CobaltWolf Posted December 9, 2018 Share Posted December 9, 2018 14 hours ago, JeffreyCor said: I really hope this would be picked up too. The B9 requirement for Tundra to work caused me to stop using that one. What's wrong with B9 (Part Switch?)? Link to comment Share on other sites More sharing options...
JeffreyCor Posted December 9, 2018 Share Posted December 9, 2018 37 minutes ago, CobaltWolf said: What's wrong with B9 (Part Switch?)? Causes problems with KRnD and overall dislike the part switching function entirely. So, basically everything Link to comment Share on other sites More sharing options...
Greg Cooper Posted December 16, 2018 Share Posted December 16, 2018 How to install the mod? I am on 1.3.1. Link to comment Share on other sites More sharing options...
Mecripp Posted December 16, 2018 Share Posted December 16, 2018 4 hours ago, Greg Cooper said: How to install the mod? I am on 1.3.1. Download and unzip copy the JNH that's inside the gamedata folder to your ksp/gamedata/ Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted January 28, 2019 Author Share Posted January 28, 2019 If anyone wants to take this mod up PM me. I have no plans on updating it further. I'd like to say thankyou to everyone that followed, assisted, and inspired me during the development of Kerbalized SpaceX. Without you this mod wouldn't exist! Link to comment Share on other sites More sharing options...
wat4_dor Posted May 15, 2019 Share Posted May 15, 2019 (edited) How about we make a second step back to Kerbin.? Edited May 15, 2019 by wat4_dor Link to comment Share on other sites More sharing options...
vossiewulf Posted July 1, 2019 Share Posted July 1, 2019 FYI, with RealPlume installed (which I assume might affect it), the DragonV2 engines look like this while burning: The engine plume looks about 10x too big. Otherwise thanks for the mod, am actively using many of the parts. Link to comment Share on other sites More sharing options...
jinnantonix Posted August 19, 2019 Share Posted August 19, 2019 Hi @harrisjosh2711, a big thanks for this mod, I am really enjoying it. I have used many of your parts to build a Falcon Heavy as part of my mission log Artemis: To the Moon and Beyond in Real Solar System. Link to comment Share on other sites More sharing options...
jinnantonix Posted August 25, 2019 Share Posted August 25, 2019 Another Falcon Heavy launch on Artemis: To the Moon and Beyond. Link to comment Share on other sites More sharing options...
jinnantonix Posted September 1, 2019 Share Posted September 1, 2019 Artemis 5 - International Habitat Module and AEL Exploration Mission From Artemis: To the Moon and Beyond. May 2026 Falcon Heavy** Artemis 5a Uncrewed delivery of fuel resupply module and lunar descent vehicle Jul 2026 SLS Block 1B Crew Artemis 5 Crewed delivery of International Habitation Module and lunar landing This mission launches a Falcon Heavy with a new expendable Lunar Descent Vehicle for integration with the Advanced Exploration Vehicle and additional supplies to the Gateway. The SLS delivers the new International Habitat Module for the Lunar Orbital Platform. While the lunar exploration mission continues to evaluate resources in Shackleton Crater, the crew on the Gateway establish the habitat for future missions. Link to comment Share on other sites More sharing options...
jinnantonix Posted September 4, 2019 Share Posted September 4, 2019 Artemis 6 - Gateway US Habitat Module and Lunar Landing 2027 Falcon Heavy** Artemis 6a Uncrewed delivery of fuel resupply module and lunar descent vehicle 2027 SLS Block 1B Crew Artemis 6 Crewed delivery of US Habitation Module, and lunar landing \ Link to comment Share on other sites More sharing options...
jinnantonix Posted September 8, 2019 Share Posted September 8, 2019 Artemis 7 - Lunar Surface Asset Delivery to Gateway 2028 Falcon Heavy** Artemis 7a Uncrewed delivery of fuel resupply module and lunar descent vehicle 2028 SLS Block 1B Cargo Artemis 7 Delivery of "Lunar Surface Asset" (large lunar surface module) to LOPG Link to comment Share on other sites More sharing options...
jinnantonix Posted September 8, 2019 Share Posted September 8, 2019 Artemis 8 - Airlock Module and Lunar Surface Asset Deployment 2028 SLS Block 1B Crew Artemis 8 Delivery of Airlock Module and lunar landing of crew and "Asset" Link to comment Share on other sites More sharing options...
jinnantonix Posted November 17, 2019 Share Posted November 17, 2019 Help!. I am trying to figure out how to attach Falcon boosters to the radial decouplers. Any ideas welcome. Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted November 18, 2019 Author Share Posted November 18, 2019 On 11/16/2019 at 11:40 PM, jinnantonix said: Help!. I am trying to figure out how to attach Falcon boosters to the radial decouplers. Any ideas welcome. I will have to check if they are still working. What version are u playing on? Link to comment Share on other sites More sharing options...
jinnantonix Posted November 18, 2019 Share Posted November 18, 2019 19 minutes ago, harrisjosh2711 said: I will have to check if they are still working. What version are u playing on? It's OK, I got it working. BTW, the issue is that I needed to modify the capacity in the tanks to match the real world specs. Had a bit of trouble rebuilding my Falcon Heavy, but all good now. Link to comment Share on other sites More sharing options...
Aerodinamic Potatoe Posted November 27, 2019 Share Posted November 27, 2019 PLEASE 1.4.4 Link to comment Share on other sites More sharing options...
Yamiko Hikari Posted December 24, 2019 Share Posted December 24, 2019 (edited) For some reason in my game the boosters, both Falcon 9 and Falcon 9 FT, don't cost anything by themselves. The fuel in them does cost around 20k but when I empty them out the cost is just 0. I looked through the cfg files of these parts and their cost is set to 5750, but in-game it's just 0. Can you please help me fix this? I'd like the boosters themselves without any resources in them to cost at least something (but preferably I would even like to significantly increase their cost, just for my own game). P.S. I think I managed to change it though I still don't completely understand how it works or at least why it works this way. I changed the cost in the cfg file from 5750 to 57500 and now an empty booster costs 29740 and when it's full it costs 57500. So maybe I misunderstood how the cost parameter in cfg files works. Edited December 24, 2019 by Yamiko Hikari Figured out the answer myself Link to comment Share on other sites More sharing options...
Wombat1405 Posted January 28, 2020 Share Posted January 28, 2020 Any chance this mod is still worked on ? :) i would assume so seeing how it's been updated to work with the latest KSP version, ive noticed a couple of things that takes away from the experience and usability of the engines in this pack. stock engine clusters has the pivot point at the bottom of the thrusters, but i noticed that your engine clusters has the pivot point on the entire assembly, essentially only giving 2 axis control, any possibility of changing this to make it feel more like the engines in game, without it being to much work for you ? :) Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 29, 2020 Share Posted January 29, 2020 On 1/27/2019 at 8:16 PM, harrisjosh2711 said: If anyone wants to take this mod up PM me. I have no plans on updating it further. I'd like to say thankyou to everyone that followed, assisted, and inspired me during the development of Kerbalized SpaceX. Without you this mod wouldn't exist! I'm trying to find someone to pick this up for you Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted January 31, 2020 Author Share Posted January 31, 2020 On 1/28/2020 at 10:48 PM, linuxgurugamer said: I'm trying to find someone to pick this up for you Cool. If and when you do just give me a shout out. I typically stop in once or twice a week. Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted January 31, 2020 Author Share Posted January 31, 2020 On 1/28/2020 at 9:07 AM, Wombat1405 said: Any chance this mod is still worked on ? i would assume so seeing how it's been updated to work with the latest KSP version, ive noticed a couple of things that takes away from the experience and usability of the engines in this pack. stock engine clusters has the pivot point at the bottom of the thrusters, but i noticed that your engine clusters has the pivot point on the entire assembly, essentially only giving 2 axis control, any possibility of changing this to make it feel more like the engines in game, without it being to much work for you ? Sorry, this mod hasnt been updated for over a year. It works in latest update, albeit with a few bugs. I would need to pull out the master files to fix that.... or redesign them..... I wouldnt hold my breath..... Link to comment Share on other sites More sharing options...
Kraken that doesn't exist Posted April 14, 2020 Share Posted April 14, 2020 (edited) On 1/29/2020 at 3:48 AM, linuxgurugamer said: I'm trying to find someone to pick this up for you I've seen mods from you with "Continued" in it's name so you could do it without problem, I think Edited April 14, 2020 by Kraken that doesn't exist Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 14, 2020 Share Posted April 14, 2020 (edited) 21 hours ago, Kraken that doesn't exist said: I've seen mods from you with "Continued" in it's name so you could do it without problem, I think You missed the point. I do not want to work on this, I asked a few other people about it, no luck. Edited April 15, 2020 by linuxgurugamer Link to comment Share on other sites More sharing options...
Kraken that doesn't exist Posted April 14, 2020 Share Posted April 14, 2020 14 minutes ago, linuxgurugamer said: You missed the point. I do not want to work on this, I asked a few other people about it, no luck. K. Link to comment Share on other sites More sharing options...
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