LazarusLuan Posted May 16, 2013 Share Posted May 16, 2013 (edited) LazTek Temporal Anomalies is pleased to announce the availability of our SpaceX Launch Pack, SpaceX Exploration Expansion kit, SpaceX Colonial Transporter and SpaceX Historical Archive for Kerbal Space Program. Available for download in low, 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, proposed Colonial Transporter, plus special configurations for exploration, asteroid redirection, refueling, colonization and more! Add the SpaceX Historic Archive for access to the original DragonRider concept spacecraft.Available via Kerbal@Curse in 4 large downloads:SpaceX Launch Pack by LazTekSpaceX Exploration Expansion by LazTekSpaceX Historic Archive by LazTekSpaceX Colonial Transporter by LazTekAvailable via KerbalStuff.com: https://kerbalstuff.com/profile/LazarusAvailable via MediaFire:SpaceX Launch Pack HD .90 [KSP 0.90]SpaceX Launch Pack .90 [KSP 0.90]SpaceX Launch Pack LR .90 [KSP 0.90]SpaceX Exploration Expansion HD .90 [KSP 0.90]SpaceX Exploration Expansion .90 [KSP 0.90]SpaceX Exploration Expansion LR .90 [KSP 0.90]SpaceX Colonial Transporter HD .90 [KSP 0.90]Spacex Colonial Transporter .90 [KSP 0.90]Spacex Colonial Transporter LR .90 [KSP 0.90]SpaceX Historic Archive HD .90 [KSP 0.90]SpaceX Historic Archive .90 [KSP 0.90]SpaceX Historic Archive .90 LR [KSP 0.90] ************Included with SpaceX Launch Pack .90:PARTS -Dragon V2 CapsuleDragon V2 Nose ConeDragon V2 ParachuteDragon V2 LadderDragon V2 TrunkSuperDraco Twin Engines (Attaches to Dragon V2 nacelles in two sets of two)Dragon Docking Ring (Compatible with medium-sized Kerbal docking ports)Dragon Nose ConeDragon ChuteDragon Solar ArrayDragon Solar Panel CoverDragon TrunkDragon Trunk Adapter/DecouplerFalcon Remote ControlFalcon Upper Stage Fuel TankMerlin 1D Vacuum EngineFalcon 9 v1.1 Interstage Fairing/DecouplerFalcon Main Fuel TankFalcon Lower Landing Leg (Attached to Falcon first stage in a set of 4)Falcon Upper Landing Leg (Attached to Falcon upper stage in a set of 4)Falcon Expanded Fairing (Attached in a pair)Falcon Fairing BaseMerlin 1D Engine Housing (Designed to be combined with nine Engine Centers to be individually controlled)Merlin 1D Engine Center (Nine fit into the Merlin 1D Engine Housing)Falcon Payload Bay (Optional payload protector with bay doors that open and close)Falcon Satellite Capture Frame (For use inside Payload Bay to assist with orbital capture)Falcon Heavy Interstage Fairing/DecouplerFalcon Heavy Nose ConeFalcon Radial DecouplerSeparation Engine (Tiny SRB to assist in first stage booster separation) SHERPA Remote Satellite Launch SystemSHERPA Monopropellant Fuel Tank (Attached in a set of four)SHERPA Decoupler (Attached in a set of six)Gridfin (Retractable control surface)Small Gridfin (Attaches to Falcon 9 and Falcon Heavy interstages and remote controls in sets of 4)SHIPS -LT SpaceX Dragon V2 with SHERPA remote satellite launching system - Designed to shuttle kerbalnauts and cargo to and from low Kerbin orbit with the ability to launch multiple secondary satellite payloads through its SHERPA launch and control systemUse these keys: G: landing legs,U: exterior lights1: toggle outer Merlin 1D engines on/off for stage return6: extend/retract Gridfins7: toggle trunk umbilical9: open/close noseconeLT SpaceX Dragon V1 Cargo with SHERPA remote satellite launching system - Designed to shuttle cargo to and from orbiting space stations with the ability to launch multiple secondary satellite payloads through its SHERPA launch and control systemUse these keys: G: landing legs1: toggle outer Merlin 1D engines on/off for stage return6: extend/retract Gridfins7: toggle trunk umbilical8: toggle cargo bay panels0: Toggle Solar PanelsLT SpaceX Falcon 9 v1.1 - Designed to launch light to medium-heavy payloads (up to 40 mass) into any orbitUse these keys: G: landing legs1: toggle outer Merlin 1D engines on/off for stage return6: extend/retract GridfinsLT SpaceX Falcon Heavy - Designed to launch heavy payloads (up to 120 mass) into any orbitUse these keys: G: landing legs1: toggle all outer Merlin 1D engines on/off for stage return3: toggle booster engines for separation6: extend/retract GridfinsNOTES -Dragon V2 capsule is preloaded with 1200 of 2000 possible units of monopropellant fuel, keeping the weight of the capsule low enough to escape safely when the SuperDraco engines are used as its launch escape system during an emergency. You can tweak the actual amount of fuel in the VAB before launch. SuperDraco twin engines are designed to attach in the Dragon V2 capsule nacelles in two sets of two and has been set up for you with pre-made ships.Aborting during flight activates emergency escape system.Pre-made Dragon V2 and V1 Cargo ships include the SHERPA remote satellite deployment system with six decoupler attachment points.Pre-made Dragon V2, Dragon V1 Cargo and Falcon 9 v1.1 ships are set up to use the 1 key to switch to the center-engine-only landing configuration of the Merlin 1D engine cluster to land the first stage after depleting the main tank of 95%+ of its fuel.Pre-made Falcon Heavy ship is set up to use the same keys as the Falcon 9 v1.1 to toggle the engines for return operations with the addition of the 3 key to toggle the entire main engine cluster for both of the booster stages just before first stage separation.Included with SpaceX Exploration Expansion:PARTS -Dragon Habitat (A complete living quarters and mobile laboratory solution for extraplanetary exploration. Has inflatable living/working area that accomodates 7 kerbalnauts with interior views.)Dragon Aft Dock (Designed to allow docking between Dragon V2 and Dragon Trunk V2 when equipped with Dragon DockDragon Retractable Solar Panel Cover (Fits over Habitat solar panels and may be toggled open and closed)Explorer Shield V2 (Protects Dragon Habitat during atmospheric entry, has top decoupler)Habitat Landing Leg (Retractable landing gear for Dragon Habitat module, designed to be surface attached in a set of four.)Falcon Short Interstage (Protective decoupler that allows ARM claw to be installed under the Dragon 2 and Explorer Habitat)Falcon Tanker (Large upper stage fuel and monopropellant tank for orbital refueling of interplanetary missions)Falcon Solar Array - A surface-mounted small solar panel array that includes a smaller version of the Dragon Solar Panels hidden behind retractable protective doors and designed to be used with the Falcon tanker for orbital electrical powerAdvanced VTOL Engine - Monopropellant-burning, advanced hybrid engine contained in a 1m cowling, switchable between air-breathing and closed system modes for single stage to orbit spacecraft. Has vector thrust that can be switched 90 degrees in two directions. NERVA II Nuclear Vacuum Engine - NASA NERVA II Nuclear vacuum engine, mount and protective cowling designed to be attached to 2.5m upper tank of long-range space vehicles.400 Monopropellant Tank - Attachable monopropellant tank for extended use of Draco-engine spacecraft.200 Monopropellant Tank - Small, attachable monopropellant tank for extended use of Draco-engine spacecraft.SHIPS -LT SpaceX Dragon Explorer V2 - Designed to explore and return from any solid body in the Kerbol system, this ship is set up with an inflatable habitat with living quarters for up to seven Kerbalnauts and a Nerva II long-range nuclear engine for interplanetary travel. The Dragon V2 craft is equipped with an aft dock for use as a lander that can redock with orbiter.Use these keys: G: landing legsU: toggle all lights1: toggle outer Merlin 1D engines on/off for stage return3: toggle booster engines for separation4: toggle SuperDraco engines6: extend/retract Gridfins7: toggle trunk umbilical8: toggle nosecone9: open/close solar panel covers0: Toggle solar panelsLT SpaceX DragonClaw V2 - Created for asteroid redirect missions, local system small body exploration and colonization, spacecraft and satellite towing and deorbiting. Carries extra monopropellant and uses reverse-mounted claw for towing objects. Use these keys: G: landing legsU: toggle all lights1: toggle outer Merlin 1D engines on/off for stage return3: toggle booster engines for separation5: arm/release claw6: extend/retract Gridfins8: toggle nosecone9: open/close solar panel covers0: Toggle solar panelsLT SpaceX Falcon Tanker - Designed to refuel explorer craft for long-range, interplanetary missions while still in home orbit. Uses specialized upper tank that carries regular and monopropellant fuel.Use these keys: G: landing legs1: toggle outer Merlin 1D engines on/off for stage return3: toggle booster engines for separation6: extend/retract Gridfins0: Toggle solar panelsNOTES -Monopropellant tanks may be added to transfer fuel to Dragon V2 tanks to top them off after safely launching to orbit.Dragon Solar Panels are no longer needed with the new Dragon V2 trunk and its built-in solar array, but are needed with the Dragon Habitat module and are thus included in both the SpaceX Explorer Expansion kit and SpaceX Historic Archive pack.Included with SpaceX Historic Archive:PARTS -DragonRider CapsuleDragon Retractable LadderDragon Docking TrunkFalcon Heat ShieldExplorer Heat ShieldDragon Mini Solar Panels (Designed to be surface-attached on lower port and starboard sections of DragonRider capsule in a set of two)SuperDraco Twin Engine Nacelle (Designed to be attached to DragonRider capsule in a set of 4)Dragon Retractable Nose (Maintains areodynamics of DragonRider capsule for return orbits from surfaces with heavy atmospheres, while providing intake ducts for SuperDraco/PulseJet hybrid engines.)SuperDraco PulseJet Hybrid Engine Nacelle (Experimental engines utilizing automatically-switching air-breathing and closed-system modes to allow use of planetary atmospheres to greatly extend use of fuel for returns from planet surfaces.)SHIPS -LT SpaceX DragonRider with SHERPA remote satellite launching system - Use these keys: G-landing legs U-interior and exterior lights 1-switch to single center engine for landing first stage 2-switch to three engine configuration for returning 3-switch to five engine configuration for atmospheric braking and parking orbit burns 5-toggle ladder 6-toggle hatch 0-toggle solar panels)LT SpaceX Dragon Explorer V1 - Designed and tested to explore and return from every planetary body in the Kerbol system, this ship can be converted to non-atmospheric mode to save weight if desired and is set up to use new experimental SuperDraco/PulseJet hybrid technology, combining air-breathing and conventional closed-system rocket tech.Use these keys: 1-switch to single center engine for landing first stage 2-switch to three engine configuration for returning 3-switch to five engine configuration for atmospheric braking and parking orbit burns 4-disengage booster engines before separation5-ladder 6-hatch 8-retractable nose cone 9-retractable solar panel covers 0-solar panelsLT SpaceX DragonClaw V1 - Created for asteroid redirect missions, local system small body exploration and colonization, spacecraft and satellite towing and deorbiting. Designed to carry lots of monopropellant for the SuperDraco engines, uses reverse-mounted claw for towing objects instead of pushing them.Use these keys:1-switch to single center engine for landing first stage 2-switch to three engine configuration for returning 3-switch to five engine configuration for atmospheric braking and parking orbit burns 4-disengage booster engines before separation5-ladder6-hatch8-arm/Release claw0-solar panelsNOTES -DragonRider capsule is preloaded with 1200 of 2000 possible units of monopropellant fuel, keeping the weight of the capsule low enough to escape safely when the SuperDraco engines are used as its launch escape system during an emergency. Monopropellant tanks have been added to the trunks, which may be used to top off the Dragon 2 fuel tank when after reaching parking orbit. SuperDraco/PulseJet engine nacelles are designed to attach to the Dragon 2 capsule in a set of four and have been set up for you with pre-made ships. The best and most stable method of correctly installing the engines is to rotate the capsule around its vertical axis 45 degrees, attaching the engines in a set of four and then rotating the capsule back to its original position. There is a strange bug in KSP that requires this method to eliminate roll when firing the engines.Included with SpaceX Colonial Transporter:PARTS -Colonial Transporter Capsule - A 50-person, 7 meter capsule designed for the colonization of any planetary body. Accomodates an 8-person crew plus 42 passengers with a PICA-X heatshield built in for atmospheric returns and enough monopropellant on board for a fully-powered soft landing when equipped with UltraDraco engines.Colonial Labratory - 7-meter self-contained laboratory, greenhouse and fuel extraction/refinery facility with top decoupler, batteries, monopropellant and a light ablative heat shield.Colonial Transporter Chute - Large parachute designed to be attached to Colonial Transport spacecraft for emergency and atmospheric planetary soft landings.Colonial Transporter Docking Interstage - 7-meter decoupler and dockColonial Transporter Landing Leg - Landing leg for Colonial Transporter, designed to be attached radially in two sets of 4.Colonial Transporter Nose Cone - Ejectable nosecone for SpaceX Colonial Transporter capsule.Colonial Transporter Lab Heat Shield - 7-meter PICA-X protective heat shield with bottom decoupler for heavy atmospheric entry of Colonial Transporter Lab.Colonial Transporter Solar Array - Large and efficent retractable solar panel array designed to attach to Colonial Transporter to provide power for long-range space travel.Retractable Ladder - Sturdy retractable ladder for lander vehicles.Retractable Ramp - Sturdy retractable ramp for habitats and landers.Straight Landing Leg - Impact-absorbing landing leg.SpaceX UltraDraco Twin Engine Nacelle with RCS - Next-generation combination of twin UltraDraco engines and RCS control in a nacelle radial mount to attach to Colonial Transporter capsule in a set of 4. Using monopropellant for fuel, these are designed to be used as emergency escape thrusters and powered landings as well as providing reaction control. SpaceX UltraDraco Twin Engine Nacelle - Next-generation twin UltraDraco engines and nacelle radial mount to attach to Colonial Transport capsule in an opposing set of 2. Using monopropellant for fuel, these are designed to be used as emergency escape thrusters or for powered landings. Dragon Docking Ring - Docking port for SpaceX spacecraft, also connects to medium-sized docking ports.Large Gridfin - An alternative to standard control fins, a gridfin is designed to remain flat against an outer bulkhead and extend when needed to help steer the vehicle.Falcon XX Flight Control System - 7m SpaceX Falcon XX remote control system with ASAS/reaction wheel and batteries.Falcon XX Interstage - 7m decoupler fairing for first stage of SpaceX Falcon XX launch system.SpaceX Falcon XX Main Tank - 7-meter liquid fuel tank with monopropellant for the first stage of SpaceX Falcon XX launch system.SpaceX Falcon XX Upper Stage Tank - 7-meter upper stage liquid fuel tank with monopropellant for SpaceX Falcon XX launch vehicles.SpaceX Raptor 1A Engine - The massive next-gen SpaceX Raptor 1A primary engine uses liquid methane and oxygen for fuel and is designed for the first stages of the SpaceX Falcon X and Falcon XX launch systems.SpaceX Raptor 1A Vacuum Engine - The huge next-gen SpaceX Raptor 1A vacuum engine uses liquid methane and oxygen for fuel and is designed to propel the upper stages of the SpaceX Falcon X and Falcon XX launch systems, including long-range exploratory vehicles.SpaceX Raptor 1A XX Engine Housing - 7-meter octaweb housing for nine Raptor 1A engines for SpaceX Falcon XX launch vehicles.SHIPS -LT SpaceX Colonial Transporter - Designed and tested to explore and return from any solid body in the Kerbol system, this vehicle can transport up to 42 passengers and 8 crew members with an inflatable laboratory/greenhouse for permanent colonization. The SSTO (Single Stage To Orbit) Falcon XX first stage uses 9 Raptor 1A engines to reach orbit and return for a soft ocean landing for recovery. The upper stage uses a single Raptor 1A long-range vacuum engine that can be refueled with methane and oxygen mined from other planets and moons. COLONIAL TRANSPORTER CRAFT KEY COMMANDS: G: All landing legs U: Exterior lights on Colonial Transporter Capsule1: Toggle center-only first stage engine configuration for stage return 3: Cabin interior lights4: All lab lights5: Ladders and ramp toggle6: Gridfins extend/retract7: Inflate lab greenhouse (WARNING! ACTIVATION WHILE ATTACHED TO CRAFT WILL RESULT IN CATASTROPHIC STAGE SEPARATION)8: Lab landing gear extend/retract9: Lab solar arrays toggle0: Main solar arrays toggleDEL: Launch abort activates NOTES - When using autopilot mods with this craft, reduce maximum thrust to 66% with a 40m/s max acceleration to reduce ship vibration and pogoing during launch. Remember to extend gridfins for better control on launch and first stage return.||FLIGHT INSTRUCTIONS FOR DUNA COLONIAL TRANSPORTER MISSION||TAKEOFF CHECKLIST:1. Engage SAS2. Extend gridfins3. Throttle up to 75%4. Activate first stage (main engines)5. Begin slow gravity turn bearing 090 around 8000m, finish around 30000m6. Cut main engines7. Activate second stage (eject nosecone)8. Activate RCS9. Use map view to plan circularization burn at apoapsis (approx. 100m)10. Establish orbit11. Activate third and fourth stages (upper stage separation and Raptor 1A vacuum engine activation)12. Apply short, light thrust to separate stages13. Extend main solar arraysFIRST STAGE RETURN1. Use map view to plan deorbit burn around 1/4 of the way around Kerbin west of the launch pad, with a trajectory that puts the landing in the ocean east of the KSC near the coast2. Press the 1 key to switch to center engine only configuration3. Execute deorbit burn4. Reduce reentry speed by firing engine beginning around 32000m, disengage engine after dropping speed below 600 m/s5. After allowing atmosphere to slow first stage to around 200 m/s, use engine thrust to center prograde trajectory on nav ball so vehicle is dropping straight down6. Apply throttle as needed to slow vertical speed to around 5m/s by the time it reaches the ocean7. Cut engine and first stage should float vertically with no loss of components. Recover vehicleCOLONIAL TRANSPORTER TO DUNA1. Use map view to plan escape burn at the eastern terminator (the right side of kerbin where the light and dark meet)2. Execute escape burn and coast to Kerbol orbit3. Use map view to plan Hohmann transfer to Duna4. Execute transfer burn at appropriate time5. Fine tune Duna orbital to 20000m insertion around halfway through transfer6. After reaching Duna SOI, reduce periapsis to 13500m for aerocapture7. Point ship retrograde and retract solar panels before entering atmosphere at around 40000m8. After aerocapture, use a couple of burns to stablish equitorial orbit at around 60K9. Extend main solar arraysATMOSPHERIC LANDING CHECKLIST: 1. Activate fifth and sixth stages to separate Colonial Transporter and Lab and activate UltraDraco engines2. Use map view to plan deorbit burn about 1/4 around the planet west from the (hopefully) flat landing site you choose3. Coast to deorbit position and execute burn4. Keep vehicle in retrograde orientation as altitude decreases5. Allow atmosphere to decelerate craft to around 5000m 6. Press "8" key to extend Lab landing gear 7. At around 3000m, apply 20% thrust and activate seventh stage to separate Lab with parachutes deployed8. Cut throttle after Lab is clear9. Use throttle to slow orbital speed to under 100m/s, stabilize vertical attitude to make craft fall directly straight down10. Deploy landing gear11. Apply throttle as needed to slow descent to 5m/s just before touching down12. Extend ladders and let kerbalnauts watch Lab land nearbyLicense:Created by Lazarus Luan (Lazarus). Neither this mod, nor any part of it may be redistributed. Edited January 26, 2015 by LazarusLuan Link to comment Share on other sites More sharing options...
Netris Posted May 16, 2013 Share Posted May 16, 2013 The way the fairings open in the 3rd video reminds me Moonraker ^^ Link to comment Share on other sites More sharing options...
SkyHook Posted May 16, 2013 Share Posted May 16, 2013 Excellent, excellent, excellent! Link to comment Share on other sites More sharing options...
Kerbal01 Posted May 16, 2013 Share Posted May 16, 2013 (edited) Criticism: so much laggggand what is the strut connector medium? i cant load any ships i seem to be missing it, maybe i deleted ityour spaceport link is broken.Edit:another thing, can you use something other than mechjeb for guidance, you really don't need it unless you are OCD about your circular orbits.you could use a giant powerful ASAS instead for control.Edit:why do you need MJ for your interstage fairings,all they do is separate stages,not move back and forth like your payload shrouds.Edit: this mods 22 parts have added an entire 30 seconds to my load time. Complements:other than these things,excellent mod, i was looking for something more than KerbX, not that that mod is bad or anything.excellent first release, the parts look great. Edited May 16, 2013 by DarthVader Link to comment Share on other sites More sharing options...
Bigant Posted May 16, 2013 Share Posted May 16, 2013 im having the same issue with the strut connector medium Link to comment Share on other sites More sharing options...
LazarusLuan Posted May 16, 2013 Author Share Posted May 16, 2013 (edited) Thank you for your feedback! Sorry about the lag - it is related to the number of actual physical model parts, which I've tried to simplify in Unity as much as possible. The Falcon 9 v1.1 ship doesn't seem to lag on my PC, nor does the Falcon Heavy seem to without all the landing gear attached. I'll continue to try to reduce the lag as I go forward. My apologies for the medium strut connector issue, as I mistakenly used it instead of the stock strut connector to tighten up the connection between the two parts of the main tanks. I've fixed the craft files and updated the download file. The spaceport link won't actually be active until the mod gets approved and added, which may be as soon as tomorrow or as late next month, from what I can tell. I built in the MechJeb flight controller for those who wish to use it, as I typically fly these without any flight control myself. I've built in a heavy SAS into the first stage interstage fairing to allow it to be flown back separately and controlled either through Mechjeb or manual control, and did the same with the FCS that connects to the top of the upper tank. I can add ASAS to those components if players want better stability control through the gimballed engines. The long load time on the parts is due to the hi-res textures I created for the main tanks to keep them looking consistent with the other parts of each ship. If this becomes too much of a problem, I will release a lower-res version of the pack. Edited May 17, 2013 by LazarusLuan Link to comment Share on other sites More sharing options...
Yasutaka Posted May 16, 2013 Share Posted May 16, 2013 (edited) and what is the strut connector medium? i cant load any shipsim having the same issue with the strut connector medium If the missing part name is "kwstrutConnectorMedium" then it's from KW Rocketry. I'm just guessing, but LazarusLuan probably used KW Rocketry struts in the .crafts and forgot about it. I personally haven't seen the need to use "heavy" struts in any of my designs and always delete those parts when I install KW Rocketry.EDIT: After a little poking around, I don't think I'm right about this one. Oh well. Edited May 16, 2013 by Yasutaka Link to comment Share on other sites More sharing options...
LazarusLuan Posted May 16, 2013 Author Share Posted May 16, 2013 Yes, exactly... I just fixed the craft files in the download and it should work correctly now. Link to comment Share on other sites More sharing options...
Bigant Posted May 16, 2013 Share Posted May 16, 2013 not kw or novapunch ones tried both. Link to comment Share on other sites More sharing options...
lobsterbark Posted May 16, 2013 Share Posted May 16, 2013 Theres no op. Link to comment Share on other sites More sharing options...
The Destroyer Posted May 16, 2013 Share Posted May 16, 2013 Moderator to the rescue... Link to comment Share on other sites More sharing options...
LazarusLuan Posted May 16, 2013 Author Share Posted May 16, 2013 My original post and follow-up replies have disappeared for some reason... Link to comment Share on other sites More sharing options...
B787_300 Posted May 17, 2013 Share Posted May 17, 2013 what happened to the OP? Link to comment Share on other sites More sharing options...
Firov Posted May 17, 2013 Share Posted May 17, 2013 what happened to the OP?It was destroyed when a returning Falcon 9 first stage came in just a bit too fast, I guess. Weird. I was actually rather keen on seeing this post too, since the KerbX mod stops short of the Falcon 9 v1.1. Link to comment Share on other sites More sharing options...
B787_300 Posted May 17, 2013 Share Posted May 17, 2013 the OP seems back now... Link to comment Share on other sites More sharing options...
Tommygun Posted May 17, 2013 Share Posted May 17, 2013 Very very impressive. Link to comment Share on other sites More sharing options...
Good_Apollo Posted May 17, 2013 Share Posted May 17, 2013 I've found a problem...I can't build the damn thing! I dunno what witchcraft is going on here but it's too damn big, I can't zoom out far enough to finish the first stage let alone payload!Or am I stupid? Link to comment Share on other sites More sharing options...
LazarusLuan Posted May 17, 2013 Author Share Posted May 17, 2013 I've found a problem...I can't build the damn thing! I dunno what witchcraft is going on here but it's too damn big, I can't zoom out far enough to finish the first stage let alone payload!Or am I stupid?You're not stupid at all - the vehicle assembly building is simply too short! In order to make these replicas as close to the actual dimensions of their real-life counterparts, I had to make the rockets taller than the VAB by starting with either the Falcon 9 or Falcon Heavy FCS base and then building the first stage out below that before pushing the first stage down through the floor and then building the upper stage on top of it. This will allow you to build a rocket around 1.5 times as tall as the VAB can visually accommodate. I can post a video of how this is done if requested. Link to comment Share on other sites More sharing options...
Nibb31 Posted May 17, 2013 Share Posted May 17, 2013 (edited) Three major issues:1) It's way too big for the common scale of parts in KSP. I suggest editing all cfg files to add rescaleFactor = 1. The Falcon isn't a really fat rocket, so a 2.5m diameter in KSP is ok. It also fits better with cBBp's Dragon that way too.2) I was unable to attach the heat-shield/landing legs of the Falcon 9 upper stage. I can't see any attach nodes in the VAB.3) The file sizes are really excessive. Your whole mod is 900Mb uncompressed, so it simply won't run if people have other mods.Most other designers keep their part sizes below 1 or 2Mb for the most detailed parts. If it's because of the textures, there really is no need for such an excessive resolution. 40Mb of textures for a single engine is crazy. Nobody is going to be flying with their camera zoomed in on the Falcon 9 logo or an engine bell (which is all plain black anyway). You should never really need more than 256x256 textures, except maybe for the larger parts.The models are very nice though. I'm eagerly awaiting for an updated version.Also, in the SpaceX video that showed upper stage reentry, the heatshield was on top in order to preserve the engine bell and the stage rotated for landing. I'm guessing you didn't do this for mass reasons. My suggestion would be to use your MechJeb pod as a heatshield, change the texture from yellow to a black heatshield, and make it the same weight as the engine. This should allow MechJeb to keep it prograde for reentry and retrograde for landing. Edited May 17, 2013 by Nibb31 Link to comment Share on other sites More sharing options...
Netris Posted May 17, 2013 Share Posted May 17, 2013 I was actually rather keen on seeing this post too, since the KerbX mod stops short of the Falcon 9 v1.1.Borklund is going to make F9 1.1 and F9H aswell but he's currently working on Grasshoper Link to comment Share on other sites More sharing options...
Good_Apollo Posted May 17, 2013 Share Posted May 17, 2013 You're not stupid at all - the vehicle assembly building is simply too short! In order to make these replicas as close to the actual dimensions of their real-life counterparts, I had to make the rockets taller than the VAB by starting with either the Falcon 9 or Falcon Heavy FCS base and then building the first stage out below that before pushing the first stage down through the floor and then building the upper stage on top of it. This will allow you to build a rocket around 1.5 times as tall as the VAB can visually accommodate. I can post a video of how this is done if requested.Realism is great and don't get me wrong, I think you made a very impressive first release of this excellent rocket concept. However, there's no point if it's unplayable and it currently is very unplayable. Everything is scaled down for KSP since Kerbin, and Kerbals, are smaller. Trying to build it is a headache enough with the size but then you went and gave it enormous texture quality that caused constant freezes and FPS chugging just in the VAB. Attempting to launch the rocket resulting in an immediate CTD because of memory overload. I only have Bobcat's Soviet pack installed and a decent enough machine so that's kind of ridiculous. Take note of that pack though, it looks GREAT, even with lower resolution textures than yours and it's not scaled perfectly and yet it's one of the most reliable and functional parts packs that I've ever downloaded.Hope this gets sorted out so I can download again, looking forward to using this system. Link to comment Share on other sites More sharing options...
Bigred2989 Posted May 17, 2013 Share Posted May 17, 2013 The way the fairings open in the 3rd video reminds me Moonraker ^^You mean "You only Live Twice"? Link to comment Share on other sites More sharing options...
Kerbal01 Posted May 17, 2013 Share Posted May 17, 2013 (edited) This mod has promise.I'm bookmarking this page,well done Lazarus! Edited May 18, 2013 by DarthVader Link to comment Share on other sites More sharing options...
Space_Coyote Posted May 18, 2013 Share Posted May 18, 2013 Hello, this is to inform you that I have downloaded the package and I do have the KW rocketry parts installed.. However when I go to launch the Falcon 9 Heavy the game craashes,. So I was wondering if there is an issue with jsut that rocket or the entire package?Also I looked for the hotfix and it points me back to the original link (Version 1l.0.. so Where is the 1.1 update?Space_Coyote Link to comment Share on other sites More sharing options...
LazarusLuan Posted May 19, 2013 Author Share Posted May 19, 2013 Good_Apollo:Quite right - the original purpose for making these models to begin with was to create realistically timed physics for a video project I'm working on and I did not take into consideration the difference between the size of kerbals and humans. I've redone the pack into two versions: large (3.75m) and small (2.5m) with lower-res textures for faster load times on the smaller version. Here are the new links: http://electrictomatoes.com/ksp/LazTekSpaceXLaunchPackSmall_1.0.ziphttp://electrictomatoes.com/ksp/LazTekSpaceXLaunchPackLarge_1.0.zip Link to comment Share on other sites More sharing options...
Recommended Posts