Damon Posted March 28, 2018 Author Share Posted March 28, 2018 Should work in 1.4.2! Update on Tundra Technologies, I try to release it this weekend! Quote Link to comment Share on other sites More sharing options...
Modding Maniac Posted March 29, 2018 Share Posted March 29, 2018 On 3/26/2018 at 12:42 AM, wojo1210 said: Make sure the folder in your GameData folder is the TundraExploration folder and not Tundra-ExplorationV1.1.1 or something like that. I know personally I've done that probably twice this week. ok fixed it thx why the choice of larger than 2.5? it makes the parts completely incompatible with every other part in game, also, can there be a falcon probe core that isnt a decoupler? or a better looking decoupler? Quote Link to comment Share on other sites More sharing options...
DjPreside Posted March 29, 2018 Share Posted March 29, 2018 Hello, I have a question about the Ghidorah Heavy: is it normals for the boosters to decouple weirdly, giving a random spin to the core? I've tried everything to avoid that, apparently the boosters clip a bit with the core and when they decouple they apply some kind of force to the center. This behavior indeed disappears if I make them 'float' far away from the core. This happens both with the new decoupler and with stock decoupler (also note that I use a mod that nerfs reaction wheels). What should I do to have a clean separation? Thanks in advance! Quote Link to comment Share on other sites More sharing options...
macktruck6666 Posted April 1, 2018 Share Posted April 1, 2018 (edited) Okay, I've been trying to add ablator to the craft in the cfg files for some time now, but I can't figure out how. Someone suggested somewhere that I just increase the max temp. Unfortunately it seems that Deadly Re-entry mod over rides max temp of parts. I'm making lunar mission bfr videos in Realism Overhaul. I think my first video is in the OP. Any help or insight from anyone would help. BTW if you're interested in what a RO mission to the moon would look like, take a look at my analysis here (warning: math heavy): Edit: Update I found this code and am in the process of adding it MODULE { name = ModuleHeatShield direction = 0, 0, 0 // bottom of pod reflective = 0.05 // 5% of heat is ignored at correct angle ablative = AblativeShielding conductivity = 0.01 loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 0 0 // start ablating at 650 degrees C key = 1000 64 0 0 // peak ablation at 1000 degrees C key = 3000 80 0 0 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 0 0 // begin ablating at 300 degrees C key = 500 180 0 0 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 1000 maxAmount = 1000 } I suspect the large area and mass of the ship is creating a large amount of heat. Also don't know which direction to point the ablator. Currently having it cover the entire craft. Interesting thing is the "Shielded Tank" actually doesn't consume ablator. I change the amount of ablator to 10000 for each of the three main pieces which added 30 tons. Still blew up on entry. dissipation seems to be important. Basically the part will not explode as long as it has ablator left. The part starts loosing ablator when the temp reaches the first value at the rate of the second value. Note that this code doesn't add charred ablator resource that was added in a later game release. Okay, tried adding code from the Realism Overhaul that overrides the default squad heat sheilds, it adds charred ablator but the craft still explodes on entry. MODULE { name = ModuleAblator ablativeResource = Ablator outputResource = CharredAblator outputMult = 0.75 lossExp = -40000 lossConst = 15000 pyrolysisLossFactor = 40000 ablationTempThresh = 500 reentryConductivity = 0.01 //reentryConductivity = 0.12 //@reentryConductivity = #$../heatConductivity$ // if it exists, use it } @MODULE[ModuleAblator]:NEEDS[DeadlyReentry] { @name = ModuleHeatShield depletedMaxTemp = 1200 } RESOURCE { name = Ablator amount = 10000 maxAmount = 10000 } RESOURCE { name = CharredAblator amount = 0 maxAmount = 7500 } Edited April 2, 2018 by macktruck6666 Quote Link to comment Share on other sites More sharing options...
Damon Posted April 2, 2018 Author Share Posted April 2, 2018 21 hours ago, macktruck6666 said: Awesome stuff-- Very nice to see you trying to solve this. Atm I'm not sure if this will even work with the current state of the game as things seem to be bugged with ablators. People have send me some RO configs earlier and I try to collect them for a future RO config patch and this work could be really useful indeed. Keep it up! Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 2, 2018 Share Posted April 2, 2018 (edited) @macktruck6666 I have no experience with DRE or RO so my advice might not apply very well, but I think I'm on to two things. 1) In this module: MODULE { name = ModuleHeatShield direction = 0, 0, 0 // bottom of pod reflective = 0.05 // 5% of heat is ignored at correct angle I assume the value of direction is of the type Euclidean Coordinate or Up Vector, so one of these zeroes (most likely the third) needs to be changed to -1 (so direction = 0, 0, -1). Currently no direction is set. If it doesn't work or it works while your pod is falling top edge first, try "0, 0, 1" 2) in this module: MODULE { name = ModuleAblator ablativeResource = Ablator outputResource = CharredAblator outputMult = 0.75 lossExp = -40000 lossConst = 15000 pyrolysisLossFactor = 40000 It's very rare that I see lossConst with a value > 1. This is, as far as I know, a multiplier to the drain speed of Ablator. This extreme value likely makes it all flash away like gunpowder. The lossExp value may be too extreme also. Drop a zero from it. It might help. Also, more surface area means more ablation. The wider you are, the faster it burns. Edited April 2, 2018 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Rock3tman_ Posted April 2, 2018 Share Posted April 2, 2018 Also I would like to say that our stock configs append the weight of the parts significantly to account for the fact we didn't use stock ablator. I think it's also worth considering that PICA-X doesn't ablate very fast, so a whole 30 tons of it may be in extreme excess. Quote Link to comment Share on other sites More sharing options...
macktruck6666 Posted April 2, 2018 Share Posted April 2, 2018 (edited) 43 minutes ago, JadeOfMaar said: @macktruck6666 I have no experience with DRE or RO so my advice might not apply very well, but I think I'm on to two things. 1) In this module: MODULE { name = ModuleHeatShield direction = 0, 0, 0 // bottom of pod reflective = 0.05 // 5% of heat is ignored at correct angle I assume the value of direction is of the type Euclidean Coordinate or Up Vector, so one of these zeroes (most likely the third) needs to be changed to -1 (so direction = 0, 0, -1). Currently no direction is set. If it doesn't work or it works while your pod is falling top edge first, try "0, 0, 1" 2) in this module: MODULE { name = ModuleAblator ablativeResource = Ablator outputResource = CharredAblator outputMult = 0.75 lossExp = -40000 lossConst = 15000 pyrolysisLossFactor = 40000 It's very rare that I see lossConst with a value > 1. This is, as far as I know, a multiplier to the drain speed of Ablator. This extreme value likely makes it all flash away like gunpowder. The lossExp value may be too extreme also. Drop a zero from it. It might help. Also, more surface area means more ablation. The wider you are, the faster it burns. I don't have much experience with anything, i just est and analyze until i figure stuff out through deduction. Okay will try upping the reflective part to 99% just to see if it affects anything. Currently explode at 76km coming in from 300km orbit Okay will try setting the direction 0,0,0 applies the heat shield to the entire craft so the bonus may not be applying or be enough 29 minutes ago, Rock3tman_ said: Also I would like to say that our stock configs append the weight of the parts significantly to account for the fact we didn't use stock ablator. I think it's also worth considering that PICA-X doesn't ablate very fast, so a whole 30 tons of it may be in extreme excess. I will have already significantly alter the mass of the craft but will likely have to alter the mass distribution further. At about 80km altitude it flips even at a pitch of 20 degress. For reference the space shuttle re-entered at something like 40-45 degrees. I think i may need to make it more nose heavy. Edited April 2, 2018 by macktruck6666 Quote Link to comment Share on other sites More sharing options...
Rock3tman_ Posted April 2, 2018 Share Posted April 2, 2018 1 hour ago, macktruck6666 said: I don't have much experience with anything, i just est and analyze until i figure stuff out through deduction. Okay will try upping the reflective part to 99% just to see if it affects anything. Currently explode at 76km coming in from 300km orbit Okay will try setting the direction 0,0,0 applies the heat shield to the entire craft so the bonus may not be applying or be enough I will have already significantly alter the mass of the craft but will likely have to alter the mass distribution further. At about 80km altitude it flips even at a pitch of 20 degress. For reference the space shuttle re-entered at something like 40-45 degrees. I think i may need to make it more nose heavy. We had the same exact issue with balancing the BFR and adjusting the COM of the engines was a big part of making it work. Also install correct col for better visualizing body lift in the editor. Good luck and I'd love to see success so we can alter stock balance. Quote Link to comment Share on other sites More sharing options...
macktruck6666 Posted April 2, 2018 Share Posted April 2, 2018 1 hour ago, Rock3tman_ said: We had the same exact issue with balancing the BFR and adjusting the COM of the engines was a big part of making it work. Also install correct col for better visualizing body lift in the editor. Good luck and I'd love to see success so we can alter stock balance. Ummmm.... Just tried to do a re-entry backwards like in Elon's simulation. LOL, did you all balance it to re-enter backwards? Quote Link to comment Share on other sites More sharing options...
Rock3tman_ Posted April 2, 2018 Share Posted April 2, 2018 2 minutes ago, macktruck6666 said: Ummmm.... Just tried to do a re-entry backwards like in Elon's simulation. LOL, did you all balance it to re-enter backwards? No. I did not. Engines were not facing front in his simulation, it was more of an "upside down" than backwards Quote Link to comment Share on other sites More sharing options...
macktruck6666 Posted April 2, 2018 Share Posted April 2, 2018 (edited) Double Post. How do I delete? Edited April 2, 2018 by macktruck6666 Quote Link to comment Share on other sites More sharing options...
macktruck6666 Posted April 2, 2018 Share Posted April 2, 2018 (edited) Double post, how do I delete? Edited April 2, 2018 by macktruck6666 Quote Link to comment Share on other sites More sharing options...
macktruck6666 Posted April 2, 2018 Share Posted April 2, 2018 (edited) Okay, I give up, i've tried everything to get ablator working. I'll be honest, i have been holding on the my custom configs so that I would be the first to make videos and get a higher view count but I'm stuck so here is what I have These are a little old, think the docking port and stuff got updated. the biggest changes are the mass of parts, the fuels it uses, and the amount of fuel it can store, and scale. If the Op doesn't want me to post dirivative work here, I'll gladly remove it if asked. Reposting PART { name = BFR_Engines module = Part author = Damon MODEL { model = TundraExploration/Parts/ITS/BFR_Engines rotation = 0, 0, 0 } rescaleFactor = 1.8 node_stack_top = 0.0, 1.05, 0.0, 0.0, 1.0, 0.0, 4 mass = 82 // heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 400 breakingTorque = 400 crashTolerance = 20 maxTemp = 2000 // = 3600 TechRequired = veryHeavyRocketry entryCost = 115000 cost = 80000 category = Engine subcategory = 0 title = RAP-37000 "Kingfisher" Booster Engine Cluster manufacturer = Tundra Exploration description = Modern construction techniques result in the Kingfisher series being astonishingly efficient and thrusty in a small package. This absolutely enormous cluster of them is equipped with 2 modes, one being all of the engines, and the other only being the center three engines for more precise burns. tags = Gojira BFR ITS big raptor sl sea web landing engine s1 attachRules = 1,0,1,1,0 EFFECTS { running_full { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokepoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks25_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } running_one { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokepoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks25_Exhaust transformName = centerTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.05 volume = 1.0 0.5 pitch = 0.0 0.5 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_medium transformName = RCS emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } MODULE { name = MultiModeEngine primaryEngineID = AllEngines secondaryEngineID = CenterOnly } MODULE { name = ModuleEnginesFX engineID = AllEngines runningEffectName = running_full thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 58900 heatProduction = 1 6 fxOffset = 0, 0, 0.25 EngineType = LiquidFuel PROPELLANT { name = LqdMethane ratio = 1.0 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 3.8 } atmosphereCurve { key = 0 356 key = 1 330 key = 12 0.001 } } MODULE { name = ModuleEnginesFX engineID = CenterOnly runningEffectName = running_one thrustVectorTransformName = centerTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 13300 heatProduction = 350 fxOffset = 0, 0, 0.25 EngineType = LiquidFuel PROPELLANT { name = LqdMethane ratio = 1.0 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 3.8 } atmosphereCurve { key = 0 356 key = 1 330 key = 12 0.001 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 1 fxMax = 0.9 maxDistance = 50 falloff = 1.8 thrustTransformName = thrustTransform } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 2 fxMax = 0.6 maxDistance = 40 falloff = 1.8 thrustTransformName = centerTransform } MODULE { name = ModuleGimbal gimbalTransformName = gimbalTransform gimbalRange = 4 } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 12.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } MODULE { name = ModuleRCSFX thrusterTransformName = RCS thrusterPower = 17 resourceName = LiquidFuel resourceFlowMode = STAGE_PRIORITY_FLOW PROPELLANT { name = LqdMethane ratio = 1.0 DrawGauge = True resourceFlowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = LqdOxygen ratio = 3.8 resourceFlowMode = STAGE_PRIORITY_FLOW } atmosphereCurve { key = 0 240 key = 1 100 key = 4 0.001 } } } PART{ name = BFR_ProbeCore module = Part author = Damon MODEL { model = TundraExploration/Parts/ITS/BFR_ProbeCore rotation = 0, 180, 0 } rescaleFactor = 1.8 node_stack_top = 0.0, 0.90, 0.0, 0.0, 1.0, 0.0, 4 node_stack_bottom = 0.0, -0.90, 0.0, 0.0, -1.0, 0.0, 4 TechRequired = veryHeavyRocketry entryCost = 33000 cost = 4200 category = Pods subcategory = 0 title = Gojira BFT-10 Probe Core manufacturer = Tundra Exploration description = This huge slab of avionics is chiefly responsible for keeping Gojira's booster on course as it returns safely to the surface. Loaded with electric charge and with powerful reaction wheels, it is hopefully up to the task. tags = Gojira BFR ITS big probe control rcs reaction wheel landing s1 attachRules = 1,0,1,1,1 mass = 9.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 45 maxTemp = 8000 vesselType = Ship MODULE { name = ModuleCommand minimumCrew = 0 } RESOURCE { name = ElectricCharge amount = 1600 maxAmount = 1600 } MODULE { name = ModuleSAS SASServiceLevel = 3 } MODULE { name = ModuleReactionWheel PitchTorque = 75 YawTorque = 75 RollTorque = 75 RESOURCE { name = ElectricCharge rate = 2 } } MODULE { name = ModuleRCSFX thrusterTransformName = RCS thrusterPower = 17 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 = 0 240 key = 1 100 key = 4 0.001 } } EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.05 volume = 1.0 0.5 pitch = 0.0 0.5 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_medium transformName = RCS emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } } PART { name = ITS_SLE module = Part author = Damon MODEL { model = TundraExploration/Parts/ITS/ITS_SLE rotation = 0, 180, 0 } rescaleFactor = 1.8 node_stack_top = 0.0, -0.6, 0.0, 0.0, 1.0, 0.0, 3 TechRequired = heavierRocketry entryCost = 14000 cost = 18000 category = Engine subcategory = 0 title = RAP-3000 "Kingfisher" Sea Level Engine Cluster manufacturer = Tundra Exploration description = Modern construction techniques result in the Kingfisher series being astonishingly efficient and thrusty in a small package. This cluster of three engines are used to land the vessel on the surfaces of planets and moons with an atmosphere. If these fail during your landing burn, good luck! tags = Gojira BFR ITS big BFS ship raptor sl sea engine s2 landing attachRules = 1,0,1,0,0 CoMOffset = 0.0, -0.9, 0.0 mass = 7.5 // heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 8 breakingForce = 200 breakingTorque = 200 maxTemp = 8000 bulkheadProfiles = size2 EFFECTS { running_full { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokepoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks25_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } running_one { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokepoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks25_Exhaust transformName = centerTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX runningEffectName = running_full thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 5700 heatProduction = 196 fxOffset = 0, 0, 0.25 EngineType = LiquidFuel PROPELLANT { name = LqdMethane ratio = 1.0 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 3.8 } atmosphereCurve { key = 0 356 key = 1 330 key = 12 0.001 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 10.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 2 fxMax = 0.6 maxDistance = 40 falloff = 1.8 thrustTransformName = centerTransform } MODULE { name = ModuleGimbal gimbalTransformName = Engine_Cluster gimbalRange = 2 } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 12.0 } } MODULE { name = ModuleGimbal gimbalTransformName = gimbalTransform gimbalRange = 2 } } PART { name = ITS_VAC module = Part author = Damon MODEL { model = TundraExploration/Parts/ITS/ITS_VAC rotation = 0, 180, 0 } rescaleFactor = 1.8 node_stack_top = 0.0, 0.65, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -0.6, 0.0, 0.0, -1.0, 0.0, 3 TechRequired = heavierRocketry entryCost = 14000 cost = 24500 category = Engine subcategory = 0 title = RU-1K "Kingfisher" Vacuum Engine manufacturer = Tundra Exploration description = Modern construction techniques result in the Kingfisher series being astonishingly efficient and thrusty in a small package. This cluster of four engines is used for use on orbit and on atmosphereless bodies. Try not to ding these up during landing. tags = Gojira BFR ITS big BFS ship raptor vacuum engine s2 landing attachRules = 1,0,1,0,0 CoMOffset = 0.0, -1.5, 0.0 mass = 18 // heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 8 breakingForce = 200 breakingTorque = 200 maxTemp = 8000 bulkheadProfiles = size2 EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokepoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks1_Exhaust transformName = ThrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX runningEffectName = running_closed thrustVectorTransformName = ThrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 7600 heatProduction = 350 fxOffset = 0, 0, 1.2 EngineType = LiquidFuel PROPELLANT { name = LqdMethane ratio = 1.0 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 3.8 } atmosphereCurve { key = 0 375 key = 1 85 key = 3 0.001 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 10.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.8 maxDistance = 50 falloff = 2 thrustTransformName = ThrustTransform } } PART { name = BFR_Tank module = Part author = Damon MODEL { model = TundraExploration/Parts/ITS/BFR_Tank rotation = 0, 180, 0 } rescaleFactor = 1.8 node_stack_top = 0.0, 13.5, 0.0, 0.0, 1.0, 0.0, 4 node_stack_bottom = 0.0, -13.5, 0.0, 0.0, -1.0, 0.0, 4 node_attach = 0.0, 0.0, -1, 0.0, 0.0, 1.0 TechRequired = veryHeavyRocketry entryCost = 46600 cost = 12000 category = Propulsion subcategory = 0 title = Gojira BFT-9000 Fuel Tank manufacturer = Tundra Exploration tags = Gojira BFR ITS big tank fueltank s1 landing description = This gargantuan composite tank rivals the height of skyscrapers, storing enough fuel to sling up Gojira and return safely to the ground for economical reuse. Unsafe returns may result in increased mission costs and entertaining explosions. attachRules = 1,1,1,1,0 mass = 83 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 400 breakingTorque = 400 maxTemp = 8000 bulkheadProfiles = size3, srf emissiveConstant = 0.8 skinInternalConductionMult = 4.0 RESOURCE { name = LqdMethane amount = 632196 maxAmount = 632196 } RESOURCE { name = LqdOxygen amount = 2402346 maxAmount = 2402346 } PART { name = ITS_Tank module = Part author = Damon MODEL { model = TundraExploration/Parts/ITS/ITS_Tank rotation = 0, 180, 0 } rescaleFactor = 1.8 node_stack_top = 0.0, 5.27, 0.0, 0.0, 1.0, 0.0, 4 node_stack_bottom = 0.0, -4.7, 0.0, 0.0, -1.0, 0.0, 4 node_attach = 0.0, 0.0, -1.25, 0.0, 0.0, 1.0 TechRequired = heavierRocketry entryCost = 46600 cost = 12000 category = Propulsion subcategory = 0 title = Gojira BFT-1700 Shielded Fuel Tank manufacturer = Tundra Exploration description = This massive, insulated fuel tank is designed to contain all of Gojira's propellant for long interplanetary voyages. Shielding protects its content from the forces of reentry. tags = Gojira BFR ITS big BFS ship tank fueltank heatshield heat shield s2 landing attachRules = 1,1,1,1,0 mass = 23 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 400 breakingTorque = 400 maxTemp = 8000 bulkheadProfiles = size3, srf CoMOffset = 0.0, -1, 0.0 emissiveConstant = 0.8 skinInternalConductionMult = 4.0 RESOURCE { name = LqdMethane amount = 231023 maxAmount = 231023 } RESOURCE { name = LqdOxygen amount = 877889 maxAmount = 877889 } } PART { name = ITS_DockingPort module = Part author = Damon MODEL { model = TundraExploration/Parts/ITS/ITS_DockingPort rotation = 0, 180, 0 } rescaleFactor = 1.8 node_stack_top = 0.0, 0.05, 0.0, 0.0, 1.0, 0.0, 4 node_stack_bottom = 0.0, -0.05, 0.0, 0.0, -1.0, 0.0, 4 fx_gasBurst_white = 0.0, 0.0650517, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple TechRequired = veryHeavyRocketry entryCost = 9200 cost = 900 category = Coupling subcategory = 0 title = Gojira BFS-29 Stack Decoupler manufacturer = Tundra Exploration description = This decoupler is designed to separate Gojira from its massive booster. It has the added benefit of being the world's largest hula hoop. tags = Gojira BFR ITS big BFS ship docking port ring back butt s2 attachRules = 1,0,1,1,0 mass = 1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 8000 fuelCrossFeed = False stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size1 stagingIcon = DECOUPLER_VERT DRAG_CUBE { cube = Default, 0.3840669,0.7586023,0.765933, 0.3840669,0.7586111,0.765933, 1.250829,0.890376,0.2939519, 1.250829,0.9989504,0.1118914, 0.3840669,0.7559006,0.7659331, 0.3840669,0.7590505,0.7659331, 0,7.82311E-09,-9.325873E-16, 1.337897,0.2835982,1.337897 } MODULE { name = ModuleDockingNode referenceAttachNode = bottom nodeType = size3 stagingEnabled = True acquireForce = 4.0 acquireTorque = 1.0 } } PART{ name = ITS_Pod module = Part author = Damon MODEL { model = TundraExploration/Parts/ITS/ITS_Pod rotation = 0, 180, 0 } rescaleFactor = 1.8 node_stack_bottom = 0.0, 0, 0.0, 0.0, -1.0, 0.0, 4 node_attach = 0.0, 0.0, 1, 0.0, 0.0, 1.0 node_stack_front = 0.0, 1.37, -1.75, 0.0, 0.0, -1 TechRequired = heavierRocketry entryCost = 36000 cost = 17000 category = Pods subcategory = 0 title = Gojira BFS-1700 Command Pod manufacturer = Tundra Exploration description = Tundra Exploration's engineers took it very literally when they were asked to "think big" about their next project. Gojira is the result, a spacecraft that can transport massive amounts of crew and cargo around the cosmos in style and comfort. There's so much room for activities! tags = Gojira BFR ITS big BFS ship pod s2 landing attachRules = 1,0,1,1,1 CoMOffset = 0.0, 3.0, 0.0 mass = 5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 20 maxTemp = 8000 vesselType = Ship CrewCapacity = 10 emissiveConstant = 0.8 skinInternalConductionMult = 4.0 MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 5000 maxAmount = 5000 } MODULE { name = ModuleReactionWheel PitchTorque = 120 YawTorque = 120 RollTorque = 120 RESOURCE { name = ElectricCharge rate = 5.2 } } MODULE { name = ModuleAnimateGeneric animationName = ITSLights isOneShot = false startEventGUIName = Lights On endEventGUIName = Lights Off actionGUIName = Toggle Lights } MODULE { name = ModuleAnimateGeneric animationName = ITSDockingDoor2 startEventGUIName = Open Door endEventGUIName = Close Door animSpeed = 1 } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 25.0 } EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.05 volume = 1.0 0.5 pitch = 0.0 0.5 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_medium transformName = RCS emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } MODULE { name = ModuleRCSFX thrusterTransformName = RCS thrusterPower = 13 resourceName = LiquidFuel resourceFlowMode = STAGE_PRIORITY_FLOW PROPELLANT { name = LqdMethane ratio = 1.0 DrawGauge = True resourceFlowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = LqdOxygen ratio = 4.8 resourceFlowMode = STAGE_PRIORITY_FLOW } atmosphereCurve { key = 0 290 key = 1 200 key = 4 0.001 } } } PART { name = ITS_Wing module = Part author = Damon rescaleFactor = 1.8 node_attach = 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, 3 CoMOffset = -0.0, -0.588312, 0 CoLOffset = -0.0, -0.588312, 0 CoPOffset = -0.0, -0.588312, 0 TechRequired = heavierRocketry entryCost = 16400 cost = 950 category = Aero subcategory = 0 title = Gojira SHLD-1700 Flaps manufacturer = Tundra Exploration description = Taking inspiration for aircraft control surfaces, these so called "flappy bois" are well shielded and guaranteed to provide pitch and roll control on descent. tags = Gojira BFR ITS big BFS ship wing deltawing flap s2 landing attachRules = 0,1,0,1,1 mass = 0.4 thermalMassModifier = 8.0 heatConductivity = 0.06 // half default emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 15 maxTemp = 8000 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf MODEL { model = TundraExploration/Parts/ITS/ITS_Wing } MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.5 deflectionLiftCoeff = 0.77 // 3.39m^2 * 0.8 ctrlSurfaceRange = 30 ctrlSurfaceArea = 1 actuatorSpeed = 70 transformName = ITS_Flap } } PART { name = EngineShroud module = Part author = Damon rescaleFactor = 1.8 node_stack_top = 0.0, 1.30, 0.0, 0.0, 1.0, 0.0, 4 node_stack_bottom = 0.0, 0.4, 0.0, 0.0, -1.0, 0.0, 3 node_stack_back = 0.0, -2.46, 0.0, 0.0, -1.0, 0.0, 4 node_attach = 0.0, 0.0, -1.89, 0.0, 0.0, 1.0 TechRequired = heavierRocketry entryCost = 46600 cost = 1600 category = Structural subcategory = 0 title = Gojira SHLD-1700 Engine Aerodynamic Shroud manufacturer = Tundra Exploration description = This large composite structure is designed to protect Gojira's engines from aerodynamic forces while providing lift in the form of a delta wing and control with RCS thrusters. tags = Gojira BFR ITS big BFS ship tanker refuel shroud engine wing deltawing s2 landing attachRules = 1,1,1,1,0 CoMOffset = 0.0, -2.0, 0.0 mass = 1 //9 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 20 breakingForce = 400 breakingTorque = 400 maxTemp = 8000 bulkheadProfiles = size3, srf emissiveConstant = 0.8 skinInternalConductionMult = 4.0 MODEL { model = TundraExploration/Parts/ITS/ITS_Engine_Shroud } EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.05 volume = 1.0 0.5 pitch = 0.0 0.5 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_medium transformName = RCS emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } MODULE { name = ModuleRCSFX thrusterTransformName = RCS thrusterPower = 14 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 } } } Edited April 2, 2018 by macktruck6666 Quote Link to comment Share on other sites More sharing options...
MHgamer1107 Posted April 3, 2018 Share Posted April 3, 2018 Hello Damon Love your mod when do you think it will be on ckan? Also last version i had trouble assembling the gojira so is there any possiblity that you could share some craft files? 1+ for including them in the ckan install Quote Link to comment Share on other sites More sharing options...
macktruck6666 Posted April 4, 2018 Share Posted April 4, 2018 14 hours ago, MHgamer1107 said: Hello Damon Love your mod when do you think it will be on ckan? Also last version i had trouble assembling the gojira so is there any possiblity that you could share some craft files? 1+ for including them in the ckan install I've heard the ckan database is broken. So even if they prepare the files for ckan, there might not be any possibility of it being included. I updated the mass on the RO cfg files in the previous post. Re-entry seems to be impossible with the model. Even with max heat turned off in the cheat menu. It spins out. The lift of hte fins is ignored in RO and only creates drag, but not enough to control the craft. Quote Link to comment Share on other sites More sharing options...
MHgamer1107 Posted April 4, 2018 Share Posted April 4, 2018 7 hours ago, macktruck6666 said: I've heard the ckan database is broken. So even if they prepare the files for ckan, there might not be any possibility of it being included. I updated the mass on the RO cfg files in the previous post. Re-entry seems to be impossible with the model. Even with max heat turned off in the cheat menu. It spins out. The lift of hte fins is ignored in RO and only creates drag, but not enough to control the craft. Hmmmm that sucks i have noticed it being a bit wierd lately Quote Link to comment Share on other sites More sharing options...
xTheCanadian Posted April 4, 2018 Share Posted April 4, 2018 I love this mod! I don't use the Gojira because it's too big and really hard for me to control but the Rodan command pod is absolutely awesome! If you turn on infinite propellant the pod and heat shield with landing gear can put itself into orbit and land itself, it has that much power. Even without infinite fuel they have a decent burn time. Thanks for all the work you put into this mod and I can't wait to see what the future holds! Quote Link to comment Share on other sites More sharing options...
Barzon Posted April 6, 2018 Share Posted April 6, 2018 @damonvv when will Tundra Technologies get released? Quote Link to comment Share on other sites More sharing options...
Damon Posted April 6, 2018 Author Share Posted April 6, 2018 1 minute ago, Barzon Kerman said: @damonvv when will Tundra Technologies get released? Shouldn't be long, currently finishing the last few parts and adding BepiColombo to the pack! Quote Link to comment Share on other sites More sharing options...
Barzon Posted April 6, 2018 Share Posted April 6, 2018 Ooh BepiColombo! I remember reading about the in The Sky At Night. Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted April 6, 2018 Share Posted April 6, 2018 nice. Quote Link to comment Share on other sites More sharing options...
savageshibainu Posted April 7, 2018 Share Posted April 7, 2018 Just wondering if anyone can remove all parts except the dragon partS? thanks in advance Quote Link to comment Share on other sites More sharing options...
Damon Posted April 7, 2018 Author Share Posted April 7, 2018 1 minute ago, savageshibainu said: Just wondering if anyone can remove all parts except the dragon partS? thanks in advance in the parts folder remove everything other than the Rodan and Cargo folder, you should be good to go. Quote Link to comment Share on other sites More sharing options...
xTheCanadian Posted April 7, 2018 Share Posted April 7, 2018 Is it possible to EVA from the Gojira? I managed to get it launched and landed but couldn't figure out how to EVA. Quote Link to comment Share on other sites More sharing options...
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