Jump to content

Kerbalized SpaceX


Recommended Posts

21 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. 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.

an outer ring and center cluster is a good idea, however individual engines are an even better idea

19 hours 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.

@mrtagnanPLEASE UPLOAD THOSE CONFIGS!!!!!!!!!!!!!!!!!!

Edited by eskimo22
Link to comment
Share on other sites

22 minutes ago, eskimo22 said:

an outer ring and center cluster is a good idea, however individual engines are an even better idea

Cool. I'm going to go with two clusters that I may break down it singles as well. Not sure if I will get them in the next update but I probably will. I was going to try and get an update in last night but ran out of time. I will be busy for the next week with finals, so there likely want be any changes to the mod until after next week. If I have the time this weekend I would like to get an update posted. The BFR is looking so much better with the new textures I'm excited to release it.

 

Link to comment
Share on other sites

@harrisjosh2711 

I would really like some Grasshopper parts! Not a huge part count but extremely fun! I requested for Grasshopper parts at Tundra but I don't think anyone took me seriously :( so I thought I'd had a better chance here.

 

I'm talking about this Grasshopper:

Spoiler

Image result for spacex grasshopper

and not an actual grasshopper.

 

1 hour ago, harrisjosh2711 said:

Cool. I'm going to go with two clusters that I may break down it singles as well. Not sure if I will get them in the next update but I probably will. I was going to try and get an update in last night but ran out of time. I will be busy for the next week with finals, so there likely want be any changes to the mod until after next week. If I have the time this weekend I would like to get an update posted. The BFR is looking so much better with the new textures I'm excited to release it.

 

Maybe you could make the 2 clusters and some individual engines so everyone is happy!

Edited by Grand Ship Builder
Link to comment
Share on other sites

@harrisjosh2711

The amount of fuel should be MUCH larger in the BFR. A 7.5m BFR should be capable of lifting a lot more than 150t into LKO, a 5.5m BFR should be capable of lifting 150t into LKO. the ISP of the raptor engines and the fuel capacity of the BFS should not be reduced, the scale of the rocket should be changed via tweakscale.

and you have BFR competition now, their model is flawed though. Tundra Exploration has been updated, there are a few good things about it, such as two engine clusters for the BFS. however it is too small, and its crew capacity is tiny.

It also has flaps at the rear for aerodynamic control, I suggest adding those into the BFR, RCS burns up a huge amount of LF/OX.

Link to comment
Share on other sites

@Grand Ship Builder Its a no go on the grasshopper parts. SpaceX only used those to help design the landing legs. Now that kerbalized SpaceX will have landing legs you can practice with the parts that ultimately were the developed from grasshopper testing. I really don't understand what you mean to accomplish with these parts. Even If you do use them your just going to launch you rocket a few hundred feet and bring it back down for landing. What are you going to do with them after that?

Ok, I guess you guys have convinced me for some individual engines 

1 hour ago, mrtagnan said:

I will, I'm still messing with them because there was a problem with all of the BFR engine configs. Once I fix that I'll give it to @harrisjosh2711 to put in the mod or upload it here.

What was the problem with them? Was it my fault?

Link to comment
Share on other sites

2 minutes ago, harrisjosh2711 said:

@Grand Ship Builder Its a no go on the grasshopper parts. SpaceX only used those to help design the landing legs. Now that kerbalized SpaceX will have landing legs you can practice with the parts that ultimately were the developed from grasshopper testing. I really don't understand what you mean to accomplish with these parts. Even If you do use them your just going to launch you rocket a few hundred feet and bring it back down for landing. What are you going to do with them after that?

Ok, I guess you guys have convinced me for some individual engines 

Maybe the landing legs or the engine at least.

Link to comment
Share on other sites

23 minutes ago, harrisjosh2711 said:

What was the problem with them? Was it my fault?

@harrisjosh2711No it's mostly my fault, It seems I can't use the same effect for the engine once it switches. I'll have to use a similar but different effect for the center engines of BFR booster engines, every thing else is *mostly* working though, just minor adjustments. I'll upload some images in a few minutes

Edited by mrtagnan
Link to comment
Share on other sites

@eskimo22 Didn't we already discuss the whole fuel thing because of balancing reasons? The 9m (real life) BFR is rated for 150 tons LEO (full-reusability). If you fill thank tank which as much fuel as suppose to be in it by volume you could likely make a trip around the entire kerbal system with the thing. The problem lies in the major difference in orbital velocity of Kerbin and Earth. 

Here is the post from our previous conversation-

"Perhaps that could be the answer to revisit the engines. I think I may have set the fuel that way for balance reasons. I'm starting to see an issue I'm not sure how to solve. Mainly being that orbital velocity in KSP  is approximately 2200 ms. You could just go to far with the BFR in stock scale, considering it is designed to operate at real scale potential(It is just capable of tugging 150 tons into LKO). If you increase fuel in the BFR pod you will need to increase thrust in the booster engines or you loose payload capability. That means you will get into orbit of kerbin with far to much fuel (making it absolute cheating). The answer would be to decouple from the booster earlier. But that is a problem. Say your booster gets you half of orbital velocity. On earth, you still need to gain around 4100 ms to get into orbit. In kerbin only 1100ms. That means the engines would need to be so horribly inefficient that you would burn atleast 45000(half-tank) units of fuel to gain 1100 ms.  Real life just doesn't quit convert to the kerbal world.  If you have changed the thrust and the ISP your BFR is far capable of what it is designed to be."

One answer would be to make the upper stage weigh 200 tons. This is how I know another SpaceX mod balanced its falcon9 system. The upperstage weighs more than twice the booster. I personally don't like that direction it already weighs somewhere around 50 tons. If you can come up with an idea to balance it in the kerbal system I'm open ears. But it needs to just be capable of a 150 ton payload to LKO with full re-usability. Must be capable of returning to kerbin (no in-situ) from a lunar landing after re-fueling in a highly elliptical orbit around kerbin. And must be capable of landing on duna and return with in-situ refuel leaving from highly elliptical orbit on full tank. It cant have extra fuel in its tanks when it returns because it is not designed to land with full tanks. You cannot land it with full tanks with three raptor engines. In its current configuration it is just capable of doing all these things.

11 minutes ago, Grand Ship Builder said:

In that case, i'm going to make my own!

 

If I learn how to use Blender.

Shoot yeah man, that's what I'm talking about! I dont not advise you start with landing legs, I recently designed some and they are a royal pain in the cheeks. In fact, I noticed some mods don't use the landing leg module and just use the animation module. If you do it I would be more than willing to help you on you journey if you ask. But that is a really complex project you are aiming after there for a starter. But hey, this is exactly how I started modding. 

Link to comment
Share on other sites

7 minutes ago, mrtagnan said:

@harrisjosh2711No it's mostly my fault, It seems I can't use the same effect for the engine once it switches. I'll have to use a similar but different effect for the center engines of BFR booster engines, every thing else is *mostly* working though, just minor adjustments. I'll upload some images in a few minutes

You should be able to. Whats important is that you are using two different names for the engines. it would look something like this(see spoiler)- (What is important are the names Running full  and Running one  you then copy the effects from running full under the effect for running one and plug those names into the two different engine modules There must be effects written for both or they wont work. You cannot alter the ThrustTransformVectorname that name is the name of transform in Unity that tells the game a engine is there. There other names are all written in the configs and can be changed as long as they correlate to the effects of the engines.

Spoiler
EFFECTS
 {
  running_full
  {
   AUDIO
   {
    channel = Ship
    clip = sound_rocket_spurts
    volume = 0.0 0.0
    volume = 1.0 1.0
    pitch = 0.0 0.2
    pitch = 1.0 1.0
    loop = true
   }
   PREFAB_PARTICLE
   {
    prefabName = fx_smokeTrail_light
    transformName = smokePoint
    emission = 0.0 0.0
    emission = 0.05 0.0
    emission = 0.075 0.25
    emission = 1.0 1.25
    speed = 0.0 0.25
    speed = 1.0 1.0
    localOffset = 0, 0, 0
   }
   MODEL_MULTI_PARTICLE
   {
    //modelName = Squad/FX/ks25_Exhaust
    modelName = Squad/FX/hydroLOXFlame
    transformName = thrustTransform
    emission = 0.0 0.0
    emission = 0.1 0.5
    emission = 1.0 1.0
    speed = 0.0 0.8
    speed = 1.0 1.0
   }
  }
  engage
  {
   AUDIO
   {
    channel = Ship
    clip = sound_vent_soft
    volume = 1.0
    pitch = 2.0
    loop = false
   }
  }
  flameout
  {
   PREFAB_PARTICLE
   {
    prefabName = fx_exhaustSparks_flameout_2
    transformName = smokePoint
    oneShot = true
   }
   AUDIO
   {
    channel = Ship
    clip = sound_explosion_low
    volume = 1.0
    pitch = 2.0
    loop = false
   }
  }
  running_one
  {
   AUDIO
   {
    channel = Ship
    clip = sound_rocket_spurts
    volume = 0.0 0.0
    volume = 1.0 1.0
    pitch = 0.0 0.2
    pitch = 1.0 1.0
    loop = true
   }
   PREFAB_PARTICLE
   {
    prefabName = fx_smokeTrail_light
    transformName = smokePoint
    emission = 0.0 0.0
    emission = 0.05 0.0
    emission = 0.075 0.25
    emission = 1.0 1.25
    speed = 0.0 0.25
    speed = 1.0 1.0
    localOffset = 0, 0, 0
   }
   MODEL_MULTI_PARTICLE
   {
    //modelName = Squad/FX/ks25_Exhaust
    modelName = Squad/FX/hydroLOXFlame
    transformName = centerTransform
    emission = 0.0 0.0
    emission = 0.1 0.5
    emission = 1.0 1.0
    speed = 0.0 0.8
    speed = 1.0 1.0
   }
  }
  engage
  {
   AUDIO
   {
    channel = Ship
    clip = sound_vent_soft
    volume = 1.0
    pitch = 2.0
    loop = false
   }
  }
  flameout
  {
   PREFAB_PARTICLE
   {
    prefabName = fx_exhaustSparks_flameout_2
    transformName = smokePoint
    oneShot = true
   }
   AUDIO
   {
    channel = Ship
    clip = sound_explosion_low
    volume = 1.0
    pitch = 2.0
    loop = false
   }
  }
 }
MODULE
{
 name = MultiModeEngine
 primaryEngineID = AllEngines
 secondaryEngineID = CenterOnly
}
 MODULE
 {
  name = ModuleEnginesFX
  engineID = AllEngines
  runningEffectName = running_full
  thrustVectorTransformName = thrustTransform
  exhaustDamage = True
  ignitionThreshold = 0.1
  minThrust = 0
  maxThrust = 48000
  heatProduction = 196
  fxOffset = 0, 0, 0.25
  EngineType = LiquidFuel
  PROPELLANT
  {
   name = LiquidFuel
   ratio = 0.9
   DrawGauge = True
  }
  PROPELLANT
  {
   name = Oxidizer
   ratio = 1.1
  }
  atmosphereCurve
  {
   key = 0 335
   key = 1 200
   key = 12 0.001
  }
 }
 MODULE
 {
  name = ModuleEnginesFX
  engineID = CenterOnly
  runningEffectName = running_one
  thrustVectorTransformName = centerTransform
  exhaustDamage = True
  ignitionThreshold = 0.1
  minThrust = 0
  maxThrust = 14020
  heatProduction = 350
  fxOffset = 0, 0, 0.25
  EngineType = LiquidFuel
  PROPELLANT
  {
   name = LiquidFuel
   ratio = 0.9
   DrawGauge = True
  }
  PROPELLANT
  {
   name = Oxidizer
   ratio = 1.1
  }
  atmosphereCurve
  {
   key = 0 315
   key = 1 295
   key = 12 0.001
  }
 }

 

@mrtagnan Those plumes look amazing!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Screen shots too!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Link to comment
Share on other sites

36 minutes ago, harrisjosh2711 said:

You should be able to. Whats important is that you are using two different names for the engines. it would look something like this(see spoiler)- (What is important are the names Running full  and Running one  you then copy the effects from running full under the effect for running one and plug those names into the two different engine modules There must be effects written for both or they wont work. You cannot alter the ThrustTransformVectorname that name is the name of transform in Unity that tells the game a engine is there. There other names are all written in the configs and can be changed as long as they correlate to the effects of the engines.

 

RP uses it's own way of configuring the engine plumes, apparently the way that RP works makes it dislike using the same effect twice for differing modes on engines. See the spoiler below to see an example of how RP configs plumes.

 

Spoiler

This is what I used for the Merlin cluster (Stats will be outdated in about 5 minutes)

@PART[Falcon9cluster]:FOR[RealPlume]:NEEDS[SmokeScreen] 
{
    PLUME
    {
        name = Kerolox-Lower
        transformName = thrustTransform
        localRotation = 0,0,0
        flarePosition = 0,0,-0.05
        plumePosition = 0,0,0
        flareScale = 0.4
        plumeScale = 0.35
        energy = 1.5
        speed = 1.25
    }
    PLUME
    {
        name = Kerolox-Upper
        transformName = centerTransform
        localRotation = 0,0,0
        flarePosition = 0,0,-0.05
        plumePosition = 0,0,0
        plumeScale = 0.8
        flareScale = 1
        energy = 1.5
        speed = 1.1
    }
    @MODULE[ModuleEngines*],0
    {
        %powerEffectName = Kerolox-Lower
    }
    @MODULE[ModuleEngines*],1
    {
        %powerEffectName = Kerolox-Upper
    }
}

 

Edit: I may have found a workaround, If I can make this work, it means I can create completely new plumes for the engine.

Edited by mrtagnan
Link to comment
Share on other sites

A 5.5m BFR should be capable of placing 150t in LKO.

A 7.5m BFR sould be capable of a lot more.

If you make a 9m BFR and  a 5.5m BFR, the 5.5m should be capable of placing 150t in LKO reusable 250t expendable, and the 9m should be capable of 150t to LEO reusable and 250t expendable.

instead of nerfing the 7.5m BFR, i think that a shrinking the entire rocket is a better idea.

Link to comment
Share on other sites

5 hours ago, eskimo22 said:

A 5.5m BFR should be capable of placing 150t in LKO.

A 7.5m BFR sould be capable of a lot more.

If you make a 9m BFR and  a 5.5m BFR, the 5.5m should be capable of placing 150t in LKO reusable 250t expendable, and the 9m should be capable of 150t to LEO reusable and 250t expendable.

instead of nerfing the 7.5m BFR, i think that a shrinking the entire rocket is a better idea.

I see ur logic now. Let me ponder on it a bit and I will make a decision. The one problem with shrinking the 7.5m is it might mess up peoples saved game. It wont break it but if you have a BFR connected to ur space station it might not be put together exactly right. I will have to test that. Also, I doubt you can fit 150t of cargo into a 5.5m. Maybe strictly fuel. Its difficult to fit into a 7.5m. 9m should be easy.

I could on the other hand make the 5.5m a derivative of the 9m BFR. Essentially nerfing it in proportion with its size.

Edited by harrisjosh2711
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...