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LazarusLuan

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Everything posted by LazarusLuan

  1. I'm sorry - I can't reproduce ANY of these issues, other than the fact that like my previous version of the Dragon, it can't use the "real" landing gear module since the four feet are built in and requires the landing gear animation be bound to the Gear function in the VAB. Is anyone else having these other problems?
  2. Thanks - I just watched a "new" Ridley Scott director's cut ( I think this might be the 4th version of a "director's cut" I've seen for BR) and had it on my mind...
  3. While I certainly can't discount the influence Burt Ratan's designs might have had, my design was developed to fit Elon Musk's description of how it should function, which came across to me to be much like a commercial jet airplane. I designed the windows to provide the same kind of view one expects in a jet, using a similar shape of window as a Gulfstream G5.
  4. The Super Heavy Lift pack uses 3.75m parts which already have adapters with the .23.5 update and the Ultra Heavy Lift/MCT uses 7m parts (scaled down for KSP from their proposed 10m real life analogs), which I haven't seen in KSP before and don't know how good they would look connected to smaller components with a 7m-3.75m adapter. I realize the correct scaled down size in KSP for 10m is really 6.67m, but I found 7m to work better for me. I considered doing a 5-meter pack, but there aren't any plans currently at SpaceX to create a 7.5-meter diameter fuselage. I'm going to make the windows work a little differently on all my future builds, so they don't allow you to see inside unless you open the hatch. The MCT is designed with 100 individual zip-up compartments on 6 decks with the ability to allow various configurations of open and closed dividers for different living arrangements during the 6-month journey. Modeling the interior is currently taking the most amount of time to build.
  5. Since the docking ports like to surface mount by default, I have to go under the ship with the camera in the VAB and then zoom into the cockpit to place the medium size port from underneath. Here's a .craft file with the setup: LT_SpaceX_Dragon_V2.zip
  6. I'm pretty sure Elon likes the shiny magnesium/titanium alloy interior walls he likes to show off in his DragonRider mockup and the flight test-ready Dragon V2 that was just unveiled, but if he starts putting padding into future models, I'll certainly make the adjustment. Does this mod completely eliminate the need for surface-mounted RCS? I think I'll do a video for the trunk and solar panels first and do the livestream on a future project. The parts in the KSP universe have been reduced roughly 15-20% from their real-life counterparts, so while I actually model all my parts to have the correct 3.6-meter fuselage diameter, I reduce this to 85% in each part.cfg file, creating parts designed to fit on KSP's 2.5m fuselage. My soon-to-be-released SpaceX Super Heavy Lift/Ultra Heavy Lift packs have 3.75- and 7-meter fuselages in KSP, reduced from the real diameters of these planned SpaceX launch platforms of 5 and 10 meters, respectively. Yes - now that I've seen the actual design direction Elon chose for the new Dragon V2, which is very close to the direction I took on the Mars Colonial Transporter: The collision node I made for the Dragon V2 has almost exactly the same proportions and shape as the one I created for the MCT mockup I recently created, so I'm very comfortable going forward with this design after seeing the new capsule.
  7. Thanks for all the encouragement! Jeb has tested and approved the new ship and it's ready for download. I will include it with the .24 update for the SpaceX Launch Pack and my original DragonRider/2 will go into the SpaceX Historical Archive mod when that's completed. I haven't finished the new parachutes, trunk or solar panels yet, but it has a retractable nose cone, uses the KSP medium docking port and can still attach to the rest of the Dragon 2/Falcon v1.1 build for now. LazTek SpaceX Dragon V2 Update LazTek SpaceX Dragon V2 Update HD
  8. Except for some minor aesthetic cleanup, the Dragon V2 capsule is finished and I just need to complete the nosecone and new parachute system before releasing it here later today:
  9. I'm working to get the Super Heavy/Ultra Heavy Lift packs with my Mars Colonial Transporter concept out first, since I'm almost done with those builds and I still need to model out the interestingly complex design of the original Falcon 9 Block 1 engine housing before completing the historical pack. Its design creates a slow roll during ascent on the real craft, so I've been experimenting with ways to recreate that in KSP. My plan is to also include all my old concept parts along with my version of the DragonRider and its associated SuperDraco nacelles.
  10. Frankly, I think it might work better all around if I make the RCS a surface attachable module anyway, since I'd like to have roll thrust without needing to use another mod.
  11. There appears to be a total of 18 RCS thrusters. Ten involve the -Z vector: two on port and starboard near the nose which are 100% dedicated to the -Z vector, four on port and starboard between the engine nacelles that split thrust between the -Z, -X, -Y, +X and +Y vectors and four on port and starboard on the outside of the two nacelles also splitting thrust between the -Z, -X, -Y, +X and +Y vectors. The remaining eight thrusters each involve the +Z vector, with varying degrees of involvement with the -X, -Y, +X and +Y vectors depending on placement. Four of these thrusters are involved in providing rotation, but this can't be seen in KSP due to the current requirement of a surface mounted RCS for roll. This new configuration seems to provide three things: 1. Increased power for thrusting away from a docking port, perhaps required for emergencies. 2. Increased power for deorbiting, providing a higher degree of accuracy for placement of atmospheric reentry. 3. Increases potential thrust in each vector between 30 and 100 percent due to the involvement of two or more thrusters with each translation.
  12. Ok - figured it out, my axes were off and it doesn't take much to mess it up. SpaceX has incorporated a very clever way of reducing the number of thrusters in each "pod" by using three axes instead of four. Continuing to test and refine in KSP:
  13. Good question - I don't know why they changed the RCS either. After extensive testing of my Dragon V2 ship in KSP today, I've discovered that the RCS simply won't work with the nozzles facing in the particular directions indicated by the unveiling video or the demo animation, so I'm still working on that.
  14. I'm going to release each part of the new Dragon V2 craft here in the forums as I finish them for everyone to test and play with and will put everything into the next update for the SpaceX Launch pack that I'll put up on the new Spaceport/Curse when it's completed. The Super Heavy Lift pack is separate and will be out shortly.
  15. Yes - I think this will be the best path for what I've already created, and the possibility of having to do so when the actual Dragon V2 was unveiled was why I decided to make the engines detachable. Since we have no cargo to move in KSP, I'm setting it up to transport fuel and work like the current science lab (except without needing to be manned), so it can attach to a space station and clean and reset science experiments.
  16. I don't think this really has anything to do with SpaceX - it's a concept vehicle someone made that they put SpaceX Logos on and posted up to Reddit a little while back. I do have my concept of the Mars Colonial Transporter coming up shorty, which holds over 100 passengers...
  17. Yes, a couple of days from now - and the solar panels will be an attachable "skin" for 2.5-meter fuselages, which will allow users to decide between non-retractable or retractable solar panels (I have new covered, retractable solar panel arrays I created for my upcoming Mars Colonial Transporter that I've miniaturized for use as an alternative solar array for the Dragon. I was considering broadcasting a Twitch stream while building the new trunk if there's anyone interested in watching me make it.
  18. I can always just add my older, original Octoweb 6-engine cluster back to the mods as an optional component that uses a total of 4 engines instead of 9 if that helps.
  19. The Super Heavy Lift pack is near completion and I've posted a new demonstration video for the Dragon 2 build:
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