LazarusLuan Posted February 6, 2014 Author Share Posted February 6, 2014 I am using FAR, as I believe that building good looking rockets is a lot more rewarding with FAR. There is really not much point to nice fairing without.However, I decided to start a copy of KSP without FAR, to see what the crafts looked like.And they are very nice. This really is some of the best looking stuff I've seen for KSP.But I still have issues.For example, I can't launch the Falcon Heavy. The engines on the side boosters won't ignite. Result: A spectacular launch failure. With FAR enabled I noticed that the Faclon Heavey nose cone is also causing rockets to tumble... So that is not FAR compatible either. I do like the legs a lot though... But where are those small legs that come out of the bottom of the upper stage (see the second picture of the first post)?. I can't seem to find them in my parts list...Are you having an issue launching the Falcon Heavy with the RO, or is it just my regular mod pack? Link to comment Share on other sites More sharing options...
Krist Posted February 6, 2014 Share Posted February 6, 2014 Are you having an issue launching the Falcon Heavy with the RO, or is it just my regular mod pack?With RO you mean "Realism Overhaul?". No, I don't have that. I just have FAR, and R as "realism enhancing" mods... Link to comment Share on other sites More sharing options...
woot Posted February 7, 2014 Share Posted February 7, 2014 I love this mod, but am having some trouble with it. The Dragon capsule has an inherent roll to it, which isn't a big deal except when you're trying to fly the pod by itself. The air intake nosecone is also very difficult to line up, making it a necessity to begin any new construction by loading the already-built version that comes with the mod. It would be great if I could also start from scratch. It seems it would be much better if the nosecone were a single part rather than 4 separate ones.Monopropellant doesn't play nice with staging (i.e., doesn't follow the rules of fuel cross-feeding and such), so this mod will be even better if Squad fixes that. Link to comment Share on other sites More sharing options...
LazarusLuan Posted February 21, 2014 Author Share Posted February 21, 2014 New update 2.3.2 is available! Everything should be more stable and compatible with Farram and the Realism Overhaul. Links are on the first page of this thread - please try and let me know how it works. I'm working on new instructional vids to help with any construction questions. Link to comment Share on other sites More sharing options...
Scripto23 Posted February 22, 2014 Share Posted February 22, 2014 This is awesome! Thanks for the updates. I really like those new pics on the first page and the new upper stage landing legs are perfect. I'm going to play around with this some more later today and also release an update for my realism overhaul/rescale of the pack. Link to comment Share on other sites More sharing options...
woot Posted February 22, 2014 Share Posted February 22, 2014 Thanks for the update. I haven't tried it out yet, since I neglected to alter my existing designs so they wouldn't be broken by the update. Any chance of a 2.3.1 download to save all my work? It's just the old Merlin setup that was overwritten that's causing my old designs to be lost. Link to comment Share on other sites More sharing options...
Virtualgenius Posted February 22, 2014 Share Posted February 22, 2014 Tried to update and after I did I couldnt load any preconfigured ships so rolled back would there be a ship that has the old parts still installed possibly the explorer that would be doing this Link to comment Share on other sites More sharing options...
Scripto23 Posted February 22, 2014 Share Posted February 22, 2014 (edited) Tried to update and after I did I couldnt load any preconfigured ships so rolled back would there be a ship that has the old parts still installed possibly the explorer that would be doing thisThe part that was the heatshield with the included command probe is no longer in the pack (it's a new part that is just a heatshield). That is probably what is causing the ships to not load.Edit: I've found another part that doesn't seem to be FAR compatible. I did two identical launches, with the only difference being the solar panel covers. One launch had the title of "Dragon 2 Solar Panel Cover" and the other launch I modified the cfg to make the title "Dragon 2 Solar Panel Cover Fairing" and noticed a reduction of ~300deltaV to orbit (with RSS) with the latter. I think the stock panel covers are not actually "covering" the solar panels from drag with FAR. FAR searches titles for words like "cargo bay" and "fairing" so this seems to make a difference because 300deltaV is too high a number to be accounted for by simple error.Also, the "Falcon Flight Control System" (gold colored control piece) makes any rocket it's attached to wildly unstable. I have no idea why, I think it might also be a FAR issue but the part is almost no different from the heatshield part which doesn't cause instability. I tried the same rocket without FAR and it became stable, so for some reason FAR doesn't like this one specific part. I think I'll post in the FAR thread to see if anyone knows.Edit 2: just to clarify, I think these were preexisting conditions and not caused by the recent update. Edited February 22, 2014 by Scripto23 Link to comment Share on other sites More sharing options...
Woodstar Posted February 22, 2014 Share Posted February 22, 2014 the explorer .craft file says locked or invalid parts when i try to load it. Link to comment Share on other sites More sharing options...
Virtualgenius Posted February 23, 2014 Share Posted February 23, 2014 (edited) So we either need updated craft files for the explorer vehicle or build your own, I dont use FAR seems like to much trouble as everything doesnt seem to be compatibleEdit: I went back to my backup install and figured out how to rebuild the explorer craft replacing the old redundant parts for rthe new parts there are some problems the old model doesn't wobble the new one oscillates wildly it also has a roll problem where as the old model flies straight as an arrow no roll no oscillation. I created the bottom two stages from the falcon heavy using a sub-assembly then attached to an explorer replica from the old model using the new replaced parts Edited February 23, 2014 by Virtualgenius Link to comment Share on other sites More sharing options...
LazarusLuan Posted February 23, 2014 Author Share Posted February 23, 2014 Thanks for the feedback! Explorer Pack update on its way tonight to see if we can get rid of any .craft problems. Link to comment Share on other sites More sharing options...
Scripto23 Posted February 23, 2014 Share Posted February 23, 2014 For anyone interested I've updated my Realism Overhaul of the LazTek SpaceX pack. Link can be found in my sig. Link to comment Share on other sites More sharing options...
Mekan1k Posted February 23, 2014 Share Posted February 23, 2014 Any one make a texture reduction cfg file for this mod? I love it, but right now I don't use most of it because I have a ton of other mods and I need the space.... Link to comment Share on other sites More sharing options...
Scripto23 Posted February 23, 2014 Share Posted February 23, 2014 Any one make a texture reduction cfg file for this mod? I love it, but right now I don't use most of it because I have a ton of other mods and I need the space....Already exists. The link on the first page to the non HD download is essentially a texture reduction pack. Link to comment Share on other sites More sharing options...
Scripto23 Posted February 26, 2014 Share Posted February 26, 2014 (edited) Laz, in the process of doing my rescale of your (wonderful) mod I found a discrepancy in the proportions of the main tank/first stage. I noticed that the rocket looked a little "short" compared to images of the Falcon 9v1.1 sitting on the launch pad and in scale drawings. Sources have the length of the first stage (including engine shroud and engines, but not the interstage) as 42 meters and a diameter of 3.66 meters. With everything in your mod rescaled to 1:1 so the diameter is 3.66m, the length of the first stage is only ~36m. The length/diameter of all the other components and stages line up perfectly. So for my rescale I added the following lines which corrected the issue. This also matched up to the appropriate size tank to represent the correct volume and mass of fuel that is used. MODEL{ model = LazTek/Parts/LazTekFalconMainTank/model scale = 1.2, 1.407, 1.2}@node_stack_top = 0.0, 19.71207, 0.0, 0.0, 1.0, 0.0, 4@node_stack_bottom = 0.0, -19.698, 0.0, 0.0, 1.0, 0.0, 4@node_attach = 0.0, 0.0, 1.805, 0.0, 0.0, -1.0, 1@rescaleFactor = 1Just thought you might like to know.Also a very minor detail, The very first Falcon 9 had huge "SPACEX" written in big bold letters up the side . That looked great until the first tanking test. The LOX in the upper tank formed white frost on the white tank, resulting in the disappearance of the first three letters. Spectators were treated to a gigantic phallic machine with "-CEX" written up the side. All subsequent F9s had smaller writing that only covered the non-cryogenic RP-1 tank which is only on the lower half. Not really necessary to change in the mod, just an interesting fact. Edited February 26, 2014 by Scripto23 Link to comment Share on other sites More sharing options...
LazarusLuan Posted March 1, 2014 Author Share Posted March 1, 2014 (edited) I've updated the Exploration Expansion Kit on Space Port with these changes: ************Changes to SpaceX Exploration Expansion Kit 1.1:Dragon Docking Trunk - Removed attachment points for Solar Panel Covers to improve aerodynamics and make compatible with newest version of SpaceX Launch Pack.Dragon Habitat - Removed attachment points for Solar Panel Covers to improve aerodynamics and make compatible with newest version of SpaceX Launch Pack.Dragon Retractable Nose - Completely redesigned to stack as one part on top of Dragon 2 Capsule after Docking Ring has been attached. Aerodynamics have been improved.Dragon Retractable Panel Cover - Now surface attaches to solar panels on Dragon HabitatExplorer Heat Shield - Replaces old Dragon Shield with lower physics requirementsSpaceX Explorer Tank - An optional 2/3 height main fuel tank has been added that shortens the center stage of Falcon Heavy and Explorer assemblies for greater atmospheric control and stablity.Habitat Landing Leg - Replaced old upper landing leg with a completely new design that increases stability on all surfaces and remains aerodynamic while retracted.SuperDraco PulseJet Nacelle - Fixed lack of emissive glow from engines************Included with this package:PARTS -Dragon Docking Trunk (Designed to allow attachent of docking ring to top, has extra monopropellent fuel)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 Monopropellant Tank (400 surface-attachable units of monopropellant fuel)Dragon Retractable Nose (Maintains areodynamicism of Dragon 2 capsule for return orbits from surfaces with heavy atmospheres, while providing intake ducts for SuperDraco/PulseJet hybrid engines.)Dragon Retractable Panel Cover (Fits over solar panals and may be toggled to maintain aerodynamics when entering planetary atmospheres.)Explorer Shield (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.)Explorer Main Tank (An optional 2.5-meter center fuel tank that is shorter than the regular Falcon Main Tank by 1/3, increasing aerodynamic control and stability.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 plantary surfaces.)SHIPS -LT SpaceX Dragon Explorer - 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: 5-ladder 6-hatch 7-Science! 8-retractable nose cone 9-retractable solar panel covers 0-solar panels. Use 4 key to disengage booster engines before separation, use 1, 2 and 3 keys to switch between 1-, 3- and 5-engine configurations for stage returns.)NOTES -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. You may do this yourself by rotating the capsule by 45 degrees, attaching the engines and then rotating the capsule back 45 degrees.Additionally, I've reduced the graphics overhead a bit on both versions of the kit. I am currently running both versions in separate installations with several popular mods to test for compatibility and have found none with Clouds and City Lights, Ferram Aerospace, Kerbal Attachment System, MechJeb, etc... Please inform me of any issues found. Edited March 1, 2014 by LazarusLuan Link to comment Share on other sites More sharing options...
LazarusLuan Posted March 1, 2014 Author Share Posted March 1, 2014 Laz, in the process of doing my rescale of your (wonderful) mod I found a discrepancy in the proportions of the main tank/first stage. I noticed that the rocket looked a little "short" compared to images of the Falcon 9v1.1 sitting on the launch pad and in scale drawings. Sources have the length of the first stage (including engine shroud and engines, but not the interstage) as 42 meters and a diameter of 3.66 meters. With everything in your mod rescaled to 1:1 so the diameter is 3.66m, the length of the first stage is only ~36m. The length/diameter of all the other components and stages line up perfectly. So for my rescale I added the following lines which corrected the issue. This also matched up to the appropriate size tank to represent the correct volume and mass of fuel that is used. MODEL{ model = LazTek/Parts/LazTekFalconMainTank/model scale = 1.2, 1.407, 1.2}@node_stack_top = 0.0, 19.71207, 0.0, 0.0, 1.0, 0.0, 4@node_stack_bottom = 0.0, -19.698, 0.0, 0.0, 1.0, 0.0, 4@node_attach = 0.0, 0.0, 1.805, 0.0, 0.0, -1.0, 1@rescaleFactor = 1Just thought you might like to know.Also a very minor detail, The very first Falcon 9 had huge "SPACEX" written in big bold letters up the side . That looked great until the first tanking test. The LOX in the upper tank formed white frost on the white tank, resulting in the disappearance of the first three letters. Spectators were treated to a gigantic phallic machine with "-CEX" written up the side. All subsequent F9s had smaller writing that only covered the non-cryogenic RP-1 tank which is only on the lower half. Not really necessary to change in the mod, just an interesting fact.You are correct. I found no way to fly the main stage consistently through the atmosphere (and this was before I even tried Ferram Aero) with the full scale length of the main tank, so I kept testing shorter and shorter tanks until I found an island of stability at the current length. This problem becomes even more apparent when flying the Explorer configuration. The instability with Ferram prompted me to create a 2/3 length Explorer main tank to allow consistent launches. Link to comment Share on other sites More sharing options...
Scripto23 Posted March 1, 2014 Share Posted March 1, 2014 You are correct. I found no way to fly the main stage consistently through the atmosphere (and this was before I even tried Ferram Aero) with the full scale length of the main tank, so I kept testing shorter and shorter tanks until I found an island of stability at the current length. This problem becomes even more apparent when flying the Explorer configuration. The instability with Ferram prompted me to create a 2/3 length Explorer main tank to allow consistent launches.Interesting. Since the updates you have made I have noticed zero instability when flying all rockets even after I stretched the tank to make it full size. This is with using FAR, I have not tried it with stock KSP, but usually if something is stable with FAR it is even more stable in stock. The only remaining FAR issue is a very minor one which I mentioned in a previous post about the solar panel covers not shielding the solar panels from drag, which is a very easy remedy of just adding the word "fairing" to the title of the part. I haven't played around with the Explorer configuration too much yet, but will try it out some more today. Link to comment Share on other sites More sharing options...
LazarusLuan Posted March 1, 2014 Author Share Posted March 1, 2014 Interesting. Since the updates you have made I have noticed zero instability when flying all rockets even after I stretched the tank to make it full size. This is with using FAR, I have not tried it with stock KSP, but usually if something is stable with FAR it is even more stable in stock. The only remaining FAR issue is a very minor one which I mentioned in a previous post about the solar panel covers not shielding the solar panels from drag, which is a very easy remedy of just adding the word "fairing" to the title of the part. I haven't played around with the Explorer configuration too much yet, but will try it out some more today.I forgot to mention that I never had problems with the Falcon 9 v1.1 config with a full-length main tank - it would only present itself as a problem with the Heavy configurations and especially with the Explorer using FAR. Even then it was while using MechJeb, not manual control. Since I created this mod to allow me to make demonstration videos for SpaceX for YouTube, I needed MechJeb to be able to recreate the same launch and landings over and over to allow me to shoot from multiple angles. The next version of KSP will make this all irrelevant, since it is going to Unity 4.4 and a completely different way of connecting parts by using anchor points established in Unity and then referenced in the .cfg files with various attributes that can be assigned to each joint. This will allow parts to become one, act as a swivel joint, etc. by assigning values to the anchor points. So, the next full update will have different physics and allow me to exactly duplicate the RL proportions of SpaceX's main tank, along with letting me get rid of any struts that I currently use to keep the engine housing from breaking. Link to comment Share on other sites More sharing options...
Scripto23 Posted March 1, 2014 Share Posted March 1, 2014 I forgot to mention that I never had problems with the Falcon 9 v1.1 config with a full-length main tank - it would only present itself as a problem with the Heavy configurations and especially with the Explorer using FAR. Even then it was while using MechJeb, not manual control. Since I created this mod to allow me to make demonstration videos for SpaceX for YouTube, I needed MechJeb to be able to recreate the same launch and landings over and over to allow me to shoot from multiple angles. The next version of KSP will make this all irrelevant, since it is going to Unity 4.4 and a completely different way of connecting parts by using anchor points established in Unity and then referenced in the .cfg files with various attributes that can be assigned to each joint. This will allow parts to become one, act as a swivel joint, etc. by assigning values to the anchor points. So, the next full update will have different physics and allow me to exactly duplicate the RL proportions of SpaceX's main tank, along with letting me get rid of any struts that I currently use to keep the engine housing from breaking.Oh, that will be a very welcome update, good to know! Have you posted any youtube videos other than what is already linked in the OP?Have you tried using ferram's Kerbal Joint Reinforcement mod? It's pretty much the only thing that allows one to build rockets in RSS with the way joints are currently setup. After installing that mod I have not had to use a single strut, even on massive rockets. Link to comment Share on other sites More sharing options...
LazarusLuan Posted March 1, 2014 Author Share Posted March 1, 2014 Oh, that will be a very welcome update, good to know! Have you posted any youtube videos other than what is already linked in the OP?Have you tried using ferram's Kerbal Joint Reinforcement mod? It's pretty much the only thing that allows one to build rockets in RSS with the way joints are currently setup. After installing that mod I have not had to use a single strut, even on massive rockets.Good point - that mod been a great stop gap for the breaking engines for the past few months while waiting for the new anchor point system. I just prefer to stick with stock parts when I make craft files to eliminate any requirements for additional mods to allow them to load. Link to comment Share on other sites More sharing options...
Virtualgenius Posted March 2, 2014 Share Posted March 2, 2014 (edited) I may have found a bug the Hybrids are not auto switching I will clarify this they work fine if you take off from the launchpad however if your in orbit they dont auto switch from air to rocket, and the capsule is only starting off with half fuel for some reason if you check it on the launchpad Edited March 2, 2014 by Virtualgenius Link to comment Share on other sites More sharing options...
KevinWI Posted March 15, 2014 Share Posted March 15, 2014 I need some operational guidance (aka noob question).I can land the Explorer habitat and the Dragon 2 on the Mun, but are they supposed to have enough fuel to return to Kerbin? Link to comment Share on other sites More sharing options...
Sunshine Posted March 17, 2014 Share Posted March 17, 2014 This might have been asked before, so my apologies for not reading 50 pages Would you be interested in creating the Falcon 1 as well? I think it is a magnificent rocket and for some payload, the Falcon 9 is totally over-powered.Also, it would render the current Falcon fleet complete! Great work on the Falcon9/Dragon by the way. Fantastic detail and quality! Link to comment Share on other sites More sharing options...
Scripto23 Posted March 17, 2014 Share Posted March 17, 2014 I need some operational guidance (aka noob question).I can land the Explorer habitat and the Dragon 2 on the Mun, but are they supposed to have enough fuel to return to Kerbin?You should use something like mechjeb or kerbal engineer to tell you your craft's deltaV, then compare that to one of the deltaV charts available to make sure that your ship's deltaV is equal to or greater than what is required.This might have been asked before, so my apologies for not reading 50 pages Would you be interested in creating the Falcon 1 as well? I think it is a magnificent rocket and for some payload, the Falcon 9 is totally over-powered.Also, it would render the current Falcon fleet complete! Great work on the Falcon9/Dragon by the way. Fantastic detail and quality!Laz did express interest in the Falcon 1. He mentioned (in post #310) that he was interested in creating some "historical" crafts one of which was the Falcon 1. Link to comment Share on other sites More sharing options...
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