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[0.90] LazTek SpaceX Launch, Exploration, Colonial Transporter & Historic mods (1/25/14)


LazarusLuan

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I rebuilt the Dragon V2 model, tweaked some graphics and added the missing umbilical connection between the trunk and capsule. Everything is available here:

LazTek SpaceX Launch 3.0, Exploration 2.0 and Historic 1.0 packs [.23.5] (6/15/14)

LazTek Temporal Anomalies is pleased to announce the availability of our SpaceX Launch Pack 3.0, SpaceX Exploration Expansion kit 2.0 and SpaceX Historical Archive 1.0 for Kerbal Space Program v.23.5. Available for download in medium and high resolution versions, these mods include replicas of the new SpaceX Dragon V2 capsule and trunk, SpaceX Falcon 9 v1.1 and Falcon Heavy launch platforms, plus special configurations for exploration, asteroid redirection, refueling, colonizing and more! Add the SpaceX Historical Archive for access to the original DragonRider concept spacecraft.

Download from LazTek:

Edited by LazarusLuan
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Oh, still I would love to have a Hydra concept vehicle in KSP. Maybe you can do it as personal request ? :D

I love the new Dragon craft and the Mars Colonial Transporter, good work sir.

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My plan for incremental falcon 9 reusability.

Flight one: falcon 9 1.1 first stage boost back (no powered landing. Second stage stays in orbit.

Flight two: falcon 9 1.1 first stage land boostback. Second stage deorbit and attempted landing.

Flight three: falcon 9 1.1 first stage return as close as possible to KSC. Second stage KSC return.

Flight four : stage one and two KSC landing.

Flight five falcon heavy. Core stage return, booster boost back. Second stage KSC return.

Flight 6 falcon heavy. Core stage return. One booster core return. Second stage return.

Flight 7. Falcon heavy. Core and booster stage KSC landing. Second stage return.

Ive completed flight 1-2

What plans do you Guys use?

Edited by DarthVader
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I installed the Launch Pack and the Historic Archive Pack, but I can't load the LT SpaceX Dragon Explorer V1 and the LT SpaceX DragonClaw V1, I don't know if parts are missing or I installed it wrong.

Thanks in advance.

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I installed the Launch Pack and the Historic Archive Pack, but I can't load the LT SpaceX Dragon Explorer V1 and the LT SpaceX DragonClaw V1, I don't know if parts are missing or I installed it wrong.

Thanks in advance.

I noticed this too. I think the .craft files are in the wrong pack, they are for the Exploration Pack, I think, not the Historical Pack.

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good mod, although the stack has a tendency to flip at gravity turn. i had a falcon 9 1.1 w dragon v2 stack flip fully around twice while ascending and it still made it into and out of a stable orbit

The rockets flip over for me too.

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Laz, SpaceX just won't hold still! You're going to end up having a fulltime job trying to keep up with all their design changes.

http://sploid.gizmodo.com/this-is-the-secret-of-spacexs-falcon-9-reusable-rocket-1593483305

Does KSP support grid fins? I've never encountered them, though some of the Soviet N1 models surely tried to use them.

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Laz, SpaceX just won't hold still! You're going to end up having a fulltime job trying to keep up with all their design changes.

http://sploid.gizmodo.com/this-is-the-secret-of-spacexs-falcon-9-reusable-rocket-1593483305

Does KSP support grid fins? I've never encountered them, though some of the Soviet N1 models surely tried to use them.

The KN-2 Kerbonov cockpit pack has some, although they're not foldable. I'm not sure if it's possible to make foldable winglets in KSP.

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To all claiming a flipping rocket,

If your rocket flips make the nose heavier. Try to take up extra fuel or some other useful material. "Always up top". You need to compensate for the long fuel tank on the main stage. Remember that once that long tank starts to empty, the COM moves to the back of the rocket. The change in the COM makes the "largest area", "fairings", or "DRAG" start to overcome all other forces and turn your rocket upside down.

Remember that you're running on a multi-engine setup. Make use of that by configuring some "action groups", take advantage of it to keep your speed optimal. Try going a bit slower to keep aerodynamic forces lower and not overpower mass. "Too fast and too slow may kill some kerbals".

Try leaving a couple of engines at home on the main stage. This will make the rocket less bottom heavy and also regulate your rate of climb. The slower you climb inside the atmosphere the lower the drag on parts. You just might make it without flipping out. By all means, keep calm... "don't flip out".

If you can, ditch the fairings early. Try to get rid of them at 40 or 50k.

Its not rocket sci... Oh wait, it is!

Edited by Prowler_x1
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To all claiming a flipping rocket,

Laz's Falcons are overpowered (at least, by how many tons one can place in orbit)*, so if you're launching a fairly light payload like a Dragon, the first stage lasts way too long leading to flips once you're mostly out of the atmosphere. My two favorite solutions have been:

1) Delay the gravity turn. Boost mostly vertical until APO reaches desired orbital height, then stage even though there's still fuel left.

2) Edit the engine parts to give them their real-world Isp of 282/311, and the first stage burns fuel more quickly, also resulting in earlier staging.

Either technique works for me, and both still put more than the rated 13 tons into LKO. By default, his Falcon 9 boosts...okay those notes are pretty old and I can't find them right now. I think it was about 25 tons, though. I do recall it'll actually fly as an SSTO with just a Dragon capsule and empty trunk. So you have plenty of excess delta-v to play with.

With a Falcon Heavy, I never my start gravity turn until the ship's above the atmo. Not even after lowering the Isp. The huge payloads that monster can lift make it uncontrollable in atmo. If I start to turn in air, I can't stop and it ends up flipped.

-------

*No criticism towards Laz intended. It simply isn't possible to balance everything so a KSP booster works like the real version. Compromises are necessary.

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Laz's Falcons are overpowered (at least, by how many tons one can place in orbit)*, so if you're launching a fairly light payload like a Dragon, the first stage lasts way too long leading to flips once you're mostly out of the atmosphere. My two favorite solutions have been:

1) Delay the gravity turn. Boost mostly vertical until APO reaches desired orbital height, then stage even though there's still fuel left.

2) Edit the engine parts to give them their real-world Isp of 282/311, and the first stage burns fuel more quickly, also resulting in earlier staging.

Either technique works for me, and both still put more than the rated 13 tons into LKO. By default, his Falcon 9 boosts...okay those notes are pretty old and I can't find them right now. I think it was about 25 tons, though. I do recall it'll actually fly as an SSTO with just a Dragon capsule and empty trunk. So you have plenty of excess delta-v to play with.

With a Falcon Heavy, I never my start gravity turn until the ship's above the atmo. Not even after lowering the Isp. The huge payloads that monster can lift make it uncontrollable in atmo. If I start to turn in air, I can't stop and it ends up flipped.

-------

*No criticism towards Laz intended. It simply isn't possible to balance everything so a KSP booster works like the real version. Compromises are necessary.

this works, started my g-turn at 20 km. currently running OG2 replica mission. got off the pad with no delays the first attempt. in process of returning first stage now.

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Is there any news on fixes/workarounds for the Dragon/KSP Interstellar trunk-decouples-itself-repeatedly-before-launch issue? I'd very much like to use it to commute to/from my space station, but said station is very heavily dependent upon Interstellar parts.

-c

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I can't attach the cores to the decouplers, so I can't make the falcon heavy

You were using my RSS config, there was a bug, it has now been corrected and the file is available on the RO github.

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for some weird reason, im having upper stage control issues with a payload, that ive never experienced before. when i seperate the first and second stages of the 1.1, the camera switches to the first stage. i bracket over to the second stage but find it out of battery and uncontrollable. i will post the .craft soon.

.craft:https://www.dropbox.com/s/my7e6zgqlvzo4db/Station%20Hub.craft

Edited by DarthVader
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I'm having control issues too, but with the whole Falcon 9.1 rocket. Shortly after liftoff the rocket begins to spin around the roll axis and accelerates it's spin constantly. This roll rotation is unstoppable no matter what i try, no SAS or RCS helps. Mechjeb is able to bring the rocket high above ground but after stage separation the upper stage get's really unstable when mechjeb tries to achieve some course corrections.

I use a bunch of mods: RSS, DeadlyReentry, RO, FAR, RftS, Laztek_rescale.

Is there some config file I have to edit?

Edited by EbbiDos
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I'm having control issues too, but with the whole Falcon 9.1 rocket. Shortly after liftoff the rocket begins to spin around the roll axis and accelerates it's spin constantly. This roll rotation is unstoppable no matter what i try, no SAS or RCS helps. Mechjeb is able to bring the rocket high above ground but after stage separation the upper stage get's really unstable when mechjeb tries to achieve some course corrections.

I use a bunch of mods: RSS, DeadlyReentry, RO, FAR, RftS, Laztek_rescale.

Is there some config file I have to edit?

You've got an incompatibility somewhere...The problem is here...you've got several things which modify the basic LazTek to the point that Laz isn't going to be able to help you and if I were him, I would point them in the direction of all that other stuff. Also, you mention you have RO AND LazTek rescale...asking for trouble right there, as RO contains a LazTek realism patch.

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Just out of curiosity is there a docking port meant to be used with the new Dragon V2? I've been using the smallest stock one so far because the standard sized ones are too large to fit under the nosecone.

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Use the standard (medium sized) clampotron. You have to zoom into the vessel and attach it from the inside underneath of the capsule, it may dance a bit on you, but the correct position will be when you can just see the bottom of the rims on the bottom of the docking port.

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I'm having control issues too, but with the whole Falcon 9.1 rocket. Shortly after liftoff the rocket begins to spin around the roll axis and accelerates it's spin constantly. This roll rotation is unstoppable no matter what i try, no SAS or RCS helps. Mechjeb is able to bring the rocket high above ground but after stage separation the upper stage get's really unstable when mechjeb tries to achieve some course corrections.

I use a bunch of mods: RSS, DeadlyReentry, RO, FAR, RftS, Laztek_rescale.

Is there some config file I have to edit?

I think my problem was i had a non command pod as the root part.

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