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


LazarusLuan

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I just got around to messing around with this mod. Why do some rocket .crafts use MJ and others don't? The README.txt doesn't meantion MJ. Falcon heavy is Fun to and easy to fly and good on my Computer/RAM. But I need to remember to do a Roll program to point the stack in the right direction to go into equatorial instead of polar orbit. Nice job LazarusLuan! The dragon 2 is OP, but I like it no complaints here.

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I just got around to messing around with this mod. Why do some rocket .crafts use MJ and others don't? The README.txt doesn't meantion MJ. Falcon heavy is Fun to and easy to fly and good on my Computer/RAM. But I need to remember to do a Roll program to point the stack in the right direction to go into equatorial instead of polar orbit. Nice job LazarusLuan! The dragon 2 is OP, but I like it no complaints here.

There shouldn't be any MechJeb requirements in the .crafts, but I may have accidentally left something in with my last testing. I've rebuilt them all with the lastest 2.0.1 build that I just uploaded.

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LOL you released the new one while I was testing the previous new one!

Looks great but Id really love to be able to turn that blue light off. It bugs the crap out of me because it's still illuminating the solar arrays, the trunk and anything close to it.

I love how you even implemented a proper secondary payload system too, that's awesome :D

Minor issue: If you re-enter at 4x acceleration and deploy the chute (in my case it was an emergency and the batteries were dead) the off-axis parachute system breaks off the capsule and your kerbals plummet to their doom.

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Looks very nice. I'm glad to have to update this frequently if it means more sexy new components!

And I tried the Dragon capsule with the regular Draco thrusters. It only took me to about 43km (highest apo was around 48km but it decayed before I got that far). This seems pretty reasonable - MJ tells me the delta-v is 2994a/3303v. Sounds just about right for a Dunar liftoff to LKO, and the mass of the capsule with its typical accessories seems right.

I think I'll be replacing my Apollo-style CSM that I use as an escape pod at my space station with a Dragon Rider, I just need to get it up there now.

Out of curiosity - can anyone tell me what the payload ratings are for the two different Falcon launchers? (My apologies if it's been answered already).

Edited by HeadHunter67
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Falcon Heavy is quoted on SpaceX's site(1) as capable of pushing 53 tonnes to LEO (that's double the payload of a Delta IV Heavy)

Falcon 9's quoted payload push to LEO (2) is 13.15 tonnes.

Darth: I think you are confusing Falcon Heavy with the Falcon X/ Falcon XX family which is the next (much larger) proposed phase up from Falcon 9 and uses a proposed new version of the Merlin engine.

Edited by MDBenson
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More importantly, does anyone have data on the in-game payload capabilities of these rockets? I'm not a mathematician so I don't know how they figure it out - but I have other (ugly) lifters rated at 20 tons, 100 tons, whatever to a given altitude. I guess I could try the RL weights and see.

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The Falcon 9 is pretty much as good as it's RL counterpart. I've used it to shove about 13t to a 90km orbit so far. The limiting factor is the upper stage Delta-V and circularisation but you can re-slant that using a shallower ascent profile. I'm just using MechJeb and whatever it was set to so I'm underusing the lower stage and relying a lot on the upper.

Looking at the numbers, the F9H should be able to push 30+ tonnes to LKO but I haven't managed to get it to hold together long enough to put up that kind of mass. I'm having (more) problems with the boosters detaching in the gravity turn.

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Thanks - that gives me something to extrapolate from. I'm considering using this as my primary vehicle for missions to my Space Station which is at a 100km orbit. So a little smaller payload size than that should be within parameters.

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This is a very nice mod you have here, ive been looking for a dragon 2 for a while now. One thing though, when I installed this mod, my log started getting spammed with

[Exception]: NullReferenceException

it seemed to slow the game down a fair amount and it only happened after I had installed this mod

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can someone tell me why during the loading screen after throwing the LazTekSpaceXLaunchPackHD_2.0 Folder into GameData, i turn the game on go threw the load screen and the loadbar gets all the way to the end. Then it just freezes, doesn't actually load up. Running a mid-2012 MBP i7 2.6 with 16gb on board, and a NVIDIA GeForce GT 650M, figured it would handle the HD version. Either way anyone have a fix?

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can someone tell me why during the loading screen after throwing the LazTekSpaceXLaunchPackHD_2.0 Folder into GameData, i turn the game on go threw the load screen and the loadbar gets all the way to the end. Then it just freezes, doesn't actually load up. Running a mid-2012 MBP i7 2.6 with 16gb on board, and a NVIDIA GeForce GT 650M, figured it would handle the HD version. Either way anyone have a fix?

Your computer stats really dont matter past a certain point. KSP is a 32bit program. It will only ever use around 3.5gb of memory, push it higher and the game will crash.

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Falcon Heavy is quoted on SpaceX's site(1) as capable of pushing 53 tonnes to LEO (that's double the payload of a Delta IV Heavy)

Falcon 9's quoted payload push to LEO (2) is 13.15 tonnes.

Darth: I think you are confusing Falcon Heavy with the Falcon X/ Falcon XX family which is the next (much larger) proposed phase up from Falcon 9 and uses a proposed new version of the Merlin engine.

I think I was getting my units confused, in the press conference Elon said 180,000 LB instead of 180 tons, my bad.

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oh wow had no idea, ok well then with that said, it still freezes up so does this not work at all if it should work on all basic systems?

Did you install it correctly? You put the LazTek folder(its in the DL folder titled "GameData") into GameData not the entire DL folder. Ships go into the VAB folder in the KSP main directorys ships folder.

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In my experience, most such crashes are the result of too many mods. Not a mod conflict as such, it's just that the engine preloads all mods and basically, once you get around 2GB of mod content, the game gets too full and pukes.

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Well in my experience, before I was using this mod I had bobcats American abd Soviet packs, lionheads ESA pack and all of the mars Landers, kethane, B9, the tanks and engines from kw, realistic fuels, the ULA pack, ISA map sat, remote tech and kerbx. I never had any problems with that setup, bar the occasional crash when using lots of B9 parts. But now I am not even using half of that, and I get RAM related crashes when starting up the game when using this mod! It crashes shortly after loading the parts for this mod, and it's always the same thing, it ran out of available memory.

I would love to use this, but if I can't load the game then I can't play with it

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Well in my experience, before I was using this mod I had bobcats American abd Soviet packs, lionheads ESA pack and all of the mars Landers, kethane, B9, the tanks and engines from kw, realistic fuels, the ULA pack, ISA map sat, remote tech and kerbx. I never had any problems with that setup, bar the occasional crash when using lots of B9 parts. But now I am not even using half of that, and I get RAM related crashes when starting up the game when using this mod! It crashes shortly after loading the parts for this mod, and it's always the same thing, it ran out of available memory.

I would love to use this, but if I can't load the game then I can't play with it

Are you using the HD or standard version, Chimer? The HD version is very large and the textures take up a LOT of RAM, that's why there's 2 versions of the mod.

Also I've taken to breaking up my KSP game into multiple installs for different mod groups (One for Spaceplanes, one for Testing new stuff, one for my Duna landing projects, one for Mun Landing projects, one for orbiting space stations etc.) The game can't handle many parts in flight at once anyway so doing all those things at once would make LKO in one install crash the game anyway I'm pretty sure ;)

I *am* going to check the debug log while it's running as it isn't as quick on my system as I think it ought to.

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Also I've taken to breaking up my KSP game into multiple installs for different mod groups (One for Spaceplanes, one for Testing new stuff, one for my Duna landing projects, one for Mun Landing projects, one for orbiting space stations etc.) The game can't handle many parts in flight at once anyway so doing all those things at once would make LKO in one install crash the game anyway I'm pretty sure.

I've been considering doing that. I have the Steam version so I don't think I can effectively "clone" installs, and I also don't have access to the older versions.

So I might just decide to invest in a copy from the KSP Store also. I love mods but having so many makes load times crazy - usually 6-10 minutes to load for me. :(

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I've been considering doing that. I have the Steam version so I don't think I can effectively "clone" installs, and I also don't have access to the older versions.

So I might just decide to invest in a copy from the KSP Store also. I love mods but having so many makes load times crazy - usually 6-10 minutes to load for me. :(

If you are using the steam version, just copy the ksp folder from steam and it works fine, it just doesn't auto update. I do that for having multiple installs, and always keep an old copy on hand for testing my mod to see how it works.

Are you using the HD or standard version, Chimer? The HD version is very large and the textures take up a LOT of RAM, that's why there's 2 versions of the mod.

Also I've taken to breaking up my KSP game into multiple installs for different mod groups (One for Spaceplanes, one for Testing new stuff, one for my Duna landing projects, one for Mun Landing projects, one for orbiting space stations etc.) The game can't handle many parts in flight at once anyway so doing all those things at once would make LKO in one install crash the game anyway I'm pretty sure ;)

I *am* going to check the debug log while it's running as it isn't as quick on my system as I think it ought to.

it was happening with both versions of the mod. The HD one just crashed the game quicker :D

Also check the log to see if you get the null exception message that I posted. It was spamming the log when I finally got the standard version to work and was slowing y the game down a fair bit

Edited by Chimer4
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If you are using the steam version, just copy the ksp folder from steam and it works fine, it just doesn't auto update. I do that for having multiple installs, and always keep an old copy on hand for testing my mod to see how it works.

Thanks for that advice - saves me a bit of money too. I'll have to back up or move my current install so I can download a "clean" 0.21 from Steam, from which I can clone new installs.

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