us are from different countries and English isn’t our first language. I even had to google how to say PS (post script) myself. So don’t worry, we all make mistakes. Keep up!

As a person with English as my first language I can confirm both of your messages are perfect. 

1 hour ago, Nootnootyt said:

Is there any configuration for Real Solar System? I know there is one for RO, but I was wondering if there are some configurations without having to install RO

Try this it works universally somehow (I used when I played RSS and it work perfectly): https://forum.kerbalspaceprogram.com/index.php?/topic/169534-simple-rss-patch-all-ksp-versions/

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5 hours ago, adriangm44 said:

Yeah just put some fuel tanks inside, even if they don’t fit, you can still drag them inside through the fairing bottom.

PS: You’re English was perfect, you don’t have to say sorry about that cause you’re at least trying. Most of us are from different countries and English isn’t our first language. I even had to google how to say PS (post script) myself. So don’t worry, we all make mistakes. Keep up!

Thanks for the tip, I'll try to do that. How do you advise me to do this for dock ? I place a Clamp-O-Tron Docking Port on the side of the ?
And thank you very much for your support on my English, that makes me happy.
Btw, I saw your video on your elevator, it is really very well done. Do you have a .craft to share so that I can enjoy it please ?  
Thank you !
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15 hours ago, Kreator2312 said:

How do you advise me to do this for dock ? I place a Clamp-O-Tron Docking Port on the side of the ?

Floating Spaceports For Future Rockets | HackadayThere's no need for one. Starship already has a docking port on the engine ring. Use mechjeb, point anti-target and make sure they align 180º rolled upside down.

 

15 hours ago, Kreator2312 said:

I saw your video on your elevator, it is really very well done. Do you have a .craft to share so that I can enjoy it please ?

Thank you! It isn't perfect but it does the job:sticktongue:. It's a bit tricky to use, you have to be very slow if you want to avoid kraken attacks... I could try to share it with you, although the problem is that I use a ton of mods, so it might not work in your game when you try it.

The mods used for the vessel are: Stowaway from @benjee10Infernal Robotics - Next from @Rudolf Meier (You need to tweak all parts' cfg files chanching the values regarding force lines to 999999, and the ones saying breaking force and similar to avoid kraken mess ups, that ones to 999999999. Like so in every IR part.), TweakScale from @pellinor & @Lisias, KAS from @IgorZ and FullAutoStrut from @Xyphos.

Those are just the mods that the craft has parts from, I've got plenty more that cause stock and Tundra's parts to have extra modules that if you don't have them installed in your game, it ain't going to detect them. So it might break your save.

If after doing all that your're still willing to take the risk then yes, I will share it with you in a dm ;).

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3 hours ago, adriangm44 said:

Floating Spaceports For Future Rockets | HackadayThere's no need for one. Starship already has a docking port on the engine ring. Use mechjeb, point anti-target and make sure they align 180º rolled upside down.

Oh okay, I didn't know that there was already a docking port on the current starship. That's great ! Thank you very much for the advice . 
Mechjeb seems difficult to use, I'm afraid I won't know how to use it. I will try without before 
3 hours ago, adriangm44 said:

Thank you! It isn't perfect but it does the job:sticktongue:. It's a bit tricky to use, you have to be very slow if you want to avoid kraken attacks... I could try to share it with you, although the problem is that I use a ton of mods, so it might not work in your game when you try it.

The mods used for the vessel are: Stowaway from @benjee10Infernal Robotics - Next from @Rudolf Meier (You need to tweak all parts' cfg files chanching the values regarding force lines to 999999, and the ones saying breaking force and similar to avoid kraken mess ups, that ones to 999999999. Like so in every IR part.), TweakScale from @pellinor & @Lisias, KAS from @IgorZ and FullAutoStrut from @Xyphos.

Those are just the mods that the craft has parts from, I've got plenty more that cause stock and Tundra's parts to have extra modules that if you don't have them installed in your game, it ain't going to detect them. So it might break your save.

If after doing all that your're still willing to take the risk then yes, I will share it with you in a dm ;).

Oh, indeed it is not easy to do. I give up suddenly (yes it was quick to convince me haha). I would wait for a simpler version to get, hoping it's in future projects (because the lack of elevator is quite annoying on some planets )

 

Thank you very much for your answers, the KSP community is really great !
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22 hours ago, Kreator2312 said:
22 hours ago, Kreator2312 said:

Thank you very much for your answers, the KSP community is really great !

 

Yeah the KSP community is actually pretty awesome, when i was first getting into KSP, i didnt know many things, so when i asked questions in the forums or on reddit, i would get amazingly helpful answers

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On 6/19/2021 at 5:34 PM, adriangm44 said:

Thank you! It's not perfect but that's all I can do for now.

I honestly don't know how things work on a scaled Kerbol system, I should probably need more details about the descent, what's your reentry path?  Send a video so I can have a better look of what you're doing.

Also this could be helpful if you're playing in a scaled version: 

The part you look for is in minute 25:10 but it would be interesting for you towatch the most part of the video.

Modifying the CFG files? You could try, in my opinion, reaction wheels are just a bit too low for them to push a vessel within the atmosphere, but that's up to you, I would recommend pitch and yaw to 10 and roll to 6

Hello, I've managed the problem by tweaking the CFG increasing the reaction wheels, but now in orbit when I go from retrograde to prograde...the capsule moves too fast and I think that that's not realistic how can I solve?

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48 minutes ago, davide96 said:

Hello, I've managed the problem by tweaking the CFG increasing the reaction wheels, but now in orbit when I go from retrograde to prograde...the capsule moves too fast and I think that that's not realistic how can I solve?

You put a too high value for the mass of the capsule itself, I'd recommend only a 10 for pitch and yaw and a 6 for roll strenght, that will do.

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6 hours ago, adriangm44 said:

You put a too high value for the mass of the capsule itself, I'd recommend only a 10 for pitch and yaw and a 6 for roll strenght, that will do.

I solved by adding another small reaction wheel and de-activating the stock reaction wheel in the capsule

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On 10/27/2017 at 3:03 PM, damonvv said:

Tundra Exploration RO compatibility patch

The time is here!
Tundra Exploration finally has its own RO config pack made by @Nessus_.

Features

  • Realistic part sizes, fuel types/capacities and (mostly) masses for Gojira (Starship), Ghidorah (Falcon 9/FH), Bagorah (Falcon 9 v1.0), Mothra (Falcon 1), Gigan (Dragon 1), Rodan (Dragon 2) and Strongbacks
  • Realistic names for all parts
  • Falcon 9 versions of the RCS thrusters (using Nitrogen) and Landing Legs from KRE
  • SpaceX logos for all Falcon rockets
  • Adjustments for all SmokeScreen plumes from Tundra Exploration for the new part sizes.

Installation

  • Install Tundra Exploration and all of its dependecies
  • Copy the contents of GameData into the GameData folder of your KSP RO install
  • Copy the contents of Extras/SpaceXDecals/GameData into the GameData folder of your KSP RO install (and override files if asked)

TODOs

  • Better mass-values for Dragon 1 and 2
  • Realistic maximum temperatures


Download:

  • GitHub-Logo.png

 

 

Please report anything that looks off or wrong on the github repo. Updates will go through there.
Happy launches!


da8SEVf.png

Where is the ''GameData'' folder inside RO? , I don’t see it

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On 6/17/2021 at 5:31 PM, FDAUT said:

ok am nub. i cant get the flaps on gojira to work properly. they only move a few degrees unless I deploy them. changing authority limter and angle do nothing for normal control just change how they deploy. how does one get full range of motion?

 

I have the craft file for Gojira Mk4 with working flaps. Obviously you can change the action groups, I have configured them like this because it is how I am most comfortable with them.

https://drive.google.com/file/d/1QbNQmXEIxDcrs405W-v6zfuOb2XymRVv/view?usp=sharing

Edited by Nootnootyt
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I just picked this mod back up after not using it for a while and I noticed that the SuperDracos in the Crew Rodan seem to have a lot less deltaV then i remember, did I miss a nerf?  I'm only getting a couple hundred m/s in vac, when I could have sworn the thing had over a km/s before.

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6 hours ago, Capt. Hunt said:

I just picked this mod back up after not using it for a while and I noticed that the SuperDracos in the Crew Rodan seem to have a lot less deltaV then i remember, did I miss a nerf?  I'm only getting a couple hundred m/s in vac, when I could have sworn the thing had over a km/s before.

because you may have played RSS

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Hi all !
I am experiencing an issue that has occurred since update 1.12 (at least I think). I had no problem with the starship before the update
It is as if the starship launcher was not properly attached to the starship and suddenly during takeoff it moves in all directions as if it was going to come off.

RQDaG0G2.jpg

Does anyone also have this problem and if so is there a solution to fix it ?
Thank you in advance for your answers 
Edited by Kreator2312
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13 hours ago, Kreator2312 said:

Hi all !

I am experiencing an issue that has occurred since update 1.12 (at least I think). I had no problem with the starship before the update
It is as if the starship launcher was not properly attached to the starship and suddenly during takeoff it moves in all directions as if it was going to come off.

RQDaG0G2.jpg


Does anyone also have this problem and if so is there a solution to fix it ?

Thank you in advance for your answers 

thats the kraken. autostruct the vessel to fix 

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Just now, Rocketry101 said:

your welcome the kraken is a very annoying bug im glad for the addition of autostructs in a ksp update 

I think the autostrut function has been in the game for a pretty long time.

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