Kartoffelkuchen

[1.7.2] KK Launchers - DELTA PACK v. 1.0 (15-06-19) / SpaceX pack v.5.3

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5 hours ago, Kartoffelkuchen said:

Yes, but you‘ll have to wait a little. We finally saw some pictures of the first F9 Block 5 in McGregor, so I‘ll adjust the textures already, but I‘m waiting for a word from Musk/SpaceX for how much the thrust really changed now (10% as speculated?). So yeah just wait a little while

1

I'm hyped for the launch of block 5. Interested to see what it looks like after reentry because apparently, it has a coating on it that makes it more resistant to heat. Also, the landing legs will apparently be black this time. Another thing, is there any chance we will have a Mr. Steven in this mod too? @Virtualgenius just use @Tristonwilson12's cfgs or scale everything to 1.25

Edited by SpaceEnthusiast23

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So... i have the Real plume configs and real plume stock... Inside Real Plume Stock i have the Launchers Pack folder... But it still tells me im missing some components...

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So... i have the Real plume configs and real plume stock... Inside Real Plume Stock i have the Launchers Pack folder... But it still tells me im missing some components...

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Will the barge rendering ever be fixed? It might just be me, but when landing a stage the barge only magically appears when I'm about 2km away from it.

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On 11.3.2018 at 9:52 PM, space_powder said:

Will the barge rendering ever be fixed? It might just be me, but when landing a stage the barge only magically appears when I'm about 2km away from it.

Not possible, it's  a KSP limitation. You need mods for that to allow greater rendering distance I'm afraid, nothing I can change there.

@SpaceEnthusiast23 Good to know thanks.

I'll check out KSP 1.4 and will see if this still works, otherwise I'll publish an update soonish

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2 minutes ago, Kartoffelkuchen said:

Not possible, it's  a KSP limitation. You need mods for that to allow greater rendering distance I'm afraid, nothing I can change there.

@SpaceEnthusiast23 Good to know thanks.

I'll check out KSP 1.4 and will see if this still works, otherwise I'll publish an update soonish

Ah, shame, shame. Distant Object Enhancement should work, right?

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hey the rockets dont have the delta-v it should have for, the falcon heavy without any payload dindt had enough delta-v for the mun im playing on 1.3.1

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so how come in sandbox, the Falcon 9 FCSs have Full SAS controls, but in Career even with everything unlocked and all, there is NO SAS control.

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On 13.03.2018 at 8:49 PM, space_powder said:

Ah, shame, shame. Distant Object Enhancement should work, right?

Maybe Physics Range Extender help you.

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On 13.03.2018 at 8:47 PM, Kartoffelkuchen said:

Not possible, it's  a KSP limitation. You need mods for that to allow greater rendering distance I'm afraid, nothing I can change there.

@SpaceEnthusiast23 Good to know thanks.

I'll check out KSP 1.4 and will see if this still works, otherwise I'll publish an update soonish

I begin to made realistic block 5 textures but very strange grey strip prevents. Screens: https://imgur.com/a/Ow0zf . What is this strip? Sorry for my bad english, I'm from russia.

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1 hour ago, astronaut2019 said:

I begin to made realistic block 5 textures but very strange grey strip prevents. Screens: https://imgur.com/a/Ow0zf . What is this strip? Sorry for my bad english, I'm from russia.

Oh, don't worry. That strip is already included in the mod for some reason. It sure does look strange.

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9 hours ago, AgentJeffy said:

How in the world do you get these to work?

you just need to download the folder and put it in you gamedata, select replace the element and when you are in VAB click on fairing and you click on next texture (sorry for mistake)

Edited by MrPacmanCo

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How can I create a node on the main launch engine?  EX. Falcon 9 1.1 does not have a node, Im trying to build a launch pad but i need a node to start. Did that make sense?

EDIT: Correct me if im wrong, I looked over the cfg files and noticed the engines with nodes at the bottom had this // removed. So thats what I did and now there are nodes, so i assume that's all i had to do?

Edited by viperwolf

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18 hours ago, viperwolf said:

How can I create a node on the main launch engine?  EX. Falcon 9 1.1 does not have a node, Im trying to build a launch pad but i need a node to start. Did that make sense?

EDIT: Correct me if im wrong, I looked over the cfg files and noticed the engines with nodes at the bottom had this // removed. So thats what I did and now there are nodes, so i assume that's all i had to do?

Look at the Launch Towers Pack:

There is a config to add a node to the Octaweb.

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3 hours ago, Cheesecake said:

Look at the Launch Towers Pack:

There is a config to add a node to the Octaweb.

I did look at it and its a great pack, but it only works with Spacex vehicles from what I understand. The rockets im making are hybrids, not 100% space x

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Realplume Configs for Every Engine

Realplume cfgs for every single engine in the mod. The cfgs for the Merlin-1D, Merlin-1DV, Merlin-1D+, & Merlin-1DV+ were modified by me but originally made by @HysterricsOriginal Post

Requires: RealPlume-Stock made by NHawks17 & DirtyFirework

Also requires Launchers Pack by @Kartoffelkuchen (obviously)

Included engines:

Spoiler
  • Merlin-1Ci
  • Kestrel
  • Merlin-1C
  • Merlin-1CV
  • Merlin-1D (Hysterrics)
  • Merlin-1DV (Hysterrics)
  • Merlin-1D+ (Hysterrics)
  • Merlin-1DV+ (Hysterrics)
  • Merlin-1D++
  • Raptor
  • Raptor Vac
  • Raptor Inner Circle
  • Raptor Center Cluster
  • Raptor Outer Circle

Download

Installation instructions:

1: Extract files
2: Paste "Launchers Pack" folder into RealPlume-Stock folder.
3: Start KSP
4: Enjoy your eye candy

          ITS              Falcon 1     Falcon 9 1.0

unknown.png?width=57&height=270        unknown.png?width=50&height=270        unknown.png?width=46&height=270

License

CC-BY-NC-SA

Feel free to tell me of any issues or if you want more cfgs.

 

Edited by SpaceEnthusiast23

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3 minutes ago, SpaceEnthusiast23 said:

Realplume Configs for Every Engine

Realplume cfgs for every single engine in the mod. The cfgs for the Merlin-1D, Merlin-1DV, Merlin-1D+, & Merlin-1DV+ were modified by me but originally made by @HysterricsOriginal Post

Requires: RealPlume-Stock made by NHawks17 & DirtyFirework

Included engines:

  Reveal hidden contents
  • Merlin-1Ci
  • Kestrel
  • Merlin-1C
  • Merlin-1CV
  • Merlin-1D (Hysterrics)
  • Merlin-1DV (Hysterrics)
  • Merlin-1D+ (Hysterrics)
  • Merlin-1DV+ (Hysterrics)
  • Merlin-1D++
  • Raptor
  • Raptor Vac
  • Raptor Inner Circle
  • Raptor Center Cluster
  • Raptor Outer Circle

Download

Installation instructions:

1: Extract files
2: Paste "Launchers Pack" folder into RealPlume-Stock folder.
3: Start KSP
4: It should work now

          ITS              Falcon 1     Falcon 9 1.0

unknown.png?width=57&height=270        unknown.png?width=50&height=270        unknown.png?width=46&height=270

License

CC-BY-NC-SA

Feel free to tell me of any issues or if you want more cfgs.

 

Thank you for this, I just installed real plume. so this is a welcomed addition

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9 hours ago, SpaceEnthusiast23 said:

Realplume Configs for Every Engine

Realplume cfgs for every single engine in the mod. The cfgs for the Merlin-1D, Merlin-1DV, Merlin-1D+, & Merlin-1DV+ were modified by me but originally made by @HysterricsOriginal Post

Requires: RealPlume-Stock made by NHawks17 & DirtyFirework

Also requires Launchers Pack by @Kartoffelkuchen (obviously)

Included engines:

  Hide contents
  • Merlin-1Ci
  • Kestrel
  • Merlin-1C
  • Merlin-1CV
  • Merlin-1D (Hysterrics)
  • Merlin-1DV (Hysterrics)
  • Merlin-1D+ (Hysterrics)
  • Merlin-1DV+ (Hysterrics)
  • Merlin-1D++
  • Raptor
  • Raptor Vac
  • Raptor Inner Circle
  • Raptor Center Cluster
  • Raptor Outer Circle

Download

Installation instructions:

1: Extract files
2: Paste "Launchers Pack" folder into RealPlume-Stock folder.
3: Start KSP
4: It should work now

          ITS              Falcon 1     Falcon 9 1.0

unknown.png?width=57&height=270        unknown.png?width=50&height=270        unknown.png?width=46&height=270

License

CC-BY-NC-SA

Feel free to tell me of any issues or if you want more cfgs.

Have fun! This sure is a difference from these days.

 

Holy smokes that‘s awesome! Will link it!:)

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12 hours ago, Kartoffelkuchen said:

Holy smokes that‘s awesome! Will link it!:)

If you want, I can make configs for the ULA launch vehicles too. I just have a few questions:

  • What KSP version does the mod use?
  • What version of Realplume is used for that KSP version?

Thanks in advance.

Edited by SpaceEnthusiast23

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On 2/17/2018 at 3:28 PM, MrPacmanCo said:

yes sorry i used your picture to take one black square and i re-create all if you are don't accord to share this, tell me and i delete all NTyCmIP.png

Nah your fine, Glad to see someone using it :)

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Updated for KSP 1.4.2!

Changelog:

  • Removed firespitter dependency, now using the stock "Part Variants" module which allows to set different textures & models for one part
  • Fixed landing leg texture bug
  • Included F9 Demo .craft file

Also cleaned up the OP and added some things users have created as an expansion for this mod, thanks everyone for that, now your work is also mentioned properly in the OP! :) Feel free to check some of these out everyone!

 

Edit: Just found a small bug, for some reason the RCS "puffs" have been rotated 180° by the developers, so they fire in the opposite direction now (see for example on F9 Stage 2)... strange thing, hope I can fix it or they will fix it

Download from Spacedock

Edited by Kartoffelkuchen

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