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SpaceX Barge Lander 2


Future Astronaut

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This adds a SpaceX Droneship to land your rockets on! It includes a static for Kerbal Konstructs and a VAB part. This is a continuation of Space X Barge Lander, which only had a KK static. I added the VAB part. In the future, I hope to add more parts related to SpaceX's Fleet, such as tugs. It's not perfect yet, but I'm working on it. I want to thank @ColdJ for his continued help with this, my first part mod.

Dependencies:

KerbalKonstructs (if you want the static)

ModuleManager

Download from:

SpaceDock

CKAN

Github

License: MIT

Edited by Future Astronaut
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The download contains two copies of most of the files, one in "droneship" and one in "Parts/droneship":

    - GameData/Space_X_barge_lander-2.0/droneship
    - GameData/Space_X_barge_lander-2.0/droneship/~$barge.cfg
    - GameData/Space_X_barge_lander-2.0/droneship/12742034_1032627080127323_2116658299148049853_n.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Antena.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/barge.cfg
    - GameData/Space_X_barge_lander-2.0/droneship/barge.mu
    - GameData/Space_X_barge_lander-2.0/droneship/Barge_texture.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Barge_texture_tile.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Building.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Fence.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Ground_steal 1.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Interioir.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/PLatform_texture.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Tex_0025_0.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Tex_0031_0.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Tex_0038_0.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Tex_0041_0.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Tex_0043_0.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Truck.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/TruckEM.mbm
    - GameData/Space_X_barge_lander-2.0/Parts
    - GameData/Space_X_barge_lander-2.0/Parts/@thumbs
    - GameData/Space_X_barge_lander-2.0/Parts/@thumbs/SpaceXDroneship_icon.png
    - GameData/Space_X_barge_lander-2.0/Parts/droneship
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/12742034_1032627080127323_2116658299148049853_n.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Antena.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/barge.cfg
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Barge_texture.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Barge_texture_tile.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Building.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/droneship.mu
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Fence.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Ground_steal 1.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Interioir.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/PLatform_texture.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Tex_0025_0.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Tex_0031_0.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Tex_0038_0.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Tex_0041_0.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Tex_0043_0.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Truck.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/TruckEM.mbm

You probably only need one of each.

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4 hours ago, HebaruSan said:

The download contains two copies of most of the files, one in "droneship" and one in "Parts/droneship":

    - GameData/Space_X_barge_lander-2.0/droneship
    - GameData/Space_X_barge_lander-2.0/droneship/~$barge.cfg
    - GameData/Space_X_barge_lander-2.0/droneship/12742034_1032627080127323_2116658299148049853_n.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Antena.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/barge.cfg
    - GameData/Space_X_barge_lander-2.0/droneship/barge.mu
    - GameData/Space_X_barge_lander-2.0/droneship/Barge_texture.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Barge_texture_tile.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Building.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Fence.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Ground_steal 1.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Interioir.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/PLatform_texture.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Tex_0025_0.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Tex_0031_0.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Tex_0038_0.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Tex_0041_0.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Tex_0043_0.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/Truck.mbm
    - GameData/Space_X_barge_lander-2.0/droneship/TruckEM.mbm
    - GameData/Space_X_barge_lander-2.0/Parts
    - GameData/Space_X_barge_lander-2.0/Parts/@thumbs
    - GameData/Space_X_barge_lander-2.0/Parts/@thumbs/SpaceXDroneship_icon.png
    - GameData/Space_X_barge_lander-2.0/Parts/droneship
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/12742034_1032627080127323_2116658299148049853_n.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Antena.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/barge.cfg
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Barge_texture.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Barge_texture_tile.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Building.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/droneship.mu
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Fence.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Ground_steal 1.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Interioir.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/PLatform_texture.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Tex_0025_0.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Tex_0031_0.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Tex_0038_0.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Tex_0041_0.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Tex_0043_0.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/Truck.mbm
    - GameData/Space_X_barge_lander-2.0/Parts/droneship/TruckEM.mbm

You probably only need one of each.

One is for a Kerbal Konstructs static.

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7 hours ago, HebaruSan said:

Yes, I understand that. I don't think that means you need to make extra copies of the same files.

At the moment he is using the older style "mesh =" in his config which means it will use the first alphabetical .mu in the same folder. And I gave him a corrected .mu for the SPH. So unless he uses my corrected .mu for his KK static as well, then he has to have them in separate folders, which means having to have copies of the texture files in each folder. If he updates the config to the new MODEL parameter then he could put both configs in the same folder and only need 1 copy of each texture file. I didn't know it at the time but this is actually a KK static that was released by another author under an MIT license back in 2016 and so the methods used originally are much older and to some extent outdated.

It is his first foray into making mods so hopefully, like I had to do, he will look at lots of configs and learn the systems so as to improve and get better at it as he progresses.

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13 minutes ago, Future Astronaut said:

How do I do this?

Replace all the `mesh =` lines, with MODEL{} nodes:
https://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Model_Parameters

I would leave the model (s) & textures in the static's folder. (IF they are indeed identical)

You should be able to get away with a single config file for the *part*, in the Part folder.  No other files/copies needed in the Part folder.
Just point the `model =` key at the .mu in the static folder. No need to use the `texture =` keys.

Edited by Stone Blue
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19 minutes ago, Stone Blue said:

Replace all the `mesh =` lines, with MODEL{} nodes:
https://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Model_Parameters

I would leave the model (s) & textures in the static's folder. (IF they are indeed identical)

You should be able to get away with a single config file for the *part*, in the Part folder.  No other files/copies needed in the Part folder.
Just point the `model =` key at the .mu in the static folder. No need to use the `texture =` keys.

Thanks!

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1 hour ago, Stone Blue said:

Replace all the `mesh =` lines, with MODEL{} nodes:
https://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Model_Parameters

I would leave the model (s) & textures in the static's folder. (IF they are indeed identical)

You should be able to get away with a single config file for the *part*, in the Part folder.  No other files/copies needed in the Part folder.
Just point the `model =` key at the .mu in the static folder. No need to use the `texture =` keys.

I tried this but it doesn't load. Can you please tell me what I'm doing wrong here? https://drive.google.com/drive/folders/1Auvc87Q6lKngiNmEOMRS8gMCh3AZgOuZ?usp=sharing

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14 minutes ago, Future Astronaut said:

I tried this but it doesn't load. Can you please tell me what I'm doing wrong here? https://drive.google.com/drive/folders/1Auvc87Q6lKngiNmEOMRS8gMCh3AZgOuZ?usp=sharing

Idk... you could maybe start with a better "standard" folder layout.

what is not loading? the static, or the part, or both?

I would change the file extension of the ~$barge.cfg.
I dont know what that file is, but with a .cfg extension, KSP is trying to load it.

You could try renaming it to ~$barge.cfg~

Also, a good troubleshooting tool is to review the KSP.log file, looking for stuff related to your mod.

Also, I see the original release, had a version of KerbalKonstructs packaged with it. I assume you are *NOT* installing that, and are instead using the latest release of the mod?

Edited by Stone Blue
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2 hours ago, Stone Blue said:

Idk... you could maybe start with a better "standard" folder layout.

what is not loading? the static, or the part, or both?

I would change the file extension of the ~$barge.cfg.
I dont know what that file is, but with a .cfg extension, KSP is trying to load it.

You could try renaming it to ~$barge.cfg~

Also, a good troubleshooting tool is to review the KSP.log file, looking for stuff related to your mod.

Also, I see the original release, had a version of KerbalKonstructs packaged with it. I assume you are *NOT* installing that, and are instead using the latest release of the mod?

I'm using the latest release. There is no $barge.cfg file.

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1 hour ago, Future Astronaut said:

There is no $barge.cfg file.

That file is definitely there; I saw it, too, as did the CKAN validation tools. Here it is on your GitHub repo:

https://github.com/StarshipSLS/SpaceXBarge/blob/main/Space_X_barge_lander-2.0/droneship/~%24barge.cfg

Maybe your operating system has decided to hide it from you for some reason?

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26 minutes ago, HebaruSan said:

That file is definitely there; I saw it, too, as did the CKAN validation tools. Here it is on your GitHub repo:

https://github.com/StarshipSLS/SpaceXBarge/blob/main/Space_X_barge_lander-2.0/droneship/~%24barge.cfg

Maybe your operating system has decided to hide it from you for some reason?

Looks like it. I'm using Windows 10 and Microsoft tends to hide things such as file extensions.

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1 hour ago, Future Astronaut said:

That's weird. It's just barge.cfg in my folder.

Do you perchance use LibreOffice as your .cfg/text editor?
If so, LO creates a temp file of the one you have open, in the same location, and usually the same name with extra characters...
it gets removed once you close the actual file you are working on...
Perhaps you uploaded your folders, while you had that file open? vOv

14 minutes ago, Future Astronaut said:

Looks like it. I'm using Windows 10 and Microsoft tends to hide things such as file extensions.

Pfffft!... how can anyone be expected to work with files, esp. with Windoze Explorer, and have file extensions *hidden*?? :P

As an example, for KSP modding especially, I generally name my models/textures/cfgs the same name or very similarly, for consistency's/sanity's sake... only diff *is* the file extension :P
i also frequently use the tilde character, appended to file extensions, to temporarily disable them from KSP when loading, while testing edits to them.

Edited by Stone Blue
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32 minutes ago, Stone Blue said:

Do you perchance use LibreOffice as your .cfg/text editor?
If so, LO creates a temp file of the one you have open, in the same location, and usually the same name with extra characters...
it gets removed once you close the actual file you are working on...

I use Notepad.

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@Future Astronaut

I downloaded your mod and easily found the extra config file inside the droneship folder. Contents in the spoiler, You obviously didn't write it, so I don't know what added it to you. I will go through and update and tidy the mod for you then send you a PM. Just remember before you update on Spacedock to look through the config file and get an idea of layouts so that you can start doing this for yourself on any future mods. KK statics don't need to have their own folder if they are configed right. The program will find any KK config inside The GameData folder and load it. If the .mu and textures it uses are in the same folder then there will be no dramas.

Spoiler

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Hi @Future Astronaut and @HebaruSan

I have sent a PM to Future Atronaut letting him know what I have done and giving him a link so that he can download the mod in its new set up.

For the info of CKAN. The mod now has a reduced folder structure, a new .mu and adjusted configs so that they can both use the same textures. I have written to F.A that the changelog should state that anybody who has already downloaded should completely remove the previous version before installing this version.

sVeQyTd.png

As you can see I have converted the .mbm to .png  . The reason I have not changed them to .dds is that .dds use alot more data and I am trying to reduce the size of the mod as much as I can.

These are the new config files for the curious.

Static

Spoiler

STATIC
{
    mesh = DroneshipA.mu
    module = Part
    static = true
    manufacturer = SpaceX
    //convexcolliders = all
    name = SpaceXbarge2
    author = kdufferskorp, ColdJ
    title = SpaceX barge landing platform
    category = Spawn Point
    cost = 0
    description = Helps rockets land.
    DefaultLaunchPadTransform = LaunchTransform
    keepConvex = False
    isSquad = False
    isHidden = False
    DefaultFacilityType = None
    DefaultLaunchSiteLength = 50.0
    DefaultLaunchSiteWidth = 25.0

}

And part file
 

Spoiler

PART
{
    name = SpaceXDroneship
    module = Part
    author = kdufferskorp, Future Astronaut, ColdJ
    MODEL
    {
        model = Space_X_barge_lander-2.0/droneship/DroneshipA
    }
    rescaleFactor = 1
        node_stack_top = 0.0, 0.0, -3.1892, 0.0, 0.0, -1.0, 3
        node_stack_core = 0.0, 24.146, -2.8111, 0.0, 0.0, -1.0, 3
       node_stack_bottom01 = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 3
    node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 3
    stackSymmetry = 1
    TechRequired = start
    entryCost = 500
    cost = 500
    category = Structural
    subcategory = 0
    title = Droneship
    manufacturer = Future Astronaut Corporation
    description = Want to land rockets in the ocean?
    attachRules = 1,1,1,1,1
    mass = 50.00
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    buoyancy = 0.1
    buoyancyUseSine = False
    crashTolerance = 500
    breakingForce = 2000
    breakingTorque = 2000
    maxTemp = 4000 // = 3200
    fuelCrossFeed = True
    bulkheadProfiles = size3, srf
    tags = spacex droneship
    MODULE
    {
        name = ModuleDecouple
        ejectionForce = 10
        explosiveNodeID = top
        stagingToggleEnabledEditor = true
        stagingToggleEnabledFlight = true
    }

}

As you can see I have made sure the author of the original mod is included as I believe that it is polite if you build on others work to acknowledge them.

I have fixed up the nodes and given the top centre a decouple so that you can add the barge to the bottom of your rocket, spawn it in the water and then launch from the barge. The shroud was added automatically by the program.
khAH4HE.png

Spoiler

vZQ4xFT.pngLCUDtIk.png

 

Here you can see the spawned craft on the left next to the static version, with a rocket landed on it that I knew I could get to land, though in hindsight I should have made the static larger.

 

Spoiler

Eiljy3D.png1VdhBJB.png

A launch transform has been included in the adjusted model but I seem to be missing the info required to allow an .mu to be used as a launch static.

So anyhow, reduced size and both configs using the same textures. I have also written to F.A that a text file of an MIT license should be included in the main folder as I beleve this is a requirement of building upon a previous MIT work.

I hope this mod goes well for F.A and that he learns and makes more in the future.

 

Edited by ColdJ
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17 minutes ago, OrbitalManeuvers said:

It's maybe a little late, but having a version number in a mod folder name seems like a fairly bad idea, is it not? 

It is not a version number for that mod but rather the fact that it is a re release of an earlier mod with an addition. I didn't name it myself.

That said. If Future Astronaut wants to give the folder a non numerical but different to the original mod name for the folder he still can as it is early in release, as long as he remembers to change the MODEL  info to reflect the new folder structure.

so this

    MODEL
    {
        model = Space_X_barge_lander-2.0/droneship/DroneshipA
    }

would need the bold section changed to whatever the folder gets renamed to.

 

P.S It seems that the old .mu set up is what is stopping it from being able to be a launch site. I have made 2 simple launch statics since then as proof of concept and they work as launch sites.

 

Edited by ColdJ
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4 hours ago, Future Astronaut said:

Slowly working on the next version. I plan to make some changes to the textures and at some point (I don't know if it will happen in the next version) I will make a droneship a launch pad via KK.

You will need to rebuild the model as I believe it is the old colliders that are stopping it from working as a launchpad right now. I believe the mesh itself is probably ok. Just strip out the old colliders and  give it new ones.

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