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[1.10.1] Dodo Labs - v1.3.1 - Stockalike Electron


tygoo7

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Parafoil progress! This will act like a glider a bit similar to what is seen with Knes' parafoil.

First time doing a parachute-esque part so it may take a bit to figure out. This is only the model, not textured.

This parafoil will probably deploy from the engine shroud part.

gbTTCXR.png

Some more things to note about this next update:

  • Dimensions of parts will change so crafts will break
  • Stats will probably stay the same
  • Emu decal will be toggleable
  • 3 variants: black, iced, and white

Also I have a discord server where I just opened a channel for this mod https://discord.gg/CD9jwKx

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  • 2 weeks later...
  • 3 weeks later...

Giving this mod some love since I finally got my computer upgraded and set up again. So here's some pretty pics to look at.

Got emissives, texture switching, and basic stuff in the game. Still needs a whole lot of balancing, some minor texture fixes, and some other parts that need to be implemented like the parafoil.

pfR3KJ3.png

mW7KAdZ.png

VBQEC6N.png

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6kOzA1j.png

Version 1.2 is now available!

Changelog below:

Spoiler

Version 1.2

  • Another Revamped Emu Models/Textures
  • B9 Part Switch for different variants
  • First stage engines are now one cluster part
  • Batteries are separate and can be decoupled when depleted
  • Engine shroud is a separate part in preparation for the recovery update

uvBNCsF.png

 

Edited by tygoo7
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  • 2 months later...

I seem to have some problems with the kick stage. First of all, it doesn't show me any Delta-V in KER. Is that normal?

Second, the game crashes when I decouple the upper stage from the kick stage. I'll investigate the logfile a little further... Nevermind, this was probably caused by Principia.

Edited by infinite_monkey
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  • 2 months later...
9 hours ago, Raptor_Engine said:

Where did you get the launch tower from?

Seems like Modularlaunchpads by @AlphaMensae.

 

https://forum.kerbalspaceprogram.com/index.php?/topic/173008-19x18x17x-modular-launch-pads-v208-launch-clamps-evolved-mix-and-match-parts-for-complete-launch-infrastructure-15-feb-2020/

Edited by rettter3
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3 hours ago, rettter3 said:

Yep, it is! :) 

In v2.1 under development, there is a mini-style strongback tower if you want something more like the real thing:

08ARpJI.png

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1 hour ago, Raptor_Engine said:

How do I install the Development version?

It's on the AlphaDev branch of the Modular Launch Pads GitHub repo:

https://github.com/AlphaMensae/Modular-Launch-Pads/tree/AlphaDev

Just download it as a .zip, and install like the release version, as it is a complete edition with all the same folders. Do a fresh install by deleting the release version first, as many .cfg names have changes

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  • 3 weeks later...
  • 2 weeks later...
  • 1 month later...
  • 2 weeks later...

MEHzxYM.png

Version 1.3 is now available!

Changelog below:

Spoiler

Version 1.3

  • Updated to 1.10.1
  • Added Photon analogue(leo and interplanetary variants)
  • Added real world texture options
  • Removed decoupler part
  • Buffed engine cluster thrust
  • Fixed second stage model artifact

uvBNCsF.png

 

Edited by tygoo7
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Are the files

GameData\DodoLabs\Parts\Emu\normals.mbm
GameData\DodoLabs\Parts\Emu\normals (1).mbm

still in use?

Searching for "normal" I only found one reference to

GameData\DodoLabs\Parts\Emu\normal (2).mbm

inside of

GameData\DodoLabs\Parts\Emu\photonvenus.mu

I just want to avoid having unused texture files in the mod folders.

 

How about all the other *.mbm files?

 

And last but not least - do you consider converting the texture files to .dds?

 

Edit:

I provided a config for Filter Extension:

https://github.com/linuxgurugamer/FilterExtension/pull/35

Edited by Gordon Dry
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3 hours ago, tygoo7 said:

extra work I don't want to do.

Couple of minutes, but well. I do it and when it's okay I send you the package via PM.
Using good ol' https://github.com/Telanor/DDS4KSP/releases for it.

Edit:

90.5 MB -> 28.7 MB so far.
More infos coming when I was able to build one in my new career I just started. As all parts are basicRocketry this should happen today...

Edit:

Textures looking good in VAB.
Textures looking good in flight.

 

 

 

Edit:

I found the issue that the staging order of any of the parts is weird, when I attach them under a tank the staging icon appears on top in stage 0 or 1, when the amount of stages is already 4 or more.
I have seen that with other mods as well over the years but I don't know what the reason is.
Update:
One of the parts is the reason, because ANY part that I attach gets its staging icon placed in stage 0.
I assume that it could be the Pretorian Bus which triggers this behaviour, but not for sure.
But I remember that I have read some time ago that KSP becomes confused when the upmost stage got an engine in it.
And this setup is so that the Pretorian Bus got an engine within.

Update:
Another issue, when I attach the external batteries to the upper engine the DeltaV readouts don't change.
But this could be a side-effect of the other issue mentioned above.

Last but not least:
I had to stack two long lower stage tanks to have a proper rocket with less than 2.5 TWR (sigh) ... but then the engine fires for such a long time that it needs too much EC ... and the upper stage is without EC then.

Edited by Gordon Dry
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