Jump to content

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


Damon

Recommended Posts

In case anybody is interested in how I brought my base to Duna: I made a fake cargo Starship by modifying a copy of the tanker config. I added a large KIS volume, plus ModuleKISPickup with a radius of 40 m. This allows you to just open the KIS inventory from the cargo ship, and drag stuff (max 10 metric tons of mass) out to the ground - I pretend the ship has an invisible crane ;)
40 m is a bit more than needed, but I'm playing with a 120% scaled version, and this allows me to move stuff a little bit further away, so I don't need to pile it up...

Config is below.

Spoiler

PART
{
	name = TE_18_BFS_FAKECARGO
	module = Part
	author = Damon

    MODEL
    {
        model = TundraExploration/Parts/GOJIRAII/TE_18_BFS_TANKER
    }
    rescaleFactor = 1

	node_stack_WingL = -1.681, 4.56201, 0.0, 0.0, 0.0, 1.0, 2
	node_stack_WingR = 1.687, 4.56201, 0.0, 0.0, 0.0, -1.0, 2
	node_attach = 0.0, 0.0, 1, 0.0, 0.0, 1.0

	NODE
	{
		name = Node_bottom
		transform = Node_bottom
		size = 3
		method = FIXED_JOINT
	}
	NODE
	{
		name = Node_docking
		transform = Node_docking
		size = 1
		method = FIXED_JOINT
	}

	TechRequired = heavierRocketry
	entryCost = 18000
	cost = 10000
	category = Pods
	subcategory = 0
	title = Gojira II BFS-3800 Cargo Pod
	manufacturer = Tundra Exploration
	description = Tundra Exploration's Cargo Starship.
	bulkheadProfiles = size4
	tags = cck-tundra Gojira GojiraII BFR ITS big BFS ship starship cargo 2018 pod s2 landing
	attachRules = 1,0,1,1,1

	mass = 8
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.1
	angularDrag = 2
	crashTolerance = 20
	maxTemp = 2700
	breakingForce = 3600
	breakingTorque = 3600

	vesselType = Ship

	CrewCapacity = 0

	MODULE
	{
		name = ModuleCommand
		minimumCrew = 0
	}

	RESOURCE
	{
		name = ElectricCharge
		amount = 5000
		maxAmount = 5000
	}
	MODULE
	{
		name = ModuleSAS
		SASServiceLevel = 3
	}
	MODULE
	{
		name = ModuleReactionWheel

		PitchTorque = 600
		YawTorque = 600
		RollTorque = 600

		RESOURCE
		{
			name = ElectricCharge
			rate = 5.2
		}
	}
    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = TE_18_BFS_DOCKING-2
        startEventGUIName = Open Docking Door
        endEventGUIName = Close Docking Door
        animSpeed = 1
    }
   	MODULE
	{
		name = ModuleDataTransmitter
		antennaType = RELAY
		packetInterval = 1.0
		packetSize = 2
		packetResourceCost = 12.0
		requiredResource = ElectricCharge
		antennaPower = 100000000000
		optimumRange = 2500000
		packetFloor = .1
		packetCeiling = 5
	}

	EFFECTS
	{
		running
		{
			AUDIO_MULTI_POOL
			{
				channel = Ship
				transformName = RCS
				clip = sound_rocket_hard
				volume = 0.0 0.0
				volume = 0.1 0.0
				volume = 0.5 0.1
				volume = 1.0 0.1
				pitch = 0.0 0.75
				pitch = 1.0 1.5
			loop = true
			}
			MODEL_MULTI_PARTICLE
			{
				name = sharp
				modelName = TundraExploration/FX/whiffShock
				transformName = RCS
				emission = 0.0 0.0
				emission = 0.1 0.3
				emission = 1.0 1.0
				speed = 0.0 0.8
				speed = 1.0 1.5
				localRotation = -90, 0, 0
			}
			MODEL_MULTI_PARTICLE
			{
				name = soft
				modelName = TundraExploration/FX/whiffWide
				transformName = RCS
				emission = 0.0 0.0
				emission = 0.1 0.3
				emission = 1.0 2.0
				speed = 0.0 0.8
				speed = 1.0 1.5
				localRotation = -90, 0, 0
			}
        }
	}
	MODULE
	{
		name = ModuleRCSFX
		thrusterTransformName = RCS
		thrusterPower = 18
		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
		}
	}
	MODULE:NEEDS[KIS]
	{
		name = ModuleKISInventory
		maxVolume = 100000
		externalAccess = true
		internalAccess = true
		slotsX = 10
		slotsY = 6
		slotSize = 50
		itemIconResolution = 128
		selfIconResolution = 128
		openSndPath = KIS/Sounds/containerOpen
		closeSndPath = KIS/Sounds/containerClose
		defaultMoveSndPath = KIS/Sounds/itemMove
	}
	MODULE:NEEDS[KIS]
	{
		name = ModuleKISPickup
		allowPartAttach = true
		allowStaticAttach = true
		allowPartStack = true
		maxDistance = 40
		grabMaxMass = 10
		dropSndPath = KIS/Sounds/drop
		attachPartSndPath = KIS/Sounds/attachPart
		detachPartSndPath= KIS/Sounds/detachPart
		attachStaticSndPath= KIS/Sounds/attachStatic
		detachStaticSndPath= KIS/Sounds/detachStatic
	}

}

 

 

Link to comment
Share on other sites

20 minutes ago, QuantumNight12 said:

Just watched the trailer, is that drone ship coming with the mod?

No, that droneship is from my other mod Tundra’s Space Center, also coming very soon!

Link to comment
Share on other sites

On 4/6/2019 at 4:03 PM, damonvv said:

Added a fairing holddown string!


Also, many many thanks to @DMagic @cineboxandrew and especially @Shadowmage to get this next feature working:
Gif speeks for itself! (Put on HD!)

Blending effect is looking nice, though I might perhaps blend it in a bit slower / over a longer duration so the fade-in isn't as visible.  Tricky finding the best setup for determining that factor though, a lot of variables at play to pick from / play with.

Link to comment
Share on other sites

8 hours ago, Hontik1 said:

Has anyone figured out a way to recover the fairings? I've been trying for the past few hours, but I cant slow them down in the atmosphere

Well, for one, the TE fairing is way too massive for that. ONE HALF of it weighs 2.2 tons, while the real thing weighs 1.9 tons in total. Then take into account that in KSP everything is scaled down by a factor of 1.5. Not taking into account changes in structural integrity with that reduced size, let's just shrink mass and volume accordingly. So we have to divide by 1.5^3, which is 3.375. Divide 1.9 by that, and you get 0.56 for both fairings. So a single fairing should have a mass of about 0.3 tons. With that mass, the atmosphere slows it down pretty well. If you add further equipment (probe core, parachute), you might want to reduce the fairing's mass accordingly. If you know a nice mod for a parafoil, let me know ;)

Link to comment
Share on other sites

 

6 hours ago, infinite_monkey said:

Well, for one, the TE fairing is way too massive for that. ONE HALF of it weighs 2.2 tons, while the real thing weighs 1.9 tons in total. Then take into account that in KSP everything is scaled down by a factor of 1.5. Not taking into account changes in structural integrity with that reduced size, let's just shrink mass and volume accordingly. So we have to divide by 1.5^3, which is 3.375. Divide 1.9 by that, and you get 0.56 for both fairings. So a single fairing should have a mass of about 0.3 tons. With that mass, the atmosphere slows it down pretty well. If you add further equipment (probe core, parachute), you might want to reduce the fairing's mass accordingly. If you know a nice mod for a parafoil, let me know ;)

I just checked, in the config they are 0.2 tons... not sure where you get those 2.2 tons from.

Edited by damonvv
Link to comment
Share on other sites

Hello! Quick question. Does the Gigan pod come with its own docking port already embedded in it? I cant seem to make any docking port fit underneath the nosecone fairing. 

Thank you so much, and I'm so sorry for being so uninformed! 

Link to comment
Share on other sites

12 minutes ago, Hontik1 said:

Hello! Quick question. Does the Gigan pod come with its own docking port already embedded in it? I cant seem to make any docking port fit underneath the nosecone fairing. 

Thank you so much, and I'm so sorry for being so uninformed! 

I advise to off-set the nose cone to fit flush with it. I can't make the nose cone fit all docking ports (modded too). So I always advise to just use the gizmos to offset it

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...