Jump to content

braxfortex

Members
  • Posts

    17
  • Joined

  • Last visited

Everything posted by braxfortex

  1. This has to do with a setting in Tweakscale, something about autosizing parts. Turn that off and you should be good to go.
  2. Sorry for the delay in replying. I was quoting the names of the ship files, so they know exactly which ones are giving errors.
  3. I noticed the rear solar panel has a small issue: the transform for it is off by 90 degrees. Basically if your telescope is looking into the sun, it works, but if your underside is facing the sun, like it's supposed to, the rear panel shows no sun exposure. Is this just me?
  4. Noticed some craft files need updating for the 1.9.0 release: Atlas SLV-3X: check your staging Atlas V 431: is referencing a missing bluedog.Centaur.RL10A41 Augustus ORV: is using a deprecated nose cone (just below the cap) Delta D (TAD): is referencing a missing bluedog.Sargent.3xDecoupler Delta III-8240: is referencing a missing bluedog.Centaur.RL10B2 Delta M+ HOSS: is referencing a missing bluedog.Centaur.RL10 Mercury Atlas : more staging issues Saturn I: is referencing a missing bluedog.Centaur.RL10 Saturn M43: is referencing missing bluedog.Centaur.EngineMountA, bluedog.Centaur.Avionics, and bluedog.Centaur.RL10 Thor Agena A: has 2 fairings, both the stock style and SAF Thor Agena D: fairing staging needs adjustment Thorad-Agena SLV-2G: staging Titan 3L2: staging Titan IVB: staging (booster separation rockets) There may be more staging issues, as I was tired when I went through these. Also, the Saturn ones are probably not an issue with the new revamped parts coming soon. Hopefully this helps.
  5. I really want to try this mission now. Docking a dry Skylab with 4 S-IVBs chained together to go to Eve and back (2.5x scale via JNSQ). Is there a docking ring in BDB or other mod that could enable this?
  6. Well, the bluedog_Pioneer_AMD I swiped the Infrared Telescope from the Squad CamSat Sentinel asteroid day thing. (I figured they were both for spotting asteroids and meteoroids). The bluedog_Pioneer_CPD I got from Bluedog_IonSensor The bluedog_Pioneer_CRT is the bluedog_OGO_OPEP_2 bluedog_Pioneer_GeigerTube is Bluedog_Geiger bluedog_Pioneer_InfraredRadiometer is bluedog_IRspec bluedog_Pioneer_PlasmaAnalyzer is bd_rpws from bluedog_Helios_RPWSAntenna (the experiment is ) bluedog_Pioneer_TRD is bd_ionElec from bluedog_Explorer_Beacon_SLR That's the 7 that I changed.
  7. I copied in some reasonable sounding experiments from other parts of BDB while I was waiting for the official update. I'm garbage at modding, so I'm not about to do a pull request or anything, but I can post the code here if I can figure out how if you want to update it yourself.
  8. I love the autostaging functionality of the Atlas engine skirt that is selectable by acceleration level. Is it possible to get something similar that deactivates an engine, say the F-1, for when the mid engine would be shut down?
  9. I'm having trouble with the P-11 "Hitchhiker" subsat: It doesn't want to decouple, either through the part's right click menu or an action group. Is this just me? Also, it'd be nice to have the decouple action show up in staging, if that's possible. Not a big deal, though. EDIT: It was just me. I had the Agena D equipment aft rack in the wrong configuration. Instead of the rack being 'enabled' I had it set to 'SPS', where it has nodes to attach to. Apparently the P-11 doesn't like to decouple from nodes but works just fine when surface mounted.
  10. I'm eagerly waiting for Mariner 3/4, too. I've got my historical spaceflight missions waiting for as soon as it drops. I started to put together the Coatl version, but when the size didn't match up with the BDB launch craft, I decided to wait.
  11. AVC seems to think there is a version 1.9, but I'm not seeing it here. Is this just me?
  12. Please forgive my ignorance @MeCripp. I threw this exact text all by itself into a .cfg file I made with notepad. I put the .cfg file into the Cryotanks\Patches and module manager said there was an error with that when my game loaded. Is there something else I need to include in that .cfg file?
  13. Out of curiosity, why pull the sounding rocket parts from USI? Were they too cheap, too easy to get early science with, or did you not want to balance them?
  14. They sure do. At least they work the same as before I made the change. I noticed that the animations cut short if you activate one module before the other is done animating. That's the same the original way and with my change.
  15. First post here (long time lurker), so I apologize if I missed something important or am not following expected standards for posting. I think I found a bug with the double Balka wings. I couldn't reliably get the full 400 ec/s that they should reliably get in almost all circumstances. It looks like there are two panels to 'activate' in the GUI, one actually unfolds and activates the panels, the other the hub. In the part.cfg file for them, each have 200 ec/s assigned to them, but one of them doesn't actually point at the sun and seems to be a virtual placeholder that just helps rotate the hub into place. After searching some old posts in the original release thread, I found how to fix the problem. Here is what fixed things in the part.cfg file for me: PART { // --- general parameters --- name = Kosmos_Balka_PanelBlock1 module = Part author = Kosmos Team // --- asset parameters --- mesh = model.mu // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, 0.381, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.381, 0.0, 0.0, 1.0, 0.0, 1 // --- editor parameters --- category = Utility subcategory = 0 title = Balka Solar Wings Block manufacturer = Kosmos Spacecraft Design Bureau description = These absolutely massive duel solar arrays are so large they have earn the name of solar array wings. However they provide no lift and are easily destroyed by atmospheric pressure. They have the ability to deploy and pivot each array separately and each array can rotate around the central rotary hub to assure that they always assume the most effective line of sight rotation to the nearest star. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,1 TechRequired = experimentalElectrics entryCost = 312000 cost = 69000 // --- standard part parameters --- mass = 1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 3200 //MODULE //{ // name = ModuleDeployableSolarPanel // // animationName = open_right // raycastTransformName = sunCatcherRight // pivotName = ArmLeft01_main // resourceName = ElectricCharge // // chargeRate = 200 // trackingSpeed = 0.1 // // powerCurve // { // key = 206000000000 0 0 0 // key = 13599840256 1 0 0 // key = 68773560320 0.5 0 0 // key = 0 10 0 0 // } //} MODULE { name = ModuleDeployableSolarPanel animationName = open_panel raycastTransformName = sunCatcherLeft pivotName = ArmLeft01_main resourceName = ElectricCharge chargeRate = 400 trackingSpeed = 0.1 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } MODULE { name = ModuleDeployableSolarPanel animationName = rotary raycastTransformName = sunCatcherRight pivotName = Main_Rotary_Pivot resourceName = ElectricCharge chargeRate = 0 trackingSpeed = 0.1 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } //none below } I simply switched the lower block with the upper block, and moved all of the ec/s into the 'open_panel' block. If this is useful, you may want to make the change to the SSPP pack. The switching of order may not have been necessary after further study, but moving all of the ec/s into the one block does seem to be.
×
×
  • Create New...