damonvv

[1.7.x] Tundra Exploration - v1.5 (June 27th) - (Re)Stockalike SpaceX Falcon 9, Dragon V2 and Starship!

Recommended Posts

21 hours ago, damonvv said:

I just updated it again. It should work this time.

Yes. Been working on that for some time now.

Great, I am looking forward to its new look.

Share this post


Link to post
Share on other sites
Posted (edited)
22 hours ago, damonvv said:

Yes. Been working on that for some time now.

The side windows on the Crew Dragon seem to be closed/fake. White from the outside, black from the inside. Although I've seen images where the windows are present. Do you have any info about the reason for this?

Edited by infinite_monkey

Share this post


Link to post
Share on other sites
Posted (edited)
19 minutes ago, infinite_monkey said:

The side windows on the Crew Dragon seem to be closed/fake. White from the outside, black from the inside. Although I've seen images where the windows are present. Do you have any info about the reason for this?

It’s Demo - 1. Only has front facing windows. Demo 2 and beyond will have side windows.

Edited by damonvv

Share this post


Link to post
Share on other sites
On 3/2/2019 at 4:42 PM, damonvv said:

I found the problem for the plumes to be active even when the engines are off. I will fix this asap and put a release on with some extra minor fixes. Thank you Cepe for finding the cause!

In other progress;
New Horizons is almost finished. Just needs a few science parts to go along with it. Currently working on another popular satellite that flew a few times on Falcon! Any guess? Pics soon!

Just curious if this got fixed yet. 

Share this post


Link to post
Share on other sites
Just now, trekfan42 said:

Just curious if this got fixed yet. 

Not yet. I'm waiting on @JadeOfMaar :P 

Share this post


Link to post
Share on other sites

Hey two questions for this great mod?

1.  For some reason my RCS thrusters are all inverted?  

 

2.  When decoupling the Dragon capsule w trunk, from the upper stage, the decoupling action sends the capsule/trunck portion spinning and is not a clean detachment like the upper stage from the lower?

Share this post


Link to post
Share on other sites

try adjusting the decoupler force down to 10, or, just zero it out, use the dragon's rcs to pull clear of the second stage.

Share this post


Link to post
Share on other sites
Posted (edited)

Going to publish a new small update tonight to fix a few things.

I found the reason why plumes were broken if you didn’t have Realplume installed. Also the crew dragon got a few tweaks and I finally was able to fix the fairings.

Edited by damonvv

Share this post


Link to post
Share on other sites
17 hours ago, Kilo60 said:

Hey two questions for this great mod?

1.  For some reason my RCS thrusters are all inverted?  

It's a bug in the version of KSP that you're using that caused the FX to be inverted for ModuleRCS, but not for ModuleRCSFX

Share this post


Link to post
Share on other sites

I’m having an issue with reentering the falcon 9. I come in at a pretty shallow angle and there is a pretty hot reentry. When I try to reignite the engines for my landing burn they give be very little thrust. I’ve tried this manually and with mechjeb and it’s the same either way. It must be something with the reentry heat, because when I made a “grasshopper” it landed just fine. 

Share this post


Link to post
Share on other sites
3 hours ago, Starwaster said:

It's a bug in the version of KSP that you're using that caused the FX to be inverted for ModuleRCS, but not for ModuleRCSFX

So am I supposed to only be using ModuleRCSFX?

 

How do I do this?

 

Thanks!

Share this post


Link to post
Share on other sites
30 minutes ago, Kilo60 said:

So am I supposed to only be using ModuleRCSFX?

 

How do I do this?

 

Thanks!

Change the ModuleRCS to ModuleRCSFX in the config of every part that use it.

Share this post


Link to post
Share on other sites
27 minutes ago, Cheesecake said:

Change the ModuleRCS to ModuleRCSFX in the config of every part that use it.

my mod already uses ModuleRCSFX so I'm not sure what is wrong there. Probably an old version of KSP.

Share this post


Link to post
Share on other sites
32 minutes ago, damonvv said:

my mod already uses ModuleRCSFX so I'm not sure what is wrong there. Probably an old version of KSP.

Yeah, but maybe he has another mod that patched the ModuleRCSFX back to ModuleRCS - need logs and/or MM cache file.

Share this post


Link to post
Share on other sites
1 hour ago, Starwaster said:

Yeah, but maybe he has another mod that patched the ModuleRCSFX back to ModuleRCS - need logs and/or MM cache file.

Hmmmm...

Using CKAN only to update mods...

 

What's the best fix?

Share this post


Link to post
Share on other sites

Tundra Exploration v1.3.0.5 released!

What's new in this version?
- Fixed Gigan re-entry
- Slight texture change Gojira
- Added front facing RCS Rodan
- Fixed Fairing exploding things
- Fixed Fairing shielding
- Fixed plume stuck without engine on

BE AWARE
If you are coming from a version before 1.3.0.3 please be aware that most older parts are deleted and you should recover everything in your save that contains parts from Tundra Exploration.  Also REMOVE the old version of Tundra before installing this mod if you do it manually. Thanks!


Download here: SpaceDock

Enjoy!

0WzpgjT.png
(Docking port is from the amazing Habtech2 by @benjee10

Share this post


Link to post
Share on other sites
On 3/6/2019 at 7:24 PM, ely8937 said:

IpedUwZCQ0E.jpgK4hR7Ryu5X4.jpg

looks like someone needs planet shine :)

Share this post


Link to post
Share on other sites
Posted (edited)
2 hours ago, Abpilot said:

looks like someone needs planet shine :)

i have it

Edited by ely8937

Share this post


Link to post
Share on other sites
On 3/5/2019 at 6:20 PM, Elro2k said:

I’m having an issue with reentering the falcon 9. I come in at a pretty shallow angle and there is a pretty hot reentry. When I try to reignite the engines for my landing burn they give be very little thrust. I’ve tried this manually and with mechjeb and it’s the same either way. It must be something with the reentry heat, because when I made a “grasshopper” it landed just fine. 

It's probably MechJeb. Check if Q limit is enabled in the utilities settings. @damonvv Maybe add this info to the main page, this is asked quite often!

Share this post


Link to post
Share on other sites
Posted (edited)

Strange, since I installed your latest version from yesterday, I get the bug that people got before the patch and that I didn't get backthen... Engine plumes are permanent and engines don't do any sound. It didn't happen on the previous version two days ago.

I don't have Real Plumes and never had.

Edited by Quoniam Kerman

Share this post


Link to post
Share on other sites

The plume is still going even when the engine is off. It said in the newest update that it was fixed, but the bug only started to show up when I downloaded the latest version.

Share this post


Link to post
Share on other sites
Posted (edited)

Hi... I'm running into a problem I can't seem to solve. The craft files use a part called TE.Ghidora.Erector, which can't be found. 

I'm using Kerbal 1.6.1 and have both Tundra Exploration and Tundra Technologies installed. I've tried uninstalling and reinstalling, but that doesn't find it.

Any suggestions?

Solved. I didn't have Advanced Textures installed.

Edited by CodexofRome

Share this post


Link to post
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.