Stone Blue Posted January 6, 2019 Share Posted January 6, 2019 (edited) 10 minutes ago, Barzon Kerman said: I think @damonvv should do the textures more inline with Nertea and etc's artstyle, like in Restock. HAHAHAHAHAHA...... Well, I think he's been heavily influenced by some of the heavy hitting part modders... Who all seem to be self-masochistic, and cant stop "revamping" their parts and artstyles... (Looking at you, @CobaltWolf and @Daishi , for two...) So who knows whats to come for TE?... Hopefully, TE will get fully feature complete before @damonvv slides down *that* rabbit hole Edited January 6, 2019 by Stone Blue Quote Link to comment Share on other sites More sharing options...
H4ckerxx44 Posted January 6, 2019 Share Posted January 6, 2019 4 hours ago, damonvv said: I will think about it! Maybe put some screenshots next week of what it would look like for the new design. In the meantime, some more Crew Dragon pics! Looks unbelievable. Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted January 7, 2019 Share Posted January 7, 2019 I built myself a launchtower out of Mk3 parts for Starship, so the crew can board it comfortably: Quote Link to comment Share on other sites More sharing options...
TachyonGMZ Posted January 7, 2019 Share Posted January 7, 2019 With the new starship design do you mind maybe leaving the current models you have as deprecated maybe? I mean I don't know about everyone else but a giant piece of metal doesnt look as cool as what you got here. Quote Link to comment Share on other sites More sharing options...
Damon Posted January 7, 2019 Author Share Posted January 7, 2019 5 minutes ago, TachyonGMZ said: With the new starship design do you mind maybe leaving the current models you have as deprecated maybe? I mean I don't know about everyone else but a giant piece of metal doesnt look as cool as what you got here. The 2017 design is still there (that's my revamped 2017 design but never put it ingame because 2 weeks later the 2018 design came around the corner....) Eventually they are all going to be there Quote Link to comment Share on other sites More sharing options...
TachyonGMZ Posted January 7, 2019 Share Posted January 7, 2019 Im not sure if I asked about this before, but did you ever consider texture swapping to allow starship to be used for vessels that dont need a heat shield so the front could be attached to something unrelated? I would think it would be a lot of work but is that something you might do in the future? Quote Link to comment Share on other sites More sharing options...
Damon Posted January 7, 2019 Author Share Posted January 7, 2019 (edited) 3 minutes ago, TachyonGMZ said: Im not sure if I asked about this before, but did you ever consider texture swapping to allow starship to be used for vessels that dont need a heat shield so the front could be attached to something unrelated? I would think it would be a lot of work but is that something you might do in the future? That would mean I have to redo my UV mapping, which is not something I want to do atm haha. Will see, I will work on Starship again when we have new renders from Elon in 2 months. Edited January 7, 2019 by damonvv Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted January 7, 2019 Share Posted January 7, 2019 So no cargo BFS for the time being? Quote Link to comment Share on other sites More sharing options...
Damon Posted January 7, 2019 Author Share Posted January 7, 2019 2 minutes ago, infinite_monkey said: So no cargo BFS for the time being? Sadly no But I am taking this time to do some more work on Crew Dragon and Falcon 9 to better match it with the new KSP trend Quote Link to comment Share on other sites More sharing options...
Johnnypickles Posted January 9, 2019 Share Posted January 9, 2019 On 1/6/2019 at 11:57 AM, damonvv said: I will think about it! Maybe put some screenshots next week of what it would look like for the new design. In the meantime, some more Crew Dragon pics! are there extra draco engine fuel parts? i can t find anything to put in the service module Quote Link to comment Share on other sites More sharing options...
suzuki Posted January 9, 2019 Share Posted January 9, 2019 Heya! Nice mod. Wondering how you connected the fallback tower with the Falcon 9? Can't find an attachment node unless I am blind Quote Link to comment Share on other sites More sharing options...
Cloakedwand72 Posted January 9, 2019 Share Posted January 9, 2019 On 10/27/2017 at 5:47 AM, damonvv said: Beta versions on GitHub Including New Horizons, Rosetta + Philae, LADEE and soon many more! (Special Gojira Guide HERE) Reveal hidden contents (More pics) Reveal hidden contents Planned features Roadmap Known issues IVA's on dragon and Gojira are still missing. Coming in 1.3 not far from release 1.2 (currently in the making) AFT part create a lot of lift during landing. Fix is coming Required Mods Kerbal Reusability Expansion (For the F9 legs and grid fins) B9 Part Switch (For part switching) Near Future Solar (For the Solar Panel plugin) Kerbal Actuators (For multiple engine modes on F9) Animated Decouplers (For FH sideboosters decoupler) RetractableLiftingSurface (For actuating fins on BFR) Module manager (For all your module manager needs) Recommended Mods RealPlume Stock Configs Flight Manager for Reusable Stages (For landing your BFR/F9 first stage) Omega482's Stockalike Structures NTR (For your Ghidorah and Gojira landing needs) Basic DeltaV - Basic Orbit by DMagic (For better understanding of how much fuel you have to land all your crafts safely back) Tundra's Space Center (To launch from LC-40!) NicVideo by @Nessus_ A very special thanks to @Beale, @CobaltWolf and @Nertea for the help and advise they give me to make something awesome. And @DiscoSlelge for creating those awesome patches! And a massive thanks to @Rock3tman_, @Nessus_, @JadeOfMaar, @Starwaster and @Infinite Monkeys for the help of balancing some of the rockets for a better gameplay! Changelog: Reveal hidden contents Version 1.2.2 - Fixed Rodan re-entry - Fixed Mothra One fueltanks (Thanks Jade) - Fixed cryo tank types - Fixed tank volume for Mothra upper stage - Added placeholder IVA for Starship Version 1.2.1 - Added Gojira Tanker version - Fixed Shielding on parts (Thanks @JadeOfMaar) - Fixed craft files - Removed hatch inside cargo bay on Gojira Command Pod - Revamp Ghidorah sound Version 1.2.0 - Added new Gojira parts (2018 BFR) - Added new Rodan parts (2018 Crew Dragon) - Added more new plumes (By @JadeOfMaar and @Nessus_) - Changed Ghidorah 9 textures slightly - Balanced some parts - Cleanup configs - Fixed SMURFF support - Fixed Ghidorah Heavy decoupler (now uses Animated Decouplers) - Fixed Ghidorah 9 interstage being wobbly - Fixed antenna being in wrong tab - Fixed Ghidorah fairing Version 1.1.4 - Added new Ghidorah 9 plumes by @JadeOfMaar - Added new Gigan RCS FX (plume by @Beale - Added 3 engine modes for Ghidorah 9 (all 9, 3 engines and center only) You need Kerbal Actuators for it to work! - Added black nosecones for Ghidorah Heavy Block 5 - Fixed Gojira crew pod antenna - Fixed fairing colliding with upper stage - Fixed texture slightly off landed Ghidorah versionVersion 1.1.3.1 - Fixed Gigan RCS FX - Fixed fairing colliding with 2nd stage - Updated .craft files - Added version checker to Tundra Technologies for the future. Version 1.1.3 - Added new Block 5 textures - Added new `Block 4` textures - Added new fairing adapter - Added new fairings - Revamped the Ghidorah Heavy nosecone - Fixed a small bug with Gojira - Updated the .craft files - Updated B9PS and NFS + Added Tundra Technologies back in! Version 1.1.2 - KSP 1.4.x - Added indentations within some part configs - separated resource defaults without B9PS into patch with same name - Deleted entries that made KSP think RealPlume is always installed with this mod. - Merged RealPlume configs into one file - Added title field to agency and updated scaled logo. Tundra Exploration now appears in Manufacturers filter in VAB. - Added B9 Part Switch integration to all tanks: - Provides fuel options where appropriate. - Supports CryoTanks with BoilOff. - Provides life support options for USI, TAC, Snacks in Gigan and Rodan command pods. - Reduced Ore units per volume due to its volume rating. - Added Wild Blue Industries integration: - WBI resource switching module instead of B9 (B9 option is still there for changing Ghidorah texture). - (Only activates when Pathfinder is installed). - Updated Near Future Solar - Added B9 Part Switch Many thanks to @JadeOfMaar for making these patches! Version 1.1.1 - ***CLEAN INSTALL - THIS UPDATE IS CRAFT BREAKING!*** - Updated for KSP 1.4.1 - Updated craft files - Fixed RCS on Rodan - Docking hatch moved from 95 degrees to 110 - Added antenna on Gigan pod and Gojiras first stage probe - Added Falcon Heavy side decouplers (use action groups to decouple and animate the arms) - Combined interstage with normal decoupler (use B9 part switch) - Removed satellite parts (Moved to Tundra Technologies) - Fixed BFR docking port staging - Fixed RealPlume and SmokeScreen patches (Thank you @macktruck6666 - New Ghidorah 9 Block 5 textures Version 1.1 - Added Falcon 1 (Mothra) - Added Rodan lights! - Added Pathfinder config by @Space Kadet - Fixed BFR Balancing - Thank you @Rock3tman_ - Added Probe Core to Ghidorah (No more stock probes needed!) Version 1.0.2 - Fixed .craft files - Fixed USI LS issues with BFR Version 1.0.1 - Balanced Gojira in some way - Added Block 5 versions (texture only) - Revamp texture on Ghidorah landing stage - Added Snacks! configs by @debaker02 - Fixed Tech Tree (I am sorry you have to buy all the parts again if you play on hard difficulty) - Added a Ghidorah Heavy .craft file - Better search tags done by @SwGustav Version 1.0 - Gojira command pod with fuel tank, engine shroud and engines (SpaceX's BFS) - Gojira BFT-9000 Fuel Tank, engines and probe core (SpaceX's BFR) - Revamp Ghidorah 9 textures (includes a brand new version as well as a landed/reused one) (Needs B9 Part Switch) - Revamp Rodan and Gigan pod - Balancing parts - No IVA on Gojira, but coming in future update Version 0.9.3 - Updated to 1.3.1 - Added SAS control for Gigan Pod for better control Version 0.9.2 -Fixed Rodan Airlock -Added gimbals to the Ghidorah 9 -Some other fixes that I can't remember Version 0.9 -Redone Rodan (Dragon V2) -Redone Ghidorah 9 (Falcon 9) -Updated to 1.2.2 -Added parts to 1.2 catagories -Fixed some things Version 0.8.6 -Some hotfixes Version 0.8.5 -Added Rosetta parts -Added Philae parts -Updated for 1.1(hopefully) -Updated NearFuture Solar plugin Version 0.8.1 -Fixed USI configs Version 0.8 -Added Paneer probe (New Horizons) -Added KIS, TAC, and USI configs -Rebalanced Rodan Version 0.7.2 -Added Igel probe (Hedgehog thing) -Fixes for 1.0.5 Version 0.7 -Added Rodan IVA Version 0.6 -Added Gigan parts (Cargo Dragon) -Changed some of the stats to heatshields (they don't ablate as much anymore) Version 0.5.2 -Added Flag Decals -Balanced Octopus engine -Updated NearFutureSolar plugin Version 0.5.1 -Fixed issue with the trunk Version 0.5 -Added Ghidorah 9 parts (Falcon 9) Version 0.4.1 -Fixed scaling issues Version 0.4 -Added LADEE parts called Staub -Changed the solar panels to use the modules from NearFuture (thanks Nertea!) -Some other bug fixes that I can't remember Version 0.3.1 -Lowered amount of Monoprop -Fixed Trunk attach node Version 0.3 -Complete revamp of the Rodan! -Fixed for 1.0.2 Version 0.2.3 -Hopefully fixed for 1.0 (not tested). Version 0.2.2 -Fixed bugs with Ven-Patch and RCS Version 0.2.1 -Optimized Rodan -Changed folder layout to save RAM Version 0.2 -Rodan IVA added. -New folder layout -Buffed thrust up to 150 Version 0.1.2 -Quick fix to NREs with the VenPatch. Version 0.1.1 -Changed crew capacity from 6 to 5. -Added a patch for Ven's Stock Revamp -Changed License Version 0.1 -Initial Release Any of the configs are distributed under CC-NC-SA-4.0 License. All Textures/models are distributed under CC BY_NC-ND.Near Future Solar plugin licensed by Nertea.ModuleDockingNodeStageable plugin licensed by Sarbian.B9 Part Switch plugin is licensed by blowfish.KerbalActuators plugin is licensed by Angel-125 CKAN is NOT supported by me, any problems with it is not on me. (kinda) Follow me on Reddit! /u/damonvv Nice! Is it on Ckan yet? On 1/7/2019 at 1:52 PM, damonvv said: The 2017 design is still there (that's my revamped 2017 design but never put it ingame because 2 weeks later the 2018 design came around the corner....) Eventually they are all going to be there Cool. What about the 2016 ITS design planning on working on that version? And how can I find the 2017 BFR? And how does the 2018 BFR Reentry work in the game? Is it a good explanation on how i'd reenter In real life? Quote Link to comment Share on other sites More sharing options...
Damon Posted January 9, 2019 Author Share Posted January 9, 2019 5 hours ago, Johnnypickles said: are there extra draco engine fuel parts? i can t find anything to put in the service module No, bt I usually don’t need more fuel for the Rodan craft. 3 hours ago, suzuki said: Heya! Nice mod. Wondering how you connected the fallback tower with the Falcon 9? Can't find an attachment node unless I am blind Thats a different strongback than what the modular launchpad mod uses, but you can place the FSS on a node and just move it in the right position using the gizmo. 3 hours ago, Cloakedwand72 said: Nice! Is it on Ckan yet? Cool. What about the 2016 ITS design planning on working on that version? And how can I find the 2017 BFR? And how does the 2018 BFR Reentry work in the game? Is it a good explanation on how i'd reenter In real life? Yes but not every dependency is on CKAN so please read what you need installed etc. And yeah I was thinking on a 2016 ITS but no plans yet as of when I make that Quote Link to comment Share on other sites More sharing options...
VoidCosmos Posted January 9, 2019 Share Posted January 9, 2019 Is there any tweakscale configs with anyone. Please Quote Link to comment Share on other sites More sharing options...
Damon Posted January 9, 2019 Author Share Posted January 9, 2019 5 minutes ago, Nigel Cardozo said: Is there any tweakscale configs with anyone. Please Hi! There’s already a tweakscale config included in the latest release. So you should be able to change the scale of all parts. Quote Link to comment Share on other sites More sharing options...
VoidCosmos Posted January 9, 2019 Share Posted January 9, 2019 1 minute ago, damonvv said: Hi! There’s already a tweakscale config included in the latest release. So you should be able to change the scale of all parts. Thanks cant wait to try it!!! Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted January 10, 2019 Share Posted January 10, 2019 19 hours ago, damonvv said: Thats a different strongback than what the modular launchpad mod uses, but you can place the FSS on a node and just move it in the right position using the gizmo. Wait, there's a strongback included in TE? Where? Totally missed that... @Cloakedwand72 For reentry, I use the Trajectories mod to see where I'll land, and set it to the default (retrograde) mode. From low Kerbin orbit, i do the reentry burn around 90° before KSC, and deploy the fins. Then I set SAS to radial out (when the navball switches to surface, I switch it back to orbital until I'm within about 10000m of the KSC). If SAS has a hard time keeping the nose up, I toggle the upper fins down. If that isn't enough, I pump fuel between the 2 tanks for better balance. Note that having a lot of USI-LS supplies (or other heavy stuff) in the command pod, landing becomes pretty hard. As the atmosphere slows you down, the Trajectories indicator will fall short of your target. In that case, pitch down until it hits your target again. As you come close to the ground, steering becomes very hard. The BFS becomes pretty unstable, wants to roll and/or yaw. When it becomes too unstable, I usually pitch down the upper fins and, set SAS to retrograde - it's usually just seconds later that I start the landing burn. This way, I'm usually able to land within 1 km of where I want to (no landing on top of the VAB like @Nessus_ did ). For now, that's good enough for me, I guess I'll write a script for precision landing someday. Quote Link to comment Share on other sites More sharing options...
Damon Posted January 10, 2019 Author Share Posted January 10, 2019 5 hours ago, infinite_monkey said: Wait, there's a strongback included in TE? Where? Totally missed that... No, the strongback will be included in the Tundra’s Space Center mod. But I haven’t finished it yet so you can’t download it for now Quote Link to comment Share on other sites More sharing options...
santadze Posted January 10, 2019 Share Posted January 10, 2019 Any plans to make the Starship have the stainless steel finish just like in announced? Quote Link to comment Share on other sites More sharing options...
Damon Posted January 10, 2019 Author Share Posted January 10, 2019 6 minutes ago, santadze said: Any plans to make the Starship have the stainless steel finish just like in announced? On 1/7/2019 at 10:59 PM, damonvv said: That would mean I have to redo my UV mapping, which is not something I want to do atm haha. Will see, I will work on Starship again when we have new renders from Elon in 2 months. Quote Link to comment Share on other sites More sharing options...
santadze Posted January 10, 2019 Share Posted January 10, 2019 On 1/8/2019 at 1:59 AM, damonvv said: That would mean I have to redo my UV mapping, which is not something I want to do atm haha. Will see, I will work on Starship again when we have new renders from Elon in 2 months. ok i understand, thanks for the reply looking forward for the update whenever that comes out! Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted January 10, 2019 Share Posted January 10, 2019 On 1/9/2019 at 5:22 PM, damonvv said: Hi! There’s already a tweakscale config included in the latest release. So you should be able to change the scale of all parts. I find the integrated tweakscale config inconsistent and therefore hard to use. For pods and tanks, it gives me the diameter, which on the first glance sounds reasonable. For the fins, though, it is a percentage. And for the Raptor engines, it's the diameter again. So I have to calculate the percentage from the pod diameter, use that percentage for the fins, and calculate the new diameter for the raptor engines by using the percentage again. I think percentage for everything (maybe except pods/tanks) would make more sense. Quote Link to comment Share on other sites More sharing options...
Damon Posted January 10, 2019 Author Share Posted January 10, 2019 1 minute ago, infinite_monkey said: I find the integrated tweakscale config inconsistent and therefore hard to use. For pods and tanks, it gives me the diameter, which on the first glance sounds reasonable. For the fins, though, it is a percentage. And for the Raptor engines, it's the diameter again. So I have to calculate the percentage from the pod diameter, use that percentage for the fins, and calculate the new diameter for the raptor engines by using the percentage again. I think percentage for everything (maybe except pods/tanks) would make more sense. @JadeOfMaar made the config, I will ask him! Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted January 10, 2019 Share Posted January 10, 2019 On 1/7/2019 at 4:59 PM, damonvv said: That would mean I have to redo my UV mapping, which is not something I want to do atm haha. Will see, I will work on Starship again when we have new renders from Elon in 2 months. I expect it on my desk by 11 tomorrow morning. Quote Link to comment Share on other sites More sharing options...
Damon Posted January 10, 2019 Author Share Posted January 10, 2019 (edited) 6 minutes ago, CobaltWolf said: I expect it on my desk by 11 tomorrow morning. I am still waiting on that Titan IIIC Stack bruh.. I want to put legs on it Edited January 10, 2019 by damonvv Quote Link to comment Share on other sites More sharing options...
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