olivertk Posted February 23, 2015 Share Posted February 23, 2015 Hi i was wondering if there is any way to change the textures in this modpack, cant seem to find the textures Link to comment Share on other sites More sharing options...
Mecripp Posted February 23, 2015 Share Posted February 23, 2015 Hi i was wondering if there is any way to change the textures in this modpack, cant seem to find the texturesThere the *MBM files. Link to comment Share on other sites More sharing options...
Falcon Coupe Posted February 23, 2015 Share Posted February 23, 2015 Have you looked for SpaceX? (No idea if this is the case as I play with Realism Overhaul and that could be why I see SpaceX as manufacturer)I went through the whole list, nothing there. I did notice some other mods didn't have anything show up under manufacturers either, anyone else having problems? Link to comment Share on other sites More sharing options...
Raptor22 Posted February 24, 2015 Share Posted February 24, 2015 This is excellent! The models are beautiful, and there's so much potential. The IVAs are a bit bland, but I'm sure you'll be able to work on that. Do you plan on making a full IVA for the main colonial transporter (for all of the decks), or for the colonial inflatable laboratory?The mod's still great. I must insist that. You did an excellent job. Link to comment Share on other sites More sharing options...
Airlock Posted February 27, 2015 Share Posted February 27, 2015 Just found this on Twitter. Might be useful for Lazarus. Link to comment Share on other sites More sharing options...
ATG Posted March 2, 2015 Share Posted March 2, 2015 Laz, in addition to my posts - here and here.The dragon v2 iva has the hatch door stuck in the open position in the HD package, where in the standard package the hatch door is always closed.There is a big mixup between all the files and versions ( I checked the other packs as well). Hope one day you can sort it out. Link to comment Share on other sites More sharing options...
reekchaa Posted March 7, 2015 Share Posted March 7, 2015 Bloody Terrific, Laz Please let us know how we can help you to better Develop/Test this great Add-on, and I'll keep directing all those who aspire to join SpaceX ranks to send their donations to LazTek. ~Bravo! Link to comment Share on other sites More sharing options...
alexman142 Posted March 8, 2015 Share Posted March 8, 2015 Just today, I discovered that all the engines in the mod are making my craft unlaunchable. Every time I add a merlin or raptor engine, the funds goes to NaN and the electric charge on each engine goes to NaN. Is there a way I can fix this? Link to comment Share on other sites More sharing options...
buxxy Posted March 19, 2015 Share Posted March 19, 2015 This is with Realism Overhaul (Real Fuels + FAR).Burns times are short and TWR is very high.The craft used to work fine with Stock KSP, but is broken on RO(like my other craft). What do I do? Link to comment Share on other sites More sharing options...
StoryMusgrave Posted March 19, 2015 Share Posted March 19, 2015 @buxxy: You contact the people of RO to fix. Laz has absolutely NO say in RO, so you shouldn't be posting here. Link to comment Share on other sites More sharing options...
Taki117 Posted March 19, 2015 Share Posted March 19, 2015 This is with Realism Overhaul (Real Fuels + FAR).Burns times are short and TWR is very high.The craft used to work fine with Stock KSP, but is broken on RO(like my other craft). What do I do?Image removed for brevity. You could try different fuel combinations. The actual Falcon 9 v1.1 uses LOX/RP-1 as it's fuel. Link to comment Share on other sites More sharing options...
LazarusLuan Posted March 19, 2015 Author Share Posted March 19, 2015 Thanks for all the feedback and the posting of the new Dragon logo. I'm working on the "official" 1.0 release and appreciate everyone's help. In addition to redesigning the Dragon 2 parachute and the grid fins, I finally solved the problem of getting off Eve by creating all-electric atmospheric thrusters, which will be included in the new Exploration Expansion: Link to comment Share on other sites More sharing options...
hakan Posted March 19, 2015 Share Posted March 19, 2015 real nice Link to comment Share on other sites More sharing options...
Viruzzz Posted March 27, 2015 Share Posted March 27, 2015 is exist a change for to be fix this error:[LOG 23:01:48.900] [LazTekRaptorXXEngineHousing]: Deactivated[LOG 23:01:48.908] [iR GUI] vessel LazTekMCT[LOG 23:01:48.909] [iR GUI] 0 groups[WRN 23:01:48.925] [CHATR] Capsule starts the exchange...[ERR 23:01:48.945] Actor::updateMassFromShapes: Compute mesh inertia tensor failed for one of the actor's mesh shapes! Please change mesh geometry or supply a tensor manually![LOG 23:01:48.946] 1 explosions created.[EXC 23:01:48.947] NullReferenceException UnityEngine.Transform.get_position () CompoundParts.CModuleLinkedMesh.TrackAnchor (Boolean setTgtAnchor, Vector3 rDir, Vector3 rPos, Quaternion rRot) CompoundParts.CModuleLinkedMesh.OnTargetUpdate () CompoundPart.LateUpdate ()All is blow up on launch.I use only the official craft file and the LR version. Link to comment Share on other sites More sharing options...
AC656 Posted March 30, 2015 Share Posted March 30, 2015 So quick question how does the greenhouse work? Does it actualy produce food an oxygen and take some other materials or how does it work? I can't find any information on it and I can't find a way to activate it in game or anything. I probably missed something simple just can't figure out what it is. Link to comment Share on other sites More sharing options...
LazarusLuan Posted April 3, 2015 Author Share Posted April 3, 2015 So quick question how does the greenhouse work? Does it actualy produce food an oxygen and take some other materials or how does it work? I can't find any information on it and I can't find a way to activate it in game or anything. I probably missed something simple just can't figure out what it is.it doesn't do anything yet - I've been waiting for the final parts of the full version 1.0 to surface before committing to anything, but you can edit the part.cfg file to work with the resource mods available.- - - Updated - - -Ok - Squad has announced that version 1.0 is in experimental phase, so I'm getting the wish list for SpaceX mods together right now. I'm working on a stock-alike texture set for everything that should be ready for the new update - what other requests are there? Link to comment Share on other sites More sharing options...
Falcon Coupe Posted April 3, 2015 Share Posted April 3, 2015 (edited) Any chance of adding attachment nodes to the bottom of the raptor engines so they can be attached to standard type decouplers? I use procedural parts so this would be handy to be able to use the raptors (which are great and super useful) in upper stages using only procedural tanks and decouplers.Also what about adding the automatic fairings when using the stock type decouplers over your engines?On a similar topic, how are your interstages meant to work when used with standard tanks? If I place a vacuum merlin under a stock tank, then add your interstage, I cant place anything below the interstage.I really do like your parts, here's a shot of my Duna bound space station lifting off thanks to your parts. 300 tonnes to Duna orbit in one launch Edited April 3, 2015 by Falcon Coupe Fixed up question after doing some tests Link to comment Share on other sites More sharing options...
YANFRET Posted April 3, 2015 Share Posted April 3, 2015 (edited) Perhaps the product would be enhanced as well by a photo - inspired texture set with reduced contrast (darker whites, lighter blacks) and surface detail like the tank frost on KW parts? Edited April 3, 2015 by YANFRET Link to comment Share on other sites More sharing options...
eldemarco Posted April 4, 2015 Share Posted April 4, 2015 (edited) found a bug with the low res explorer V2. Upon launch, all I see is this I will update if I find a fix for it.Edit: Same thing happens with the normal res version. Tried moving parts around in VAB, and then back, still doesn't work. The problem seems to begin directly below the heat shield on stage #4 Edited April 5, 2015 by eldemarco Link to comment Share on other sites More sharing options...
Ser Brynden Posted April 11, 2015 Share Posted April 11, 2015 The new logo is on the solar panel fairings too! Link to comment Share on other sites More sharing options...
YANFRET Posted April 17, 2015 Share Posted April 17, 2015 Dear LazarusLuanI've tried to land the Falcon core stage on a remote platform in the ocean twice and this is what happenshttp://www.space.com/29111-spacex-reusable-rocket-landing-test-video.html#ooid=VvOXNqdDrp0H38NnyAboWPS7J_2nZrr7 Can you offer any advice??Regards,E. Musk Link to comment Share on other sites More sharing options...
Hotblack Desiato Posted April 17, 2015 Share Posted April 17, 2015 (edited) great mod and great models.regarding MCT (or DCT?): take a look at the civilian population mod.it has nice spacestation parts for civilian kerbals, 30m diameter and so. but it lacks a method of transporting the civilian kerbals from surface to orbit or orbit to surface. your colonial transporter would perfectly fit into that role, as it is a large vehicle intended for transporting larger quantities of kerbals. however, civilian kerbals are just a value like fuel or electric charge.your mod would play nicely together with the civilian population. Edited April 20, 2015 by Hotblack Desiato Link to comment Share on other sites More sharing options...
Zaran Posted April 18, 2015 Share Posted April 18, 2015 Is there anything special you need to do to get the Gridfins working in FAR properly? All the F9-S1 wants to do is flip over and point interstage down with the fins out.Interstage down is not a good landing configuration, just in case anyone wondered. Link to comment Share on other sites More sharing options...
codefox Posted April 22, 2015 Share Posted April 22, 2015 How's that mod getting along with FAR/NEAR? Is it compatible or is the rocket overpowered using them? I feel like I have too much fuel left during landing.. not sure if that's intended or if it's an issue with FAR. Link to comment Share on other sites More sharing options...
PokemonSoldier Posted April 22, 2015 Share Posted April 22, 2015 whenever I make a spacecraft in sandbox, it says the weight is N/A and thus won't let me launch itany advice? Link to comment Share on other sites More sharing options...
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