Guest Posted December 12, 2014 Share Posted December 12, 2014 If your talking about Dragon V1 then its a bug. It works fine for me.its the dragon v2.. Link to comment Share on other sites More sharing options...
Airlock Posted December 12, 2014 Share Posted December 12, 2014 Unfortunately, trying to develop the legs ended up being the hardest part of the package and held up its release for almost a month while I tested every way I could think of to have retractable landing legs work with the mass involved within KSP parts physics. I came to the conclusion that it simply can't be done with legs that actually use the landingleg module. Anything other than a solid, non-moving attachment broke apart with anything higher than around a 2m/s vertical speed upon contacting the ground. Performing a soft landing in the ocean just off the shore from the KSC returns the same amount of cash as landing it on the pad, so I'm going to have to go the ocean landing route for now. As for the gridfins, they are fully functional and make great retractable wings for jets and spaceplanes as well as SpaceX rockets. I have two smaller sizes that are included with the updated Launch Pack that I will upload for testing shortly. Here's an example of a spaceplane design that uses my new gridfins:http://electrictomatoes.com/ksp/screenshot5a.pngLazarus, any chance you could release the landing legs we saw in a few earlier BFR shots? Maybe someone else could take a crack at them. I'd really like to use them, if only for aesthetic purposes. Link to comment Share on other sites More sharing options...
LazarusLuan Posted December 12, 2014 Author Share Posted December 12, 2014 I changed the design of the model due to several requests to do so. As much as I liked making the opening hatch on the Dragon V2, the "correct" way to make capsules in KSP is with a solid model for the outer view and a rendered interior for the internal view. Having a rendered interior in the main capsule model kept me from being able to render the interior of the capsule in the internal model used for cockpit views accurately and added unnecessary geometry for KSP to process. Also, the windows are now able to glow when lights are on, just like the new Kerbal spaceplane cockpits. I'm keeping the opening hatch on the DragonRider included in the Historic Archive mod, however. Link to comment Share on other sites More sharing options...
g00bd0g Posted December 14, 2014 Share Posted December 14, 2014 When I open the example ships included they are not assembled correctly and explode on the launch pad or during staging. Am I doing something wrong or are there some updated ships somewhere? Thanks!edit. Using RO mod as well. Link to comment Share on other sites More sharing options...
GBLAKEM1999 Posted December 14, 2014 Share Posted December 14, 2014 hey ive just been wondering if youll ever make this mod compatible with remote tech because the probe core for the boosters a crap puts itself on local control so you don't need a relay system or anything which is nice when your just putting a system up but after that its annoying because I really only launch aboard a falcon 9. well just a question thanks Link to comment Share on other sites More sharing options...
Mecripp Posted December 14, 2014 Share Posted December 14, 2014 hey ive just been wondering if youll ever make this mod compatible with remote tech because the probe core for the boosters a crap puts itself on local control so you don't need a relay system or anything which is nice when your just putting a system up but after that its annoying because I really only launch aboard a falcon 9. well just a question thanksTry run a cfg like @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[ModuleSPU]]{ MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } }} So if any part has ModuleCommand will get the probecore. Link to comment Share on other sites More sharing options...
GeorgeG Posted December 16, 2014 Share Posted December 16, 2014 Is there an archive of these SpaceX files that will work in 23.0? That's the highest my computer can run the game. - GeorgeG Link to comment Share on other sites More sharing options...
Prismatech Posted December 18, 2014 Share Posted December 18, 2014 is 25 short time .25 version compatible wit 0.90 or must whait for fixed version Link to comment Share on other sites More sharing options...
Kerbal01 Posted December 20, 2014 Share Posted December 20, 2014 it should still work, its just parts. might need to change the version in the craft files from 24.2 to 90.0 though Link to comment Share on other sites More sharing options...
Astrosurf96 Posted December 29, 2014 Share Posted December 29, 2014 Forgive me if I'm new to this thread, first post here everMy superdracos seem to not be firing I have set it to activate via action groups and nothing happens, any ideas how to fix this? Link to comment Share on other sites More sharing options...
deepfield Posted December 31, 2014 Share Posted December 31, 2014 (edited) Wondering if this works with 0.90 and also if the docking ports work with the Chaka Monkey ports. Would fit perfectly into my program if so Edit: Sadly they do not work in 0.90. At least in career mode. The configs must be wonky because its reading a mass of n/a Edited December 31, 2014 by deepfield Link to comment Share on other sites More sharing options...
pg01202 Posted January 3, 2015 Share Posted January 3, 2015 No, it doesn't seem to work with 0.90. Launch crashes the game during initial loading and Exploration crashes when trying to open the VAB. Link to comment Share on other sites More sharing options...
LazarusLuan Posted January 6, 2015 Author Share Posted January 6, 2015 I've finished updating and testing the high res versions of the SpaceX kits and will begin posting up the .90 updates to all the SpaceX packs later today. Link to comment Share on other sites More sharing options...
GBLAKEM1999 Posted January 6, 2015 Share Posted January 6, 2015 Awesome can't wait! Link to comment Share on other sites More sharing options...
Sampa Posted January 6, 2015 Share Posted January 6, 2015 hmmm...seems interesting, I'll try this mod later when it is posted and after school! Link to comment Share on other sites More sharing options...
Guest Posted January 6, 2015 Share Posted January 6, 2015 I've finished updating and testing the high res versions of the SpaceX kits and will begin posting up the .90 updates to all the SpaceX packs later today.Thanks so much! Link to comment Share on other sites More sharing options...
LazarusLuan Posted January 7, 2015 Author Share Posted January 7, 2015 Updates for the SpaceX Launch Pack HD, Exploration Expansion HD and Historic Archive HD are now available for download from MediaFire, along with my new Colonial Transporter kit:SpaceX Launch Pack HD .90 [KSP 0.90]SpaceX Exploration Expansion HD .90 [KSP 0.90]SpaceX Colonial Transporter HD .90 [KSP 0.90]SpaceX Historic Archive HD .90 [KSP 0.90] Link to comment Share on other sites More sharing options...
Lurven Posted January 7, 2015 Share Posted January 7, 2015 Looks cool! Is the compatability with RSS/RO still working, has anyone tested that? Don't have the time to check tight now Link to comment Share on other sites More sharing options...
styckx Posted January 7, 2015 Share Posted January 7, 2015 Fantastic.. One of the best launch packs. Thanks! Link to comment Share on other sites More sharing options...
Nowater Posted January 7, 2015 Share Posted January 7, 2015 Juchuuu Link to comment Share on other sites More sharing options...
lextacy Posted January 7, 2015 Share Posted January 7, 2015 (edited) YAY!!! my favorite pack ever! My space program just happens to be at the timeline of Space X , need to test engines at year 2006Where is the low-res download links? Edited January 7, 2015 by lextacy Link to comment Share on other sites More sharing options...
Seria17hri11er Posted January 8, 2015 Share Posted January 8, 2015 Plans for CKAN? Please, pretty please. Link to comment Share on other sites More sharing options...
sp1989 Posted January 8, 2015 Share Posted January 8, 2015 Are you going to post the SD files soon for those of us that don't have super computer pretty please? Link to comment Share on other sites More sharing options...
drtedastro Posted January 9, 2015 Share Posted January 9, 2015 Hello to all.I finally have time to check this mod out. I created a clean 0.90 install and added the four laztek mods.I am getting an incredible amount of spam for all kinds of meshes this and verticies that.....https://www.dropbox.com/sh/56z29zrr0hh64w3/AACKkI_m49cU0IePzQ444uEza?dl=0the link has my ksp.log and output_log zipped files.If someone can tell me what i have done wrong I would be a happy camper.Cheers. Link to comment Share on other sites More sharing options...
Midanthrope Posted January 9, 2015 Share Posted January 9, 2015 Hello to all.I finally have time to check this mod out. I created a clean 0.90 install and added the four laztek mods.I am getting an incredible amount of spam for all kinds of meshes this and verticies that.....https://www.dropbox.com/sh/56z29zrr0hh64w3/AACKkI_m49cU0IePzQ444uEza?dl=0the link has my ksp.log and output_log zipped files.If someone can tell me what i have done wrong I would be a happy camper.Cheers.Yeah, getting the following when using only the Launch pack and use the Dragon Cargo Pod: [Error]: Actor::updateMassFromShapes: Compute mesh inertia tensor failed for one of the actor's mesh shapes! Please change mesh geometry or supply a tensor manually!This error I suspect will also occur with the Dragon Rider Capsule, however have not tested. This testing was done with no other mods at all except the launch pack and a fresh install of .90 x86 Windows. Link to comment Share on other sites More sharing options...
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