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View Code? Open in Web Editor NEWTundra Exploration, a KSP mod.
Tundra Exploration, a KSP mod.
A simple part with probe cores and an opening fairing to deploy cargo. This is just a suggestion, dont take it too hard.
Link: https://cdn.teslarati.com/wp-content/uploads/2017/09/cargo-BFR-and-fairing-SpaceX.jpg
The tanks dont show the fuel they have unless you intentionally change it in the code line.
The issue is that the .cfg file does not have the Resource line
PART
{
name = TE_19_F9_Fairing
module = Part
author = Damon
MODEL
{
model = TundraExploration/Parts/Ghidorah9/TE_19_F9_Fairing
}
rescaleFactor = 1
node_stack_bottom = 0.0, 3.5, 0.43, 0.0, -1.0, 0.0, 2
CoMOffset = 0.0, 0.0, 0.0
TechRequired = advConstruction
entryCost = 9000
cost = 2000
category = Payload
subcategory = 0
title = G-01 Fairing Half
manufacturer = Tundra Exploration
description = Fairings are designed to keep your spacecraft safe during launch... Atleast they say they do...
tags = cck-tundra Ghidorah falcon fairing
attachRules = 1,0,1,1,0
mass = 0.2
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 1
crashTolerance = 6
breakingForce = 1000
breakingTorque = 1000
maxTemp = 3600
bulkheadProfiles = size3
stagingIcon = DECOUPLER_HOR
autoStrutMode = Grandparent
MODULE
{
name = ModuleColorChanger
shaderProperty = _EmissiveColor
animState = false
toggleInEditor = false
toggleInFlight = false
toggleAction = false
redCurve
{
key = 0 0
key = 1 0
}
greenCurve
{
key = 0 0
key = 1 0
}
blueCurve
{
key = 0 0
key = 1 0
}
alphaCurve
{
key = 0 0
key = 1 0
}
}
MODULE
{
name = ModuleB9PartSwitch
moduleID = blockSwitch
affectDragCubes = false
SUBTYPE
{
name = Fairing1
title = Fairing no TPA
transform = Fairing_Exterior_1
}
SUBTYPE
{
name = Fairing2
title = Fairing with TPA
transform = Fairing_Exterior_2
primaryColor = White
secondaryColor = White
}
}
MODULE
{
name = ModuleCargoBay
DeployModuleIndex = 0
closedPosition = 0
lookupRadius = 3
lookupCenter = 0, -1.9, -1
partTypeName = Fairing
}
MODULE
{
name = ModuleCargoBay
DeployModuleIndex = 0
closedPosition = 0
lookupRadius = 2.5
lookupCenter = 0, 2.4, -1
partTypeName = Fairing
}
DRAG_CUBE
{
cube = Default, 3.145,0.6655,1.355, 3.145,0.6655,1.355, 3.852,0.5859,1.976, 3.852,0.9212,0.3712, 3.145,0.6668,1.355, 3.145,0.6642,1.355, 0,0.9177,-1.094E-07, 2.5,2.358,2.5
}
MODULE
{
name = ModuleDecouple
ejectionForce = 500
explosiveNodeID = bottom
}
MODULE
{
name = FlagDecal
textureQuadName = Decal
}
}
could you specify the % of the update 1.3
The first bug is that all the engines in Tundra Exploration Pack have a late response when I throttle up the engines, and it makes things complicated when I try to land the Falcon 9, the Superheavy or the Starship. I don't know if this is a bug or a feature to add realistic physics to the engines, but it would be more simple if you can fix this, please. The second bug is the most annoying and it makes the Starship unplayable. If I try to launch the Starhip (the Superheavy + the ship stacked), after a few seconds it starts wobbling like hell and I'm not able to control it anymore, so it makes the Starship useless and unplayable, and I've tried to add struts or different decouplers, but it's the same result. All of these things happened since the recent update, so please try and fix these bugs, because I've used this mod for a long time and did a lot of missions with the Starship and Falcon 9, and now I can't use the mod anymore, because of these bugs.
The ghidorah guidance unit seems to be missing its block 4 textures and the attachment node should be moved up a smidge
The Merlin 1C will be a new part coming in TE v4.0
The standalone Raptor engines were updated to have 15 degrees of gimbal but this was not the case for the Kingfish
The solar panels made for the Gigan are attached to the craft off-center, and there is no way to place them evenly and have them covered by the Gigan covers.
So I've seen some people (and me) complaining about the rear fins actuating only 1-2 degrees instead of the intended. This is what happens
The issue:
All gojira fins don't actuate properly UNLESS they are attached to the nosecone nodes (edit: to be clear, the nodes you use to attach the front fins). All 3 nosecones were tested to verify this and I tried attaching the fins to different parts, such as stock parts, but I didn't record it.
How to reproduce:
Attach any mk4 gojira fins to the nosecone nodes, activave pitch yaw roll and try to actuate them using WASD. Do the same thing attaching them to any other node in any part and see the differences.
Evidence:
https://www.youtube.com/watch?v=CvZal_6vvps (by me)
https://www.youtube.com/watch?v=jEKkD2l6XaY (by Aria. It's a little hard to see but it's there too)
I tested this on 1.11.2 clean KSP install with no DLC's, only Tundra via CKAN. I cannot verify anything about Aria's install.
KSP.log if needed
The menu to choose the top size of the adapter doesn't really make much sense:
1.25 1.5 0.9375
would make more sense like this
0.9375 1.25 1.5
The value of the ActuateOut variable does not persist through vessel reloads.
Hey so I noticed that with kerbalism installed you can't have both monoprop and supplies in the Rodan capsules. So either I can maneuver the craft or my kerbals survive. My kerbals have since gone on strike because apparently suffocating kerbals is inhumane.
The TE strongbacks are getting some love!
My Mk4 Fins don't want to move very much... I'll leave photos. In one of them, I am trying to pitch down, ideally the front fins should be retracted and the rear fins should be fully flat, and vice versa. To add to my issues, the fins also like moving forward in the wrong direction (this one might be intentional, I'm not too sure - never had a version that worked properly)
Attached also is my mod list, are any of these incompatible, therefore hindering my ability to use the fins?
Thanks!
Is it possible to add a "Decoupler: Disable/ Enable staging" button to the Rodan trunk like the Gigan has?
In my installation parts of the GojiraII are missing (Fins) when the tech node is active that should include them.
I could pinpoint it to a typo in GameData/TundraExploration/Part/GOJIRAII
TE_18_BFS_TAIL_WING_L.cfg
TE_18_BFS_TAIL_WING_R.cfg
TE_18_BFS_TAIL.cfg
TE_18_BFS_Forward_FIN_L.cfg
TE_18_BFS_Forward_FIN_R.cfg
TechRequired = advMetalWorks
must be
TechRequired = advMetalworks
(In Falco1/TE_F1_Interstage.cfg it's correct)
The Rodan Cargo has very low Torque number compared to the Rodan crew
As soon as you have JNSQ (with RationalResources) installed all Patches in Extra_MethaloxEngine.cfg are getting applied, which is a problem if you running RFStockalike. Now all Engines affected by this patch are having two fuel mixtures (TE Methalox Patch and the RFStockalike TundraExploration Config)
Changing all :NEEDS attributes from :NEEDS[CryoTanksMethalox|RationalResources]
to :NEEDS[CryoTanksMethalox|RationalResources,!RealFuels_StockEngines]
would solve that problem
!RealFuels
instead of !RealFuels_StockEngines
would work too
The 3 module modifiers in the subtype are for ModuleEnginesFX, ModuleAlternator, ModuleWaterfallFX (with moduleID MVACFX).
It looks like this occurred because this engine has ModuleEnginesRF instead of ModuleEnginesFX (but man I really wish B9PS told you WHICH module it couldn't find). I haven't really dug much farther than that.
Locking of the gimbal does not sync across symmetrical parts. This can cause issues where gimbal can become permanently locked.
Hi, I just installed RSS and a lot of other mods for ksp 1.12.5 and wanted to use the starship as my first ship but it shows there are missing or unknown parts, there are other crafts with the same warning. And when I try to load it shows an error. Hoping anybody can help resolve this. I have provided some screenshots and the ksp log.
A revamp of Mothra 1 is coming!
RCS noise sometimes barely noticeable on various parts.
Has to do with the decoupler.
Cannot dock the Gojira crew with the tanker one, the Clam-O-Tron docking port is placed to inside the vessel
The first stage engines on Ghidorah 9 only have the single and all engine options.
Sudden change of plume while using 9 Merlin 1D engines between 18 and 20 Kilometers of altitude.
The textures of some objects such as the BFR, Fairings and maybe much more have a checkered black and purple source texture which I presumed was a missing texture file but when I installed the more textures mod it didn't contain the provident files which I would need to reserve.
If there is an mods or addons I forgot to install I would like a comment based towards that, if not then a full on fix would do a good deal. I used CKAN to install it and I am not sure if that is the issue either.
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