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[1.7.2] KK Launchers - Delta, Atlas Pack


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41 minutes ago, Kartoffelkuchen said:

Yes, it's today (22nd)! :) I can't think of a better birthday present than a landed Falcon first stage! THANK YOU SpaceX!! :)))

I couldn't agree more! Happy birthday Kartoffelkuchen :D

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Also,I found that the connection between the landing leg and the first stage isn't strong enough, a few landing attempts failed due to the strange movement of the landing legs after I successfully landed the first stage……Anyone have the same feeling?

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And I also fly a OG2 mission using ur mod ( I wrote a MM to matching the F9FT to the real one)&RSS,and the F9 landing legs are from Laztek`s SpaceX pack.

Launching from the Cape,and fly the first stage back to the Cape.

I have to admit, I landed about 1489m off target but the SpaceX guys did it within like three or four meters.

Dont take notice of those chutes……I only use them when I dont want to do a landing burn so this time I immediately cut them when they deployed.

 

0b03f377b5e17b1b.jpg

 

38c52cc364a347f0.jpga2d00da0f3c2a5cf.png

Edited by mark7
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8 minutes ago, mark7 said:

Also,I found that the connection between the landing leg and the first stage isn't strong enough, a few landing attempts failed due to the strange movement of the landing legs after I successfully landed the first stage……Anyone have the same feeling?

I've had no such issues. I immediately configured the whole SpaceX pack for Realism Overhaul and did my first test flight using the "Falcon 9 Full Thrust - Recoverable" craft file. The first stage burnt for about 2min20sec, I toggled AG1, did the boostback burn, re-oriented the stage, deployed the grid fins, toggled AG2, started up the single Merlin and deployed the landing legs. With the RCS thrusters enabled the stage was very controlable and I landed the stage back at the KSC on my first try. The touchdown speed was about 3.5m/s and the stage stood perfectly straight once landed.

I do have Kerbal Joint Reinforcement installed in my game, which might have helped reduce any wobble that would otherwise be present with such a big rocket in KSP.

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22 minutes ago, fairy said:

I've had no such issues. I immediately configured the whole SpaceX pack for Realism Overhaul and did my first test flight using the "Falcon 9 Full Thrust - Recoverable" craft file. The first stage burnt for about 2min20sec, I toggled AG1, did the boostback burn, re-oriented the stage, deployed the grid fins, toggled AG2, started up the single Merlin and deployed the landing legs. With the RCS thrusters enabled the stage was very controlable and I landed the stage back at the KSC on my first try. The touchdown speed was about 3.5m/s and the stage stood perfectly straight once landed.

I do have Kerbal Joint Reinforcement installed in my game, which might have helped reduce any wobble that would otherwise be present with such a big rocket in KSP.

Well,I also have KJR installed……

Also, my MECO time is T+2min&25seconds……Fully automated thanks to Smart Parts.I also reconfigured the M1D+ engines so now they need like 2~3 seconds to reach max thrust.

Edited by mark7
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1 hour ago, mark7 said:

And I also fly a OG2 mission using ur mod ( I wrote a MM to matching the F9FT to the real one)&RSS,and the F9 landing legs are from Laztek`s SpaceX pack.

Launching from the Cape,and fly the first stage back to the Cape.

I have to admit, I landed about 1489m off target but the SpaceX guys did it within like three or four meters.

Dont take notice of those chutes……I only use them when I dont want to do a landing burn so this time I immediately cut them when they deployed.

 

0b03f377b5e17b1b.jpg

 

38c52cc364a347f0.jpga2d00da0f3c2a5cf.png

Try the trajectories mod (link on OP)

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Hey Kart! I wanted to ask about a possible texturing addition. 

Now that KSP supports "used" heat sheild textures, have you thought about adding this to the F9? Especially now that we have high res pictures of a toasty first stage. 

 

Disclaimer! I understand that the blackening of the stage comes from engine soot, but this would still be a nice addition, especially if the heat sheild module can handle the texture. 

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17 minutes ago, saabstory88 said:

Hey Kart! I wanted to ask about a possible texturing addition. 

Now that KSP supports "used" heat sheild textures, have you thought about adding this to the F9? Especially now that we have high res pictures of a toasty first stage. 

 

Disclaimer! I understand that the blackening of the stage comes from engine soot, but this would still be a nice addition, especially if the heat sheild module can handle the texture. 

Oh dude. Guess what I am just working on! :D I wanted to post this later this evening when it's finished, but now that you already took this here...

SFRhebP.png

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Most of the blackening on the first stage body is soot but I do believe they have ablative paint on the legs and possibly the bottom of the first stage body, unless they changed it out for something for fire-resistant since I last heard that. Either way, it would be cool to have that feature implemented. 

EDIT: Just saw your textures. Looking good!

Edited by ReventonHawx
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BDAnimationModules texture switcher allows for in-flight texture switching. Of course that means that the change between "clean" and soot texture is instant, and not gradual, which in turn makes a bit unrealistic. It is an option however. Otherwise someone would have to write a plugin specifically for this. Might not be a bad idea though, as Delta IV is also know for its blackening tanks at liftoff, and as I understand, you are going to work on Delta IV next.

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5 hours ago, liquidhype said:

BDAnimationModules texture switcher allows for in-flight texture switching. Of course that means that the change between "clean" and soot texture is instant, and not gradual, which in turn makes a bit unrealistic. It is an option however. Otherwise someone would have to write a plugin specifically for this. Might not be a bad idea though, as Delta IV is also know for its blackening tanks at liftoff, and as I understand, you are going to work on Delta IV next.

OMG welcomeback!!!

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