JacobPF9 Posted June 8, 2020 Share Posted June 8, 2020 (edited) Is there an RO config or a tweak scale that I can use to make the engines fit on the KK launchers pack Falcon 9? I've seen videos of such (linked) but I cant find these. Link here: Edited June 8, 2020 by JacobPF9 Clarification Quote Link to comment Share on other sites More sharing options...
Superluminaut Posted June 8, 2020 Share Posted June 8, 2020 6 hours ago, JacobPF9 said: Is there an RO config or a tweak scale that I can use to make the engines fit on the KK launchers pack Falcon 9? I've seen videos of such (linked) but I cant find these. Link here: I usually make stuff tweakscale-able by going into the .cfg for that part and pasting the following just inside the last closing bracket. MODULE { name = TweakScale type = free } You must have tweakscale installed. Quote Link to comment Share on other sites More sharing options...
smeely Posted June 9, 2020 Share Posted June 9, 2020 For those having problems loading the Ghidorah 9 craft files. If you go into the craft file and change the version from 1.7.1 to 1.8.1 it loads fine. KSP doesn't seem to like loading the earlier version I think. Worked for me anyway. Quote Link to comment Share on other sites More sharing options...
JacobPF9 Posted June 10, 2020 Share Posted June 10, 2020 On 6/8/2020 at 6:16 AM, Superluminaut said: I usually make stuff tweakscale-able by going into the .cfg for that part and pasting the following just inside the last closing bracket. MODULE { name = TweakScale type = free } You must have tweakscale installed. Not working for me. Did I do this correctly? ... RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } MODULE { name = TweakScale type = free } Quote Link to comment Share on other sites More sharing options...
Kartoffelkuchen Posted June 10, 2020 Share Posted June 10, 2020 @JacobPF9 Replacing the entry "rescaleFactor = 1.0" at the top of the file with "rescaleFactor = 1.464" should do it. Though you could also just choose to use the rescaled version provided with KK launchers which scales the rockets to the same size as Tundra, 2.5m. Wish I was able to do such a gorgeous plume as well damonvv Quote Link to comment Share on other sites More sharing options...
JacobPF9 Posted June 11, 2020 Share Posted June 11, 2020 (edited) On 6/10/2020 at 5:37 AM, Kartoffelkuchen said: @JacobPF9 Replacing the entry "rescaleFactor = 1.0" at the top of the file with "rescaleFactor = 1.464" should do it. Though you could also just choose to use the rescaled version provided with KK launchers which scales the rockets to the same size as Tundra, 2.5m. Wish I was able to do such a gorgeous plume as well damonvv Thanks for the tip! Edited June 11, 2020 by JacobPF9 Quote Link to comment Share on other sites More sharing options...
Damon Posted June 11, 2020 Author Share Posted June 11, 2020 22 hours ago, Kartoffelkuchen said: Wish I was able to do such a gorgeous plume as well damonvv I considered making separate Merlins and an empty octaweb but then I would sacrifice the plume expansion and since I rather go for esthetics I will probably just stay with the octaweb being one part. But those plumes were brought to you by @Nessus_ and @JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Raptor_Engine Posted June 11, 2020 Share Posted June 11, 2020 Will you ever think about adding raster prop monitor integration? That would be sick Quote Link to comment Share on other sites More sharing options...
heli Posted June 11, 2020 Share Posted June 11, 2020 Hello, I have a problem with FMRS if i go back to seperation the GH-01-Nose Cone ist Buggy and the ship are explored, anny have a idea ? KSP 1,8,1, install with CKAN Quote Link to comment Share on other sites More sharing options...
StevieC Posted June 12, 2020 Share Posted June 12, 2020 19 hours ago, Raptor_Engine said: Will you ever think about adding raster prop monitor integration? That would be sick He's already gone one better with an IVA that uses this instead. Quote Link to comment Share on other sites More sharing options...
Superluminaut Posted June 12, 2020 Share Posted June 12, 2020 A note for anyone else searching for a solution to the aerodynamic actuator problem. I can confirm they don't work, and there is no fix. Quote Link to comment Share on other sites More sharing options...
OOM Posted June 14, 2020 Share Posted June 14, 2020 (edited) On 6/13/2020 at 1:12 AM, Superluminaut said: A note for anyone else searching for a solution to the aerodynamic actuator problem. I can confirm they don't work, and there is no fix. I don’t know if I understood your message correctly, but I also have problems with aerodynamics. HER NO! The rocket stage and the BFR practically ignore the atmosphere and do not want to start to slow down. This mod is broken Edited June 14, 2020 by OOM Quote Link to comment Share on other sites More sharing options...
alberro+ Posted June 14, 2020 Share Posted June 14, 2020 15 minutes ago, OOM said: The rocket stage and the BFR practically ignore the atmosphere and do not want to start to slow down. This mod is broken Everything works fine for me, I think I can safely say it's not broken. Maybe try reinstalling? Quote Link to comment Share on other sites More sharing options...
Damon Posted June 14, 2020 Author Share Posted June 14, 2020 Little update: I have been working on remodeling every Ghidorah 9 part to fit the stock dimensions (Mine were 32 sided instead of 24). While doing so I added tons of details to all the new parts! I updated my roadmap to show my current progress and the new version numbers I will use. I hope to get the last few things done in the next few days! Quote Link to comment Share on other sites More sharing options...
alberro+ Posted June 14, 2020 Share Posted June 14, 2020 (edited) 5 minutes ago, damonvv said: Little update: I have been working on remodeling every Ghidorah 9 part to fit the stock dimensions (Mine were 32 sided instead of 24). While doing so I added tons of details to all the new parts! I updated my roadmap to show my current progress and the new version numbers I will use. I hope to get the last few things done in the next few days! Looks rad! Also, what exactly does "fit the stock dimensions" mean"? Also#2, Will this break existing crafts? Edited June 14, 2020 by alberro+ Quote Link to comment Share on other sites More sharing options...
Damon Posted June 14, 2020 Author Share Posted June 14, 2020 24 minutes ago, alberro+ said: Looks rad! Also, what exactly does "fit the stock dimensions" mean"? Also#2, Will this break existing crafts? While modeling the parts. I used a 32 sided cylinder instead of 24 like all the stock parts use for 2.5m stuff. Minor detail but has to be done. No it won’t break crafts! Quote Link to comment Share on other sites More sharing options...
alberro+ Posted June 14, 2020 Share Posted June 14, 2020 (edited) 9 minutes ago, damonvv said: While modeling the parts. I used a 32 sided cylinder instead of 24 like all the stock parts use for 2.5m stuff. Minor detail but has to be done. No it won’t break crafts! Ohh, that makes more sense. Thanks for the clarification. P.S, I hope it doesn't break the RSS textures. Edited June 14, 2020 by alberro+ Quote Link to comment Share on other sites More sharing options...
skzbr Posted June 14, 2020 Share Posted June 14, 2020 (edited) Solved Is it possible to add more fuel to the craft files editing the cfg? Edited June 14, 2020 by skzbr stupid question Quote Link to comment Share on other sites More sharing options...
alberro+ Posted June 16, 2020 Share Posted June 16, 2020 On 6/14/2020 at 5:36 PM, damonvv said: Little update: I have been working on remodeling every Ghidorah 9 part to fit the stock dimensions (Mine were 32 sided instead of 24). While doing so I added tons of details to all the new parts! I updated my roadmap to show my current progress and the new version numbers I will use. I hope to get the last few things done in the next few days! Sorry to ask so soon, but when might this be released? Quote Link to comment Share on other sites More sharing options...
DylanSemrau Posted June 16, 2020 Share Posted June 16, 2020 13 hours ago, alberro+ said: Sorry to ask so soon, but when might this be released? "I hope to get the last few things done in the next few days!" I think is a pretty good answer. Releases are usually just "whenever I get it done". Quote Link to comment Share on other sites More sharing options...
SpaceFace545 Posted June 17, 2020 Share Posted June 17, 2020 when should I stage the Starship's booster to have enough fuel to land. Quote Link to comment Share on other sites More sharing options...
autistic and ashamed Posted June 17, 2020 Share Posted June 17, 2020 4 hours ago, SpaceFace545 said: when should I stage the Starship's booster to have enough fuel to land. Before it uses too much fuel Quote Link to comment Share on other sites More sharing options...
FatherOfGold Posted June 17, 2020 Share Posted June 17, 2020 12 hours ago, SpaceFace545 said: when should I stage the Starship's booster to have enough fuel to land. I usually do MECO when it has 10 thousand units of LF left. Works for RTLS landings just fine= Quote Link to comment Share on other sites More sharing options...
Damon Posted June 17, 2020 Author Share Posted June 17, 2020 On 6/16/2020 at 6:26 AM, alberro+ said: Sorry to ask so soon, but when might this be released? Once I finished everything for the 2.0 update. (Nothing major. I switched to a new version numbering system so people stop getting confused about TE versions vs KSP versions). Progress can be followed here: https://trello.com/b/kIaopWmm/tundra-exploration-roadmap Quote Link to comment Share on other sites More sharing options...
SpaceFace545 Posted June 18, 2020 Share Posted June 18, 2020 When should I stage the falcons boosters Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.