Barzon Posted April 6, 2019 Share Posted April 6, 2019 It holds the fairing in place, while the rocket is being erected. Quote Link to comment Share on other sites More sharing options...
Damon Posted April 6, 2019 Author Share Posted April 6, 2019 3 minutes ago, infinite_monkey said: What is a fairing holddown string? Supports the fairing during roll-out Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted April 6, 2019 Share Posted April 6, 2019 Ah, that yellow T-structure at the top? Didn't realize it was missing until now And now I finally know what it's good for! Quote Link to comment Share on other sites More sharing options...
Damon Posted April 6, 2019 Author Share Posted April 6, 2019 10 minutes ago, damonvv said: Added a fairing holddown string! Also, many many thanks to @DMagic @cineboxandrew and especially @Shadowmage to get this next feature working: Gif speeks for itself! (Put on HD!) Update is coming next weekend if 1.7 looks good. Quote Link to comment Share on other sites More sharing options...
Damon Posted April 7, 2019 Author Share Posted April 7, 2019 @Nessus_ on it again with his smokescreen configs! Quote Link to comment Share on other sites More sharing options...
kendzior944 Posted April 7, 2019 Share Posted April 7, 2019 Cant wait for the update! I have even made a recreation of the DM1 mission and uploaded it to yt cuz i just cant wait and doesnt have anything to do haha https://youtu.be/4CD5jZLWhH0 Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted April 7, 2019 Share Posted April 7, 2019 In case anybody is interested in how I brought my base to Duna: I made a fake cargo Starship by modifying a copy of the tanker config. I added a large KIS volume, plus ModuleKISPickup with a radius of 40 m. This allows you to just open the KIS inventory from the cargo ship, and drag stuff (max 10 metric tons of mass) out to the ground - I pretend the ship has an invisible crane 40 m is a bit more than needed, but I'm playing with a 120% scaled version, and this allows me to move stuff a little bit further away, so I don't need to pile it up... Config is below. Spoiler PART { name = TE_18_BFS_FAKECARGO module = Part author = Damon MODEL { model = TundraExploration/Parts/GOJIRAII/TE_18_BFS_TANKER } rescaleFactor = 1 node_stack_WingL = -1.681, 4.56201, 0.0, 0.0, 0.0, 1.0, 2 node_stack_WingR = 1.687, 4.56201, 0.0, 0.0, 0.0, -1.0, 2 node_attach = 0.0, 0.0, 1, 0.0, 0.0, 1.0 NODE { name = Node_bottom transform = Node_bottom size = 3 method = FIXED_JOINT } NODE { name = Node_docking transform = Node_docking size = 1 method = FIXED_JOINT } TechRequired = heavierRocketry entryCost = 18000 cost = 10000 category = Pods subcategory = 0 title = Gojira II BFS-3800 Cargo Pod manufacturer = Tundra Exploration description = Tundra Exploration's Cargo Starship. bulkheadProfiles = size4 tags = cck-tundra Gojira GojiraII BFR ITS big BFS ship starship cargo 2018 pod s2 landing attachRules = 1,0,1,1,1 mass = 8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 20 maxTemp = 2700 breakingForce = 3600 breakingTorque = 3600 vesselType = Ship CrewCapacity = 0 MODULE { name = ModuleCommand minimumCrew = 0 } RESOURCE { name = ElectricCharge amount = 5000 maxAmount = 5000 } MODULE { name = ModuleSAS SASServiceLevel = 3 } MODULE { name = ModuleReactionWheel PitchTorque = 600 YawTorque = 600 RollTorque = 600 RESOURCE { name = ElectricCharge rate = 5.2 } } MODULE { name = ModuleAnimateGeneric animationName = TE_18_BFS_DOCKING-2 startEventGUIName = Open Docking Door endEventGUIName = Close Docking Door animSpeed = 1 } MODULE { name = ModuleDataTransmitter antennaType = RELAY packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 100000000000 optimumRange = 2500000 packetFloor = .1 packetCeiling = 5 } EFFECTS { running { AUDIO_MULTI_POOL { channel = Ship transformName = RCS clip = sound_rocket_hard volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.1 volume = 1.0 0.1 pitch = 0.0 0.75 pitch = 1.0 1.5 loop = true } MODEL_MULTI_PARTICLE { name = sharp modelName = TundraExploration/FX/whiffShock transformName = RCS emission = 0.0 0.0 emission = 0.1 0.3 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.5 localRotation = -90, 0, 0 } MODEL_MULTI_PARTICLE { name = soft modelName = TundraExploration/FX/whiffWide transformName = RCS emission = 0.0 0.0 emission = 0.1 0.3 emission = 1.0 2.0 speed = 0.0 0.8 speed = 1.0 1.5 localRotation = -90, 0, 0 } } } MODULE { name = ModuleRCSFX thrusterTransformName = RCS thrusterPower = 18 resourceName = LiquidFuel resourceFlowMode = STAGE_PRIORITY_FLOW PROPELLANT { name = LiquidFuel ratio = 1.1 DrawGauge = True resourceFlowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = Oxidizer ratio = 1.3 resourceFlowMode = STAGE_PRIORITY_FLOW } atmosphereCurve { key = 0 290 key = 1 200 key = 4 0.001 } } MODULE:NEEDS[KIS] { name = ModuleKISInventory maxVolume = 100000 externalAccess = true internalAccess = true slotsX = 10 slotsY = 6 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE:NEEDS[KIS] { name = ModuleKISPickup allowPartAttach = true allowStaticAttach = true allowPartStack = true maxDistance = 40 grabMaxMass = 10 dropSndPath = KIS/Sounds/drop attachPartSndPath = KIS/Sounds/attachPart detachPartSndPath= KIS/Sounds/detachPart attachStaticSndPath= KIS/Sounds/attachStatic detachStaticSndPath= KIS/Sounds/detachStatic } } Quote Link to comment Share on other sites More sharing options...
Damon Posted April 7, 2019 Author Share Posted April 7, 2019 (edited) Coming indeed next weekend if KSP 1.7 feels alright! Edited April 7, 2019 by damonvv Quote Link to comment Share on other sites More sharing options...
Barzon Posted April 7, 2019 Share Posted April 7, 2019 Once more, WOW! Quote Link to comment Share on other sites More sharing options...
QuantumNight12 Posted April 7, 2019 Share Posted April 7, 2019 Just watched the trailer, is that drone ship coming with the mod? Quote Link to comment Share on other sites More sharing options...
Damon Posted April 7, 2019 Author Share Posted April 7, 2019 20 minutes ago, QuantumNight12 said: Just watched the trailer, is that drone ship coming with the mod? No, that droneship is from my other mod Tundra’s Space Center, also coming very soon! Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted April 7, 2019 Share Posted April 7, 2019 @damonvv How on earth can KSP look that amazing? What are your PC's specs? Quote Link to comment Share on other sites More sharing options...
benjee10 Posted April 8, 2019 Share Posted April 8, 2019 15 hours ago, damonvv said: Coming indeed next weekend if KSP 1.7 feels alright! Awesome video man! You’ve outdone yourself. Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted April 8, 2019 Share Posted April 8, 2019 @damonvv A fantastic vid! I'm looking forward to the update! Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted April 8, 2019 Share Posted April 8, 2019 On 4/6/2019 at 4:03 PM, damonvv said: Added a fairing holddown string! Also, many many thanks to @DMagic @cineboxandrew and especially @Shadowmage to get this next feature working: Gif speeks for itself! (Put on HD!) Blending effect is looking nice, though I might perhaps blend it in a bit slower / over a longer duration so the fade-in isn't as visible. Tricky finding the best setup for determining that factor though, a lot of variables at play to pick from / play with. Quote Link to comment Share on other sites More sharing options...
VoidCosmos Posted April 8, 2019 Share Posted April 8, 2019 Cool video @damonvv !!!!!!!!!!!! Great cinematics Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted April 9, 2019 Share Posted April 9, 2019 You see where this is going... Now waiting for RoverDude's new release of (probably) bigger base structures Quote Link to comment Share on other sites More sharing options...
Hontik1 Posted April 10, 2019 Share Posted April 10, 2019 Has anyone figured out a way to recover the fairings? I've been trying for the past few hours, but I cant slow them down in the atmosphere Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted April 10, 2019 Share Posted April 10, 2019 8 hours ago, Hontik1 said: Has anyone figured out a way to recover the fairings? I've been trying for the past few hours, but I cant slow them down in the atmosphere Well, for one, the TE fairing is way too massive for that. ONE HALF of it weighs 2.2 tons, while the real thing weighs 1.9 tons in total. Then take into account that in KSP everything is scaled down by a factor of 1.5. Not taking into account changes in structural integrity with that reduced size, let's just shrink mass and volume accordingly. So we have to divide by 1.5^3, which is 3.375. Divide 1.9 by that, and you get 0.56 for both fairings. So a single fairing should have a mass of about 0.3 tons. With that mass, the atmosphere slows it down pretty well. If you add further equipment (probe core, parachute), you might want to reduce the fairing's mass accordingly. If you know a nice mod for a parafoil, let me know Quote Link to comment Share on other sites More sharing options...
Damon Posted April 10, 2019 Author Share Posted April 10, 2019 (edited) 6 hours ago, infinite_monkey said: Well, for one, the TE fairing is way too massive for that. ONE HALF of it weighs 2.2 tons, while the real thing weighs 1.9 tons in total. Then take into account that in KSP everything is scaled down by a factor of 1.5. Not taking into account changes in structural integrity with that reduced size, let's just shrink mass and volume accordingly. So we have to divide by 1.5^3, which is 3.375. Divide 1.9 by that, and you get 0.56 for both fairings. So a single fairing should have a mass of about 0.3 tons. With that mass, the atmosphere slows it down pretty well. If you add further equipment (probe core, parachute), you might want to reduce the fairing's mass accordingly. If you know a nice mod for a parafoil, let me know I just checked, in the config they are 0.2 tons... not sure where you get those 2.2 tons from. Edited April 10, 2019 by damonvv Quote Link to comment Share on other sites More sharing options...
Hontik1 Posted April 10, 2019 Share Posted April 10, 2019 Hello! Quick question. Does the Gigan pod come with its own docking port already embedded in it? I cant seem to make any docking port fit underneath the nosecone fairing. Thank you so much, and I'm so sorry for being so uninformed! Quote Link to comment Share on other sites More sharing options...
Damon Posted April 10, 2019 Author Share Posted April 10, 2019 12 minutes ago, Hontik1 said: Hello! Quick question. Does the Gigan pod come with its own docking port already embedded in it? I cant seem to make any docking port fit underneath the nosecone fairing. Thank you so much, and I'm so sorry for being so uninformed! I advise to off-set the nose cone to fit flush with it. I can't make the nose cone fit all docking ports (modded too). So I always advise to just use the gizmos to offset it Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted April 11, 2019 Share Posted April 11, 2019 10 hours ago, damonvv said: I just checked, in the config they are 0.2 tons... not sure where you get those 2.2 tons from. I just checked. Yes, on GitHub it's 0.2 tons now, changed on March 7th - 1 day after the latest release Good to know that has been fixed now, though Quote Link to comment Share on other sites More sharing options...
iplayksp Posted April 11, 2019 Share Posted April 11, 2019 Can You "Accedently" Release it now? Quote Link to comment Share on other sites More sharing options...
iplayksp Posted April 11, 2019 Share Posted April 11, 2019 All 3 Falcon 9 boosters Have Landed Quote Link to comment Share on other sites More sharing options...
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