TheEpicSquared Posted March 4, 2017 Share Posted March 4, 2017 2 minutes ago, DerpyFirework said: Hope you don't mind me asking, but where did you get that landing zone from? It's something I've always wanted at KSC and I have never seen a mod which adds one KSC++ by Lack, I think. Not sure though. Link to comment Share on other sites More sharing options...
Kerbal01 Posted March 4, 2017 Share Posted March 4, 2017 Didn't KK make that LZ? Link to comment Share on other sites More sharing options...
OccupyMarsNow Posted March 4, 2017 Share Posted March 4, 2017 6 minutes ago, DarthVader said: Didn't KK make that LZ? Looks like the one from KK, with Tundra logo replaced? Link to comment Share on other sites More sharing options...
DerpyFirework Posted March 4, 2017 Share Posted March 4, 2017 18 minutes ago, DarthVader said: Didn't KK make that LZ? Ah! Found it as part of Thanks! Link to comment Share on other sites More sharing options...
tygoo7 Posted March 4, 2017 Author Share Posted March 4, 2017 4 hours ago, OccupyMarsNow said: Same here. Perhaps make the texture switchable via Firespitter? BTW, I understand that switching between 1-, 3- and 9-engine modes are not likely to happen, but would it be possible to have a patch for 3- and 9-engine switching? I'll see what I can do. Link to comment Share on other sites More sharing options...
Damon Posted March 4, 2017 Share Posted March 4, 2017 4 hours ago, DerpyFirework said: Hope you don't mind me asking, but where did you get that landing zone from? It's something I've always wanted at KSC and I have never seen a mod which adds one That's a long story, I got the landing zone from Then I edited the texture with the logo from Tygoo. I added a config so it works with Kerbal Konstruct. Link to comment Share on other sites More sharing options...
Jivaii Posted March 6, 2017 Share Posted March 6, 2017 The probes don't have any signal connection for control? Link to comment Share on other sites More sharing options...
notJebKerman Posted March 6, 2017 Share Posted March 6, 2017 On 4. 3. 2017 at 9:47 PM, damonvv said: Then I edited the texture with the logo from Tygoo. I added a config so it works with Kerbal Konstruct. Could you share that config with us? I have the landing zone from Launchers Pack but having it as a structure, not just as a part would be great. Link to comment Share on other sites More sharing options...
Damon Posted March 6, 2017 Share Posted March 6, 2017 (edited) 4 hours ago, notJebKerman said: Could you share that config with us? I have the landing zone from Launchers Pack but having it as a structure, not just as a part would be great. Sure! I made some changes to the original config so it sits right next to the launch pad with a decent distance. I think once you put this config in the /Launchers Pack/Rockets/SpaceX_LandingZone1 folder it should put the landing zone ingame already. If not you know how KK works I hope xd Link do download: (I don't know where else to put it): OneDrive Spoiler Edited March 6, 2017 by damonvv Link to comment Share on other sites More sharing options...
tygoo7 Posted March 7, 2017 Author Share Posted March 7, 2017 On 3/5/2017 at 7:42 PM, Jivaii said: The probes don't have any signal connection for control? I knew I forgot something! I'll fix it in a couple days, until then just place a small antenna on the probes. Link to comment Share on other sites More sharing options...
notJebKerman Posted March 7, 2017 Share Posted March 7, 2017 7 hours ago, damonvv said: Sure! I made some changes to the original config so it sits right next to the launch pad with a decent distance. I think once you put this config in the /Launchers Pack/Rockets/SpaceX_LandingZone1 folder it should put the landing zone ingame already. If not you know how KK works I hope xd Link do download: (I don't know where else to put it): OneDrive Reveal hidden contents Tnx. I already wanted to do something like this with the LZ-1 but I'm terrible at modding. Link to comment Share on other sites More sharing options...
Damon Posted March 7, 2017 Share Posted March 7, 2017 (edited) 5 hours ago, notJebKerman said: Tnx. I already wanted to do something like this with the LZ-1 but I'm terrible at modding. Let me know in a PM if it worked or not, I can help you with it if you want! 9 hours ago, tygoo7 said: I knew I forgot something! I'll fix it in a couple days, until then just place a small antenna on the probes. Don't forget the EVA bug on the Rodan command pod , for some reason you can't enter it. Edited March 7, 2017 by damonvv Link to comment Share on other sites More sharing options...
GabeD416 Posted March 9, 2017 Share Posted March 9, 2017 For some reason when reentering Kerbin's atmosphere in my game, the Dragon V2 is unable to stay at an attitude which keeps it's heat shield pointed retrograde. About a quarter of the way through reentry, the craft begins a lopsided dive through the atmosphere and subsequently burns up and explodes. This was not a problem before the revamp update. I have nothing added to the craft that would cause such aerodynamic instability, just two stock radial parachutes evenly placed on either side of the craft, and a stock docking port underneath the shroud. I am using stock aero. This is a shame because the post-revamp Dragon V2 is absolutely gorgeous. Link to comment Share on other sites More sharing options...
tygoo7 Posted March 9, 2017 Author Share Posted March 9, 2017 2 hours ago, GabeD416 said: For some reason when reentering Kerbin's atmosphere in my game, the Dragon V2 is unable to stay at an attitude which keeps it's heat shield pointed retrograde. About a quarter of the way through reentry, the craft begins a lopsided dive through the atmosphere and subsequently burns up and explodes. This was not a problem before the revamp update. I have nothing added to the craft that would cause such aerodynamic instability, just two stock radial parachutes evenly placed on either side of the craft, and a stock docking port underneath the shroud. I am using stock aero. This is a shame because the post-revamp Dragon V2 is absolutely gorgeous. Confirmed. I'll try to figure out a fix for the next update. Link to comment Share on other sites More sharing options...
DerpyFirework Posted March 10, 2017 Share Posted March 10, 2017 @tygoo7, could you see about giving each nozzle on the first stage F9 engine a gimbalTransform? Right now, it seems the gimbal acts on one transform with all thrust transforms attached to that transform, which means roll is not possible. You could also add the mesh as a child to the gimbalTransform which would then animate it (ie. moves with gimbal), and you could do the same with the second stage engine. Would make the Falcon 9 pretty much perfect then! If you're not too sure about how to set this up, I'll be willing to help. (Sorry if this seems demanding, I'm not very good at communication) Link to comment Share on other sites More sharing options...
helaeon Posted March 12, 2017 Share Posted March 12, 2017 Really like the new kerbalized Dragon (Rodan). Just ran a mission with it and the docking port shroud caused some problems... Could there be a non-shroud or a flip 180 degree option? Link to comment Share on other sites More sharing options...
tygoo7 Posted March 12, 2017 Author Share Posted March 12, 2017 On 3/10/2017 at 11:50 AM, DerpyFirework said: @tygoo7, could you see about giving each nozzle on the first stage F9 engine a gimbalTransform? Right now, it seems the gimbal acts on one transform with all thrust transforms attached to that transform, which means roll is not possible. You could also add the mesh as a child to the gimbalTransform which would then animate it (ie. moves with gimbal), and you could do the same with the second stage engine. Would make the Falcon 9 pretty much perfect then! If you're not too sure about how to set this up, I'll be willing to help. (Sorry if this seems demanding, I'm not very good at communication) It should be pretty simple to set this up so I'll see what I can do. 13 hours ago, helaeon said: Really like the new kerbalized Dragon (Rodan). Just ran a mission with it and the docking port shroud caused some problems... Could there be a non-shroud or a flip 180 degree option? Probably not. The new 90 degree shroud is a design choice and changing it would require me to change the mesh and animation. A non-shroud would look weird because it wouldn't be aerodynamic. An easy solution is to add an adapter to your ship you are docking with so the shroud doesn't get in the way. Link to comment Share on other sites More sharing options...
EdsonMacields Posted March 12, 2017 Share Posted March 12, 2017 (edited) Hey man! Great work. Just having some problems with the Rodan capsule. When I go EVA and try to comeback inside the capsule i can't, it just throws the poor Jebediah away. Any ways to solve it? Edited March 12, 2017 by EdsonMacields Misspell Link to comment Share on other sites More sharing options...
tygoo7 Posted March 12, 2017 Author Share Posted March 12, 2017 52 minutes ago, EdsonMacields said: Hey man! Great work. Just having some problems with the Rodan capsule. When I go IVA and try to comeback inside the capsule i can't, it just throws the poor Jebediah away. Any ways to solve it? Can you elaborate please? Link to comment Share on other sites More sharing options...
EdsonMacields Posted March 12, 2017 Share Posted March 12, 2017 22 minutes ago, tygoo7 said: Can you elaborate please? Sorry, it was EVA not IVA lol. But basically when a kerbal is EVA and tryto climb back in, they can't, there's no ladder to grab on to and using the EVA pack you cannot board the capsule through the hatch either. Link to comment Share on other sites More sharing options...
tygoo7 Posted March 12, 2017 Author Share Posted March 12, 2017 1 hour ago, EdsonMacields said: Sorry, it was EVA not IVA lol. But basically when a kerbal is EVA and tryto climb back in, they can't, there's no ladder to grab on to and using the EVA pack you cannot board the capsule through the hatch either. Yeah there are some problems with the hatch in the current version. It'll be fixed in an upcoming version. Link to comment Share on other sites More sharing options...
Kerbal01 Posted March 18, 2017 Share Posted March 18, 2017 what decoupler is intended for the Pica-289 to cargo dragon trunk? Link to comment Share on other sites More sharing options...
tygoo7 Posted March 19, 2017 Author Share Posted March 19, 2017 23 hours ago, DarthVader said: what decoupler is intended for the Pica-289 to cargo dragon trunk? The cargo trunk. Link to comment Share on other sites More sharing options...
Kerbal01 Posted March 20, 2017 Share Posted March 20, 2017 15 hours ago, tygoo7 said: The cargo trunk. It doesn't seem to fit flush is why I'm asking Link to comment Share on other sites More sharing options...
Z3R0_0NL1N3 Posted March 24, 2017 Share Posted March 24, 2017 I finally got around to playing with the revamp, looks great! I do wish the first stage's black was a texture swap. I also can't wait for the Dragon 1 revamp next! Link to comment Share on other sites More sharing options...
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