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


LazarusLuan

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which I haven't seen in KSP before and don't know how good they would look connected to smaller components with a 7m-3.75m adapter. I realize the correct scaled down size in KSP for 10m is really 6.67m, but I found 7m to work better for me. I considered doing a 5-meter pack, but there aren't any plans currently at SpaceX to create a 7.5-meter diameter fuselage.

Frizzank is working on a few 7.5m parts. Maybe you should go for 7.5m instead of 7, as that would make it fit with the standard 1.25m increments?

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I'm going to make the windows work a little differently on all my future builds, so they don't allow you to see inside unless you open the hatch. The MCT is designed with 100 individual zip-up compartments on 6 decks with the ability to allow various configurations of open and closed dividers for different living arrangements during the 6-month journey. Modeling the interior is currently taking the most amount of time to build.

How could the ship you just showed fit 100 people?

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How could the ship you just showed fit 100 people?

Easy question...

They are all connected like lego.

It's the new Elon Musk Tardis....

We liquefy the Kerbonauts before we pour them in...

We use a special dehydration process and we put a sign on the outside of the capsule that says: "Just Add Water".

CaptRobau,

Just kidding. Not making fun at you in particular, just that the question opened up so many opportunities to make people smile. I just could not resist my self.

Regards,

Edited by Prowler_x1
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This may be a silly question but I am going to ask it anyway, as I am a silly man.

Why does the capsule fuselage have so many large windows if every traveler is in a pod? Knowing quite a bit of engineering, I can say that windows tend to weaken the fuselage and also make it really heavy at the same time.

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Laz,

In the spirit of collaboration and the challenge of fooling everyone, may I suggest stacking all the pods in the center of the vessel where they are safer from radiation. Also, the vessel might be spinning on a rotational axis to generate gravity. This could allow the pods to rotate 90 deg to a bow to stern config. This would give much more room for other accommodations and essentials.

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It looks like there are some issues with the new Dragon V2 part.

- Kraken invoking: If using the capsule, flight cannot be reverted, at all.

- After loading the capsule it's engine is not listed in staging (Bug or feature?), only way to use it is to manualy activate it.

- Even after manualy activating engine, it's still not starting until hitting menu button and getting back (Esc).

- As default, gear is not bound to gear action-group.

- From log, there is issue with playing "disabled audio source", and TAC Life Support is seemingly loaded at random points. Might be kraken inducing.

Except above, stellar job. Hope we will get at some point nice IVA with RPM support.

EDIT:

There is generally some wonkiness happening after loading the vessel with DragonV2. Game refuses to save, and even the gear cannot be deployed without hitting menu and back.

Last time i had simmiliar issue, it was related to lack of IVA RPM files for one of the Porkwork habitat modules, making staging also dissapear, but this time i dont see any errors in log.

EDIT2: It seems it's not any kind of mod interfering problem, same behaviour happens on stock. Can't revert flight, no staging visible. Suspicious output log:

[WRN 19:57:03.357] Part LazTekDragonV2 cannot load module #20. It only has 20 modules defined

[WRN 19:57:03.357] PartModule is null.

[WRN 19:57:03.358] Part LazTekDragonV2 cannot load module #21. It only has 20 modules defined

[WRN 19:57:03.359] PartModule is null.

[WRN 19:57:03.359] Part LazTekDragonV2 cannot load module #22. It only has 20 modules defined

[WRN 19:57:03.360] PartModule is null.

[WRN 19:57:03.366] Part LazTekDragonV2Nosecone cannot load module #1. It only has 1 modules defined

[WRN 19:57:03.366] PartModule is null.

[WRN 19:57:03.367] Part LazTekDragonV2Nosecone cannot load module #2. It only has 1 modules defined

[WRN 19:57:03.368] PartModule is null.

[LOG 19:57:03.369] [untitled Space Craft]: landed - waiting for ground contact to resume physics...

...

...

...

[LOG 19:57:11.647] [untitled Space Craft]: ground contact! - error: -0.178m

[LOG 19:57:11.648] Unpacking Untitled Space Craft

[LOG 19:57:11.657] Part: SpaceX Dragon V2 Capsule Transforms: 108

[LOG 19:57:11.661] SpaceX Dragon V2 Capsule: Geometry model created; (...)

[LOG 19:57:11.664] Part: SpaceX Dragon V2 Capsule Transforms: 108

[LOG 19:57:11.666] Part: Dragon V2 Nose Cone Transforms: 14

[LOG 19:57:11.667] Dragon V2 Nose Cone: Geometry model created; (...)

[LOG 19:57:11.683] Part: SpaceX Dragon V2 Capsule Transforms: 124

[LOG 19:57:11.685] Part: Dragon V2 Nose Cone Transforms: 14

[LOG 19:57:11.686] Dragon V2 Nose Cone: Geometry model created; (...)

[LOG 19:57:11.688] Template: structural YmaxForce: 184.130535438212 XZmaxForce: 52.026326061259

[LOG 19:57:11.689] Part: Dragon V2 Nose Cone Transforms: 14

[LOG 19:57:11.745] Stagnation Pressure Coefficient Curve Initialized

[LOG 19:57:11.746] Stagnation Pressure Curve Initialized

[LOG 19:57:46.426] Game Paused!

[LOG 19:57:47.358] Game Unpaused!

[WRN 19:57:47.358] Can not play a disabled audio source

Edited by koksny
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Prowler_X1: STOOOOOP! You managed to do a septuble post. Please be considerate and merge your posts. Double posts and multi posts are frowned upon, as they take up a lot of space.

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Prowler_X1: STOOOOOP! You managed to do a septuble post. Please be considerate and merge your posts. Double posts and multi posts are frowned upon, as they take up a lot of space.

Wasmic,

Thanks for sharing your opinion towards my posts. I will be more considerate next time and merge my posts. I should point out to you too that your threats and conspiracy theories are breaking the forum rules. Out of good will and peaceful resolution, I am posting a link to the official forum rules.

Oh and the term is "septuple", don't know what "septuble" means.

http://forum.kerbalspaceprogram.com/threads/30064-Community-Rules-October-27th-2013

Regards and best wishes...

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Wasmic,

Thanks for sharing your opinion towards my posts. I will be more considerate next time and merge my posts. I should point out to you too that your threats and conspiracy theories are breaking the forum rules. Out of good will and peaceful resolution, I am posting a link to the official forum rules.

Oh and the term is "septuple", don't know what "septuble" means.

http://forum.kerbalspaceprogram.com/threads/30064-Community-Rules-October-27th-2013

Regards and best wishes...

I believe that you're referring to ths part of the rules:

2.2 Forbidden content

Messages which contain or link to the following are explicitly forbidden:

Piracy or discussion of piracy;

Discussions of a political, ideological or religious nature;

Adult content, such as nudity, sexually suggestive or explicit images, gore and drugs;

Harassment of other users or staff, this includes insulting, threatening, stalking, racism, sexism and impersonation as well as posting private conversations;

Vulgarity and profanity;

Conspiracy theories;

Links to commercial initiatives; and

Roleplaying.

I have underlined the things that you have falsely accused me of. I have not discussed any conspiracy theories in my previous post, or any other post I have ever made on these forums. Neither have I threatened you or anyone else. I believe that you're referring to this:

Double posts and multi posts are frowned upon
which simply means that people don't like multi-posts. Oh, and if you want to criticize my spelling, you should at least make sure that your own spelling is perfect, nothing less. Otherwise, you'll just come off as a jerk, even if you are not.

So please make sure that you actually understand the rules and know what a conspiracy theory is.

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Wasmic,

Please don't be upset. I appreciate your posts. Out of good will I have merged my Multi-post to comply with everyone's viewing pleasure.

Anyway, as we are boring everyone in this thread since we drifted off topic. I suggest we talk about the amazing work Laz has collaborated in the past few days. Did you read up on the 7m to 7.5m request or the window question?

Regards,

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LOL this is to funny but back to the Dragon :wink:

Yeah. Now that we have the Dragon, a trunk for it would come in handy, too. How's that going?

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It looks like there are some issues with the new Dragon V2 part.

- Kraken invoking: If using the capsule, flight cannot be reverted, at all.

- After loading the capsule it's engine is not listed in staging (Bug or feature?), only way to use it is to manualy activate it.

- Even after manualy activating engine, it's still not starting until hitting menu button and getting back (Esc).

- As default, gear is not bound to gear action-group.

- From log, there is issue with playing "disabled audio source", and TAC Life Support is seemingly loaded at random points. Might be kraken inducing.

Except above, stellar job. Hope we will get at some point nice IVA with RPM support.

EDIT:

There is generally some wonkiness happening after loading the vessel with DragonV2. Game refuses to save, and even the gear cannot be deployed without hitting menu and back.

Last time i had simmiliar issue, it was related to lack of IVA RPM files for one of the Porkwork habitat modules, making staging also dissapear, but this time i dont see any errors in log.

EDIT2: It seems it's not any kind of mod interfering problem, same behaviour happens on stock. Can't revert flight, no staging visible. Suspicious output log:

I'm sorry - I can't reproduce ANY of these issues, other than the fact that like my previous version of the Dragon, it can't use the "real" landing gear module since the four feet are built in and requires the landing gear animation be bound to the Gear function in the VAB.

Is anyone else having these other problems?

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I'm sorry - I can't reproduce ANY of these issues, other than the fact that like my previous version of the Dragon, it can't use the "real" landing gear module since the four feet are built in and requires the landing gear animation be bound to the Gear function in the VAB.

Is anyone else having these other problems?

Well, so it looks like its some interfere problem, i'll check it in moment on fresh install. Meanwhile, there is same issue reported on Reddit:

Alion86 4 punkty 7 godzin temu

Nice! It looks and handles great, but I encountered a few bugs. Every time I load a vehicle with the Dragon V2 the staging menu on the left side is not there. When I hit space nothing happens. Sometimes the bug can be fixed my manually activate your main engine.

Obviously that's not a biggest issue, but inability to revert flight is kind of gamebreaking.

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Well, so it looks like its some interfere problem, i'll check it in moment on fresh install. Meanwhile, there is same issue reported on Reddit:

Obviously that's not a biggest issue, but inability to revert flight is kind of gamebreaking.

Hate to break it to you, but it's NOT the Dragon v2 that is causing issues. You've got some incompatibility somewhere, but LazTek is simply parts. There are no module dependencies besides stock to begin with. Going to have to find the problem elsewhere, it's not with Laz.

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Hate to break it to you, but it's NOT the Dragon v2 that is causing issues. You've got some incompatibility somewhere, but LazTek is simply parts. There are no module dependencies besides stock to begin with. Going to have to find the problem elsewhere, it's not with Laz.

Indeed, but trying to pinpoint the one incompatible mod is quite problematic when it's around 30-40 loaded. I'm trying disabling one after another to find the culprit, but no luck yet.

EDIT:

Ok, so at this moment i have fresh install of KSP 0.23.5, there are only Squad, Nasa and LazTek files in GameData folder, and all previously reported bugs still happen. Cant revert flight, staging gone, full stock. Any help?

Log below:

[LOG 00:42:25.829] [untitled Space Craft]: Ready to Launch - waiting to start physics...

[LOG 00:42:25.836] Crewmember Jebediah Kerman assigned to SpaceX Dragon V2 Capsule, seat # 0 (crew seat index: 0)

(...)

[LOG 00:42:25.852] Cannot find InternalPart 'DragonCommand'

[EXC 00:42:25.857] ArgumentException: The thing you want to instantiate is null.

[WRN 00:42:25.894] [FlagDecal Warning!]: Flag quad object is given as flagSurface, but no object found in model with that name

[ERR 00:42:25.987] Cannot find a Module of typename 'TacLifeSupport'

[ERR 00:42:25.987] ScenarioModule is null.

[LOG 00:42:29.564] [VesselSpawner]: New object found!

[LOG 00:42:29.565] Flyby orbit Created: Pe = 21,642,390m, dV = 292m/s

[ERR 00:42:29.698] PrefabParticleFX: Cannot find transform of name 'smokePoint'

[LOG 00:42:29.751] [PlanetariumCamera]: Focus: Untitled Space Craft

[LOG 00:42:30.227] [Progress Node Reached]: Orbit

[LOG 00:42:30.229] [Progress Node Reached]: Sun

[LOG 00:42:30.229] [Progress Node Complete]: Orbit

[LOG 00:42:30.660] [untitled Space Craft]: ground contact! - error: 0.141m

And that's from, unfortunately, stock install, brand new save.

EDIT2:

And there is another report of same problem from Reddit. Looks like it might be direct problem with LazTek part.

vladgari1 1 punkt 5 godzin temu

I just tried once but it seems to mess up the game, there is no staging, i can't control throttle and velocities are going crazy. Right clicking on things and activating them manually still works. Is anyone having the same issues? (i am on a mac btw)

And as i wrote earlier - it's very similiar problem to what was happening when Porkworks Habitat Pack had badly configured interiors. So i would wildly guess there is problem with IVA config/dependency somewhere.

[WRN 01:02:44.879] Can not play a disabled audio source

[EXC 01:03:33.167] NullReferenceException

EDIT3:

Checked also HD and non HD version. Same. Looks like i'm not gonna play with new shiny Dragon.

Edited by koksny
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Indeed, but trying to pinpoint the one incompatible mod is quite problematic when it's around 30-40 loaded. I'm trying disabling one after another to find the culprit, but no luck yet.

EDIT:

Ok, so at this moment i have fresh install of KSP 0.23.5, there are only Squad, Nasa and LazTek files in GameData folder, and all previously reported bugs still happen. Cant revert flight, staging gone, full stock. Any help?

Log below:

And that's from, unfortunately, stock install, brand new save.

EDIT2:

And there is another report of same problem from Reddit. Looks like it might be direct problem with LazTek part.

And as i wrote earlier - it's very similiar problem to what was happening when Porkworks Habitat Pack had badly configured interiors. So i would wildly guess there is problem with IVA config/dependency somewhere.

Well, gonna eat a bit of crow...You need the LazTek launch pack installed too, specifically the interior for the other Dragon pod.

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Well, gonna eat a bit of crow...You need the LazTek launch pack installed too, specifically the interior for the other Dragon pod.

Oh, thank you! I'm sorry, i have never yet used LazTek mods, wasn't expecting it's not standalone part. That's it for 99%, i guess it would be nice to get some big and red disclaimer for other people on front page (Since i'm pretty sure it was written somewhere but i just didn't noticed in rush to play with new parts)

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I'm pretty sure Elon likes the shiny magnesium/titanium alloy interior walls he likes to show off in his DragonRider mockup and the flight test-ready Dragon V2 that was just unveiled, but if he starts putting padding into future models, I'll certainly make the adjustment.

Does this mod completely eliminate the need for surface-mounted RCS?

I think I'll do a video for the trunk and solar panels first and do the livestream on a future project.

The parts in the KSP universe have been reduced roughly 15-20% from their real-life counterparts, so while I actually model all my parts to have the correct 3.6-meter fuselage diameter, I reduce this to 85% in each part.cfg file, creating parts designed to fit on KSP's 2.5m fuselage. My soon-to-be-released SpaceX Super Heavy Lift/Ultra Heavy Lift packs have 3.75- and 7-meter fuselages in KSP, reduced from the real diameters of these planned SpaceX launch platforms of 5 and 10 meters, respectively.

Yes - now that I've seen the actual design direction Elon chose for the new Dragon V2, which is very close to the direction I took on the Mars Colonial Transporter:

http://electrictomatoes.com/ksp/screenshot29a.png

The collision node I made for the Dragon V2 has almost exactly the same proportions and shape as the one I created for the MCT mockup I recently created, so I'm very comfortable going forward with this design after seeing the new capsule.

Might I ask or request for a Falcon Heavy configuration MCT to for us RSS guys (since that is the calculated way to get 100 tons to Duna/Mars) and because Awesomeness? :D

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