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[1.10.1] KK's SpaceX Pack v.6.5 - 01/11/2020


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On 7/2/2020 at 10:47 PM, Cpt72Bug said:

Hello Everyone, 

 

KSP 1.10 FIX

For KSP 1.10, go to Kerbal Space Program\GameData\Kartoffelkuchen\KK_SpX_Starlink and find KK_SpX_Starlink.cfg 

Remove the following module from the mu file and the game should load into the main menu. 

MODULE
    {
        name = ModuleAnimateGeneric
        animationName = KK_SpX_Starlink_solar
        actionGUIName = Toggle
        startEventGUIName = Extend
        endEventGUIName = Retract
    }

 

That being said, try not to use the part. I'm unsure if it will work as intended now that this animation has been removed. 

@Kartoffelkuchen

Cheers,

Cpt72Bug

tried that and i tried to open in notepad and im an idiot in finding

name = ModuleAnimateGeneric
animationName = KK_SpX_Starlink_solar
actionGUIName = Toggle
startEventGUIName = Extend
endEventGUIName = Retract

can someone shoe me a screenshot of where it is on notepad and if not what thing i should use

edit jsut saw update 6.4 gonna try it

Edited by Kraken that doesn't exist
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2 hours ago, JasonM said:

I'm curious where is Starship?

@Kartoffelkuchen doesn't want to make the starship by now, because it keeps changing a lot every year, but he did the ITS (Starship of 2016). When a final version of the starship is apparently done I think Kartoffelkuchen will update it as well

Edited by SAMCG14
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1 hour ago, joerocks123 said:

does anyone know the file in which I can edit the Dragon capsule's Monopropellant figure so i can add more fuel to it? 

Yea, go to your Gamedata > Kartoffelkuchen > KK_SpXCD > KK_SpXCD_capsule 

Then go down and search for

RESOURCE
    {
        name = MonoPropellant
        amount = 550
        maxAmount = 550
    }

 

Then change the amount and maxAmount to the amount you want of monopropellant

 

Example:

RESOURCE
    {
        name = MonoPropellant
        amount = 750
        maxAmount = 750
    }

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Ah. I think I have found the problem. I'm guessing that you're using the stock rescale patch. If so, try saving this as a .cfg anywhere in your GameData folder:

@PART[KK_SpXCD_capsule]:AFTER[Kartoffelkuchen]
{
	@RESOURCE[MonoPropellant]
	{
		@amount = XXX
		@maxAmount = XXX	//Change XXX to desired value
	}
}

 

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Hey, can somebody help me? I am trying to load a group of Starlinks on the Starlink dispenser, However only the first 2 Starlinks remain connected to the dispenser, with no way of decoupling, and all the Starlinks I place on top of the first ones get disconnected, and remain stuck in the air. My console gets flooded with NaN Trajectory predictions etc. Any tips on how to get a motherload of Starlinks in the air, using the dispenser made for it?

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14 hours ago, Antonimusprime said:

Hey, can somebody help me? I am trying to load a group of Starlinks on the Starlink dispenser, However only the first 2 Starlinks remain connected to the dispenser, with no way of decoupling, and all the Starlinks I place on top of the first ones get disconnected, and remain stuck in the air. My console gets flooded with NaN Trajectory predictions etc. Any tips on how to get a motherload of Starlinks in the air, using the dispenser made for it?

Hmmmm that's weird, I don't know how to help you sorry 

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On 5/17/2020 at 2:49 AM, Kartoffelkuchen said:

Zv6iuC5.png

This pack provides realistic models of SpaceX's rockets and spacecraft, made for your Stock Kerbal Space Program installation.

  • Crew Dragon
  • Starlink Satellite
  • Falcon 9 with parts to make all of its versions: Block 5, Full Thrust, 1.1, 1.0
  • Falcon Heavy
  • Falcon 1
  • Interplanetary Transport System [2016 version]
  • ASDS Droneship "Just Read the Instructions" and "Of Course I Still Love You"
  • Landing Zone 1

 

You will find all flown Merlin versions (M1Ci, M1C, M1CV, M1D, M1DV and its subsequent upgrades), Raptor and Kestrel, 22 different payload fairing textures from real missions, booster and fairing recovery hardware, different textures for the booster, 4 different textures for Crew Dragon and 2 textures for the drone ship ("Of Course I Still Love You" and "Just Read The Instructions") included.

 

GvAA2vW.png

Download from Spacedock

 

Installation

Follow the instructions in the included "readme" file. You can choose to install the parts at their real sizes or at a stock-compatible size (2.5m).

The following mods are recommended to be installed as well:

Note that Module Manager by @sarbian is required to make the rescaled configs and some of the above mentioned mods to work.

Realism Overhaul support is currently pending.

 

Changelog

  Reveal hidden contents

Version 6.4 | July 06 2020

* Fixed Starlink Satellite not loading

 

Version 6.2 | June 03 2020

* Added top draco thrusters to the Crew Dragon capsule
* Added Crew Dragon Trunk umbilical deploy to AG7 when Animated Decouplers is not installed for all craft files
* Fixed Crew Dragon nosecone deploying with light AG, moved nosecone deploy to AG6 for all craft files
* Fixed FH Decouplers not seperating on AG5 in the craft files
* Fixed trunk and FH booster decouplers seperating on startup
* Removed Animated Decouplers config for the FH decoupler since it works the same way without Animated Decouplers

Version 6.1 | May 26 2020

* Added logos to F9 stage 2 for DM2 mission
* Added extendable docking port and improved the model
* Added docking node size to Crew Dragon docking port description
* Added Abort action group to rescaled F9- and FH Crew Dragon Stack
* Improved F9 Worm texture
* Fixed potential bug on Falcon 9 Block 5 second stage fuel tank
* Added troubleshooting section to the readme file

Version 6.0 | May 17 2020

* Added Crew Dragon with 4 texture variants
* Added Block 5 textures
* Added NASA Worm texture and Used Worm texture
* Added wraparound foil to the Merlin 1D Vacuum Engine
* Added Starlink Satellite
* Added Starlink Satellite dispenser
* Added Starlink Payload Fairing texture
* Added animated Falcon Heavy Booster decoupler
* Added Fairing Recovery Hardware
* Added default action group to F9 Landing Leg
* Added full SAS service level to all command probes
* Added smoke effect to Merlin engines
* Added emissive effect to Merlin vacuum engine
* Added Crew Dragon F9 Stack craft file
* Added Crew Dragon FH Stack craft file
* Added Falcon 9 Block 5 craft file
* Added Falcon 9 1.1 craft file
* Added optional 2.5m rescale config
* New Merlin 1D engine model and textures
* New Used textures
* Moved Falcon 1875mm Payload Adapter to Coupling category
* Fixed M1C flameout
* Fixed ASDS bouncing
* Decreased gimbal range on the engines
* Removed old Merlin sounds

 

Known Issues

  Reveal hidden contents
  • Falcon 1 Merlin 1Ci engine shows oxidizer deprived despite full tanks - This will be fixed in the next update! Until then, you can help yourself and open the engine config in "GameData/Launchers Pack/Rockets/SpaceX/m1c/M1Ci.cfg" with Editor, then change one of the "node_stack_top" entries to "node_stack_mid", save, and relaunch the game!
  • Crew Dragon and FH decouplers might, under mysterious circumstances, decouple - Still investigating!
  • F9 Landing legs are fragile - Working on it!
  • Crew Dragon IVA is not done yet
  • Falcon 9 second stage has a tendency to flip backwards. Avoid this by choosing a higher trajectory, which generally is a good idea with the Falcon 9 for recovery reasons.
  • Payload fairings don't actually shield the payload
  • Seperating the Starlink satellites when using the F9 Starlink Stack craft sometimes might seriously impact your fps. No idea why this happens yet!
  • The fairing recovery hardware implementation is a bit sketchy but works for now
  • Parts are not balanced for the Career Techtree. Anyone wanting to help out is welcome!

 

Media

  Reveal hidden contents

Oh1NHKr.png

yLOr768.png

GsHgjmC.jpg

 

Media featuring older versions of this mod

 

 

All rights reserved.

 

Hey, @Kartoffelkuchen, does the latest version of your beautiful mod work with RealPlume?

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21 hours ago, LawnDartLeo said:

Greetings,

Does anyone have craft files that are 1.8.1 valid?  While the parts at least load and are constructable, the craft files are invalid.

Go to the .cfg file of the craft, open it and where it says version change it to 1.8.1

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@SAMCG14, That worked, thank you!

Am I missing something about getting to a stable orbit with KK's mod?  I am using a 2.7x system (JNSQ/Kopernicus). 

Never mind, question answered. Just put me in the category of patiently waiting.  Thanks for the excellent mod.

Edited by LawnDartLeo
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On 7/3/2020 at 3:29 PM, pt1243 said:

Hi all, unfortunately some things have come up which means that I probably won't have time to get the RO configs out for a few more days. If anyone has any suggestions/input please feel free to reply and I will see if I can include it. Thanks for your patience.

Hi,

afer I saw your post above I tryed to make my own RO config. I could get the capsule and the trunk working on my setup. The covers shouldn't be an issue either. But I am struggling with the chutes. I just can't convert them into RealChutes. The interface seems to work and I can arm the chute. But it never gets deployed although it says so in the interface of the chute. The capsule doesn’t slow down at all. Do you have the same issue with your RO config? And if yes, do you know how to fix it?

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7 hours ago, ZeroGravity said:

Hi,

afer I saw your post above I tryed to make my own RO config. I could get the capsule and the trunk working on my setup. The covers shouldn't be an issue either. But I am struggling with the chutes. I just can't convert them into RealChutes. The interface seems to work and I can arm the chute. But it never gets deployed although it says so in the interface of the chute. The capsule doesn’t slow down at all. Do you have the same issue with your RO config? And if yes, do you know how to fix it?

I've mainly been working on the capsule and trunk and so I haven't had time to get around to the parachutes yet. I believe that it is possible though, you might want to take a look at other parachute configs for RO and see how they do it.

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I am having an issue with this mod. After building up the Falcon in the VAB, and I go to launch, the only thing that works is the Dracos in the dragon and the parachutes. All other engines and stages disappear from the cue. When I revert back to the VAB, everything is normal. I even tried loading the included completed rockets in sandbox mode, and get the same thing. I then proceeded to try placing a Dragon on top of another rocket, and get the same issue... Anyone else experience this? I am running 1.10.

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