harrisjosh2711 Posted November 26, 2017 Author Share Posted November 26, 2017 @eskimo22 I did not realize I didn't enable tweakscale on those. I'm not going to post an update to fix that but I will post a hotfix if ur interested? Link to comment Share on other sites More sharing options...
mrtagnan Posted November 27, 2017 Share Posted November 27, 2017 This mod is now one of my essential mods to install, congrats! Normally it's just visual mods, KER, KW rocketry, BDB, MRS, SXT, SpaceX launchers pack, and KRE, now this mod has joined my personal list, really good job man! Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted November 27, 2017 Author Share Posted November 27, 2017 5 hours ago, mrtagnan said: This mod is now one of my essential mods to install, congrats! Normally it's just visual mods, KER, KW rocketry, BDB, MRS, SXT, SpaceX launchers pack, and KRE, now this mod has joined my personal list, really good job man! Thanks! Its good to hear and I'm glad you like it. Link to comment Share on other sites More sharing options...
LocoGaming Posted November 27, 2017 Share Posted November 27, 2017 Are the Grid Fins and Landing legs included in the new update? Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted November 27, 2017 Author Share Posted November 27, 2017 (edited) 6 hours ago, LocoGaming said: Are the Grid Fins and Landing legs included in the new update? No, I have not released them yet. The next update should be out sometime this week. I have a few more things I would like to finish first. Oh, and welcome to the forums. Edited November 27, 2017 by harrisjosh2711 Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted November 27, 2017 Author Share Posted November 27, 2017 (edited) Today I will be working on the BFR crew textures as well as integrating RCS thrusters to the pod. When I finish this I will move the textures I can re-use over to the BFR cargo, create the BFR solar panels and dragon 1 solar panels- then the next release. Plan to work on the IVA also but that likely wont see any further changes until after the next update. I also need to do some work to the BFR cargo's payload bay. Not sure if this will make the next release yet. Edited November 27, 2017 by harrisjosh2711 Link to comment Share on other sites More sharing options...
eskimo22 Posted November 27, 2017 Share Posted November 27, 2017 What exactly is a hotfix?, if that means a fix before the next release, the yes Link to comment Share on other sites More sharing options...
eskimo22 Posted November 27, 2017 Share Posted November 27, 2017 the outer engines on the BFR should be capable of operating independently of the central engines, and there should be 3 inner engines (elon gave that update in his BFR AMA) the Vacuum engine's plume is too narrow btw. realplume would be GREAT. Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted November 27, 2017 Author Share Posted November 27, 2017 1 hour ago, eskimo22 said: the outer engines on the BFR should be capable of operating independently of the central engines You need to right click the engines and select toggle mode. If you mean that you should be able to run with just the outer on and no inner that isn't possible (there is no three engine mode) nor is there really any situation you would need to do that. It is a booster. It launches with all its engines (some scientist figured out long ago this was most efficient) and lands with its central core(for control reasons). When landing It is actually more efficient to use all engines or you are carrying dead weight. Also, to be technical- what you are asking would =Extra parts=extra weight=increased likely hood of failure, which is a no-no in rocketry. 2 hours ago, eskimo22 said: What exactly is a hotfix?, if that means a fix before the next release, the yes Yes, that is what it means. Just to be clear I'm just going to give u file that enables tweak scale on the stuff for the BFR. 1 hour ago, eskimo22 said: there should be 3 inner engines (elon gave that update in his BFR AMA) the Vacuum engine's plume is too narrow btw. Yes, I made the engines before he said that and haven't had the time to really get them how I want them, all the engines are currently temporary. I will be revisiting them soon- I'm only one person over here. You are welcome to help! Link to comment Share on other sites More sharing options...
eskimo22 Posted November 27, 2017 Share Posted November 27, 2017 You need to right click the engines and select toggle mode. If you mean that you should be able to run with just the outer on and no inner that isn't possible (there is no three engine mode) nor is there really any situation you would need to do that. It is a booster. It launches with all its engines (some scientist figured out long ago this was most efficient) and lands with its central core(for control reasons). When landing It is actually more efficient to use all engines or you are carrying dead weight. Also, to be technical- what you are asking would =Extra parts=extra weight=increased likely hood of failure, which is a no-no in rocketry. I mean the Upper stage of the BFR, the BFS IRL the BFS outer engines are vacuum optimized, these engines are not efficient and unstable at sea level. so it is more efficient to use the 3 sea level engines while landing Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted November 27, 2017 Author Share Posted November 27, 2017 2 minutes ago, eskimo22 said: You need to right click the engines and select toggle mode. If you mean that you should be able to run with just the outer on and no inner that isn't possible (there is no three engine mode) nor is there really any situation you would need to do that. It is a booster. It launches with all its engines (some scientist figured out long ago this was most efficient) and lands with its central core(for control reasons). When landing It is actually more efficient to use all engines or you are carrying dead weight. Also, to be technical- what you are asking would =Extra parts=extra weight=increased likely hood of failure, which is a no-no in rocketry. I mean the Upper stage of the BFR, the BFS Ah..... Yes, unfortunately that isn't possible with a engine block like that(without some sort of plugin ). They will all have to be separate engines to make that work stock. I personally want to keep the engine block, for part count reasons, but I'm not against making some sort of base so that single engines could be used separately. For now, look at space Y. It has some really good node stacks (things....). I'm thinking you get the one that has five nodes, put a smaller triple node mount in the middle, and bam...... hope that isn't all gibberish.... Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted November 27, 2017 Author Share Posted November 27, 2017 (edited) @eskimo22 download this CFG. and paste it into the JNH folder inside your KSP Gamedata folder. When it says one already exist click the replace button. Just so there is no confusion- this only enables tweakscale on the BFR decoupler , fin, and rear docking port. https://www.dropbox.com/s/k4bk71wznglg1zt/kerbalizedTweakScale.cfg?dl=0 Also, if you want to quote someone just click the quote button at the bottom of the post. Alternatively, hit @ and then type the persons name. Edited November 27, 2017 by harrisjosh2711 Link to comment Share on other sites More sharing options...
eskimo22 Posted November 28, 2017 Share Posted November 28, 2017 Thx for the hotfix btw, is the IVA done?, because a cfg for that would be great Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted November 28, 2017 Author Share Posted November 28, 2017 11 minutes ago, eskimo22 said: Thx for the hotfix btw, is the IVA done?, because a cfg for that would be great It is not. That is much more than a cfg. as well. A cfg. is a config file that essentially tells the game how a model should interact in it. You would need a mesh, textures, and a cfg. I have to model all those things by hand. Draw all the textures by hand. Just to give you an idea- this is what one of those seats starts out looking like- Link to comment Share on other sites More sharing options...
eskimo22 Posted November 28, 2017 Share Posted November 28, 2017 the reason i thought that it was a thing in a config is because of the fact that it says IVA= X Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted November 28, 2017 Author Share Posted November 28, 2017 6 minutes ago, eskimo22 said: the reason i thought that it was a thing in a config is because of the fact that it says IVA= X That is correct. That points to a .mu file. You can change a lot of things about a part with its cfg.. Unfortunately, you cant create things with them. That's what you should look into should you ever want to start modifying things to work how you want them. I personally don't think I have ever used anything in this game without modifying it to my liking. Hench, I just started creating my own. Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted November 29, 2017 Author Share Posted November 29, 2017 (edited) Here are the new textures for the BFR. Also now has RCS fully integrated into the pod. Edited November 29, 2017 by harrisjosh2711 Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted November 29, 2017 Author Share Posted November 29, 2017 Playing around with the new textures on the BFR a little today. I think I'm going to re-texture the tanks again. It looks cool from far away, but once you zoom in all the definition added by the normal map goes to crap. Link to comment Share on other sites More sharing options...
Grand Ship Builder Posted November 29, 2017 Share Posted November 29, 2017 Can the BFS currently do back-to-back docking? Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted November 29, 2017 Author Share Posted November 29, 2017 4 minutes ago, Grand Ship Builder said: Can the BFS currently do back-to-back docking? Yes, but you need to put the BFR docking ring on the bottom of the pod. Link to comment Share on other sites More sharing options...
eskimo22 Posted November 29, 2017 Share Posted November 29, 2017 (edited) Making the Plume larger on the outer engines would be great, the current plume is way too small because of the size of the engine bells on the outer engines. Making all of the BFR upper stage engines independent parts instead of one part would be a good idea, because it would allow them to operate independently and to have different plumes. btw ditch that grey stripe at the nose, plz Edited November 29, 2017 by eskimo22 Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted November 29, 2017 Author Share Posted November 29, 2017 (edited) @eskimo22 if you say anything else about those plumes for atleast a month I will leave them! relax, I'm joking. I have already told you I haven't had a chance to revisit the engines yet, and that I would likely (no promise) add individual engines for the top. It really does need them. They cant operate exactly as designed as a single part. Plus that isn't a huge part increase. What do you think about an outer ring and center cluster? I would prefer a cluster because it is somewhat unique and there are a few (really good) models of SpaceX engines already floating about out there. You don't like my grey stripe? dangit. Yeah I can do something about that. I'm not finished with it yet. Edited November 30, 2017 by harrisjosh2711 Link to comment Share on other sites More sharing options...
mrtagnan Posted November 30, 2017 Share Posted November 30, 2017 2 hours ago, harrisjosh2711 said: @eskimo22 if you say anything else about those plumes for atleast a month I will leave them! relax, I'm joking. I have already told you I haven't had a chance to revisit the engines yet, and that I would likely (no promise) add individual engines for the top. @harrisjosh2711 Good news! You can mess with engine plumes if you want to, however I recently made some make shift Real Plume configs for the engines in your mod and after I mess around with them some more I will gladly provide them so you can add it as an optional add on. That is if you want me to though, I can record the plumes I'm currently using with the engines if you want to seem them. I'd be more than glad to mess with RP configs so you can add them. Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted November 30, 2017 Author Share Posted November 30, 2017 15 minutes ago, mrtagnan said: @harrisjosh2711 Good news! You can mess with engine plumes if you want to, however I recently made some make shift Real Plume configs for the engines in your mod and after I mess around with them some more I will gladly provide them so you can add it as an optional add on. That is if you want me to though, I can record the plumes I'm currently using with the engines if you want to seem them. I'd be more than glad to mess with RP configs so you can add them. Awesome! Yes, I will absolutely include them (credit given to you of course). But yes, post a few screen shots, I would love to see. You can post them here. Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted November 30, 2017 Author Share Posted November 30, 2017 (edited) Deleted Edited November 30, 2017 by harrisjosh2711 Link to comment Share on other sites More sharing options...
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