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Kerbalized SpaceX


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45 minutes ago, eskimo22 said:

That explains

also, when will the next update be?

Very soon. I had hoped to drop a release before my finals started this week but didnt quite finish in time. Most things are just getting the configs finalized. So, I'm gonna say sometime between Friday and Sunday. I have not done any further modeling work to the IVA yet. The next release is focused on the landing legs, aero fins, and new textures for many things. I don't mind adding some extra transforms so the Kerbals seats will work in the BFR. I have currently been reluctant to set them all up because I have a tendency to design things multiple times. I rarely ever go with my first design and when I do I'm typically not happy. Consider the current BFR IVA my first design and something I am far from satisfied with. 

Edited by harrisjosh2711
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1 minute ago, eskimo22 said:

will those realplume configs be in the next update

Yes. Alternatively, you can download them off the main page now. They are at the bottom in the download section. Take that cfg. file and drop it into your JNH folder (my mod) and it will work.

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41 minutes ago, harrisjosh2711 said:

Yes. Alternatively, you can download them off the main page now. They are at the bottom in the download section. Take that cfg. file and drop it into your JNH folder (my mod) and it will work.

@harrisjosh2711 I'm considering making some RP configs for the Dragon V2, if I can get those working you can add them to the next update.

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3 minutes ago, mrtagnan said:

@harrisjosh2711 I'm considering making some RP configs for the Dragon V2, if I can get those working you can add them to the next update.

That would be cool. The stock modules don't have a smoke trail small enough for the v2's thrusters, hence the engines don't currently produce any smoke. So this would make a fine addition to the mod.

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20 minutes ago, eskimo22 said:

A bigger smoke trail for the BFR first stage would be great

You will need to direct this suggestion to @mrtagnan(I tagged him for you- he will see it). He is the one who set up the RP stuff.

41 minutes ago, eskimo22 said:

the joints between the BFS the decoupler and the BFR booster are floppy

Yes, kerbal doesn't model structural integrity well at all. I always use kerbal joint reinforcement. You could also use auto strut or add struts yourself.

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27 minutes ago, mrtagnan said:

@harrisjosh2711 I have to fix some parts of it (Might change plume model) but here is what I have right now https://imgur.com/a/uMV6M

What does it look like in the day? The blue flame coming out is a little to long for my personal taste. It could be that its dark outside to though so I'm not sure. I need to lower the angle on those thrusters. I have noticed I need to slow down a little before I should because the thrusters aren't pointed straight towards the ground. Easy fix on that though. Will include in the next update. Looking good though!

@mrtagnan here is a video of the actual thrusters in action, if it helps any. The length doesn't appear to be to far off. Like I said it could be that the picture was taken in the dark.????

 

Edited by harrisjosh2711
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21 hours ago, harrisjosh2711 said:

What does it look like in the day? The blue flame coming out is a little to long for my personal taste. It could be that its dark outside to though so I'm not sure. I need to lower the angle on those thrusters. I have noticed I need to slow down a little before I should because the thrusters aren't pointed straight towards the ground. Easy fix on that though. Will include in the next update. Looking good though!

@mrtagnan here is a video of the actual thrusters in action, if it helps any. The length doesn't appear to be to far off. Like I said it could be that the picture was taken in the dark.????

 

@harrisjosh2711 I'm on it! Changing plume model and I'll mess around with the size and scale of it soon.

 

5 hours ago, eskimo22 said:

I downloaded Kerbal Joint Reinforcement, It fixed the issue.

@mrtagnan  A bigger smoke trail on the BFR first stage would be great

@eskimo22 Working on it right now :wink:

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@harrisjosh2711 Copy paste the following into the bottom of the RP config file, Once I update the BFR smokscreen config I'll give the completely updated file.

 

Spoiler

@PART[KerbalizedDragonV2909]:FOR[RealPlume]:NEEDS[SmokeScreen]
{
            PLUME
    {
        name = Hypergolic-Upper
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition =0,0,0.5
        fixedScale = 0.5
        energy = 1
        speed = 1
    }

    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Hypergolic-Upper
        !runningEffectName = DELETE
    }

    @MODULE[ModuleEngineConfigs]
    {
        @CONFIG,*
        {
            %powerEffectName = Hypergolic-Upper
        }
    }
}

@PART[KerbalizedDragonV2]:FOR[RealPlume]:NEEDS[SmokeScreen]
{
       PLUME
    {
        name = Hypergolic-Upper
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition =0,0,10
        fixedScale = 0.5
        energy = 1
        speed = 1
    }

    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Hypergolic-Upper
        !runningEffectName = DELETE
    }

    @MODULE[ModuleEngineConfigs]
    {
        @CONFIG,*
        {
            %powerEffectName = Hypergolic-Upper
        }
    }
}

 

Edited by mrtagnan
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3 hours ago, eskimo22 said:

Can you upload the BFR as an .stl file to thingiverse plz.

 

I assume that is some model sharing site? At the moment my license is all rights reserved. That means you cannot alter it, redistribute it, etc... in any way. At some point I plan on changing this but it wont be until the mod is finished and I am done with it. 

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Well smokescreen is harder to mess with than I imagined, I know how to mess around in RP but not smokescreen, to be honest I have no idea how the BFR engines produce smoke,. Doesn't mean I won't do it though, I'm trying to get it done as fast as I can. I can't find anything that configures smoke that also isn't canceled out the RP configs.

 

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