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birdog357

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Posts posted by birdog357

  1. On 6/16/2022 at 11:45 AM, CobaltWolf said:

    Ok, thought about this a bit on the drive in to my office. I'd just stick to BDB v1.9 if things are working well for you now - BDB v1.10 was almost entirely focused on updating the Saturn and Apollo parts, so if you're already happily using the existing versions of those, there isn't a lot to get from the update. My chief concern, if you were to try and 'merge' 1.9 and 1.10, is that stuff like the compatibility files, things like that, are all updated and pointing at the new part names, not the old one. So I think if you tried to use BDB v1.10, but with the v1.9 Saturn folder, those Saturn parts would have issues.

     

    I actually did briefly look into that while I was making the shortened S-IVB. I wanted to take the green 'cone', and everything that attached to it, and stick it on the tankbutt in the S-IVB mount. Zorg did the same thing, in reverse, for the single engine S-IV mount. I didn't work well, but I think I can make it work with a bit of elbow grease.

     

    First off - I'm really not taking Gemini requests right now. I've got a pretty long to-do list at the moment.

    Regarding "wide nose" Gemini, and this pretty much all applies to the Apollo as well, it's actually a pretty big ask. From a real-life hardware perspective, once you start changing the shape of the capsule like that, you're suddenly designing an entirely new spacecraft. So it's a somewhat unrealistic solution. With the Gemini, you also rapidly lose visibility out the forward windows.

    Then there's what it would actually take me, the modder, to do such a thing. I'm going to try and illustrate this, so people understand the problem with doing something like this.
    Here's just a normal cylinder, ring of vertices on the top and bottom. It's easy to change the diameter of one end by grabbing them and scaling them.

    0aClhSq.png

     

    Here's the Gemini capsule. As you can see, the geometry is much more complex (to a fault, almost), and selecting the top to change the diameter just results in a really jacked up model. Properly changing the slope would take an extensive amount of time moving all those vertices by hand - and the end result probably wouldn't be that good.

    pEBA71i.png

     

     

    Yeah it's been on my to-do list for a bit now.

     

    I don't see why not, I suppose?

    But Cobalt, it's easy, you just push a couple of buttons don't you? (real conversation between a PM and me, the drafter, he's lucky I didn't strangle him...)

  2. On 4/27/2022 at 10:47 PM, Vini said:

    Is this mod dead forever? Or will there still be an update sometime in the future? I know this mod works in the current version of KSP 1 (the last one until KSP2), but i was hoping they'd add Eve's rings back sometime, and it kinda hurts seeing such a lovely mod like this starting to be forgotten, i mean, the last post on this forum was in the beginning of this year, so yeah... :(

    This works in 1.12.3?

  3. 47 minutes ago, linuxgurugamer said:

    CKAN would have installed it correctly.

    For full log info (link is in my sig): Read this BEFORE asking for supporthttp://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/

    If you think CKAN installed it incorrectly, please post the entire directory:  <Gamedir>/CKAN

     

    The only other thing I can think of is that your antivirus is either blocking or deleted one or both of the files:

    • SDL2.dll
    • XInputInterface.dll

    which should be in the main game directory

    I've got it installed correctly now and it seems to be working. Except I can't get wheel throttle to work. That's probably just me not being able to understand the devs weird ways of doing things.

  4. 12 hours ago, Invaderchaos said:

    Just about done modelling the ASTP Docking Adapter!

    Capture.PNG

    shouldn't the docking target be on the other end of the adaptor? On a related note, would an independent visual docking target be possible? Something that snaps to the node behind the  docking port so the position is correct to the axis of the port? I prefer to hand fly my docking, eyeballs out, and not use nav tools.

  5. 19 hours ago, linuxgurugamer said:

    Not installed correctly.

    I prefer Player.log, but this is the error:

    [EXC 15:31:06.209] DllNotFoundException: libSDL2-2.0.0.dylib
    	KSPAdvancedFlyByWire.SDLController.InitializeSDL () (at <aa89e93a18714f9599fdcfaba3d730f5>:0)
    	KSPAdvancedFlyByWire.SDLController.SDLUpdateState () (at <aa89e93a18714f9599fdcfaba3d730f5>:0)
    	KSPAdvancedFlyByWire.AdvancedFlyByWire.Update () (at <aa89e93a18714f9599fdcfaba3d730f5>:0)
    	UnityEngine.DebugLogHandler:LogException(Exception, Object)
    	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

    From the OP:

    Windows

    1. Download the latest mod archive from SpaceDock

    2. Copy the contents of the archive inside KSP's root folder. You should see the game controller icon during flight mode.

    3. Please note that XInputInterface.dll and SDL2.dll must be in the same folder as the KSP executable and not in GameData.

    That's what I get for using CKAN...

    I don't have a player.log?

  6. 9 hours ago, linuxgurugamer said:

    How about a log file?

    https://drive.google.com/file/d/1UbIzRiu3V0V-s1ZOploG-CyaVQuWE2Xp/view?usp=sharing Had to zip it. It's 80 megs

     

    KSP 1.10.1 BTW I'm trying to use my new X56.

    This the problem? 

    [LOG 15:30:44.274] [AddonLoader]: Instantiating addon 'AdvancedFlyByWire' from assembly 'AdvancedFlyByWire'
    [ERR 15:30:44.276] ADDON BINDER: Cannot resolve assembly: AdvancedFlyByWire.XmlSerializers, Culture=neutral, PublicKeyToken=null
    
    [ERR 15:30:44.276] ADDON BINDER: Cannot resolve assembly: AdvancedFlyByWire.XmlSerializers, Culture=neutral, PublicKeyToken=null
    
    [ERR 15:30:44.276] ADDON BINDER: Cannot resolve assembly: AdvancedFlyByWire.XmlSerializers
    
    [LOG 15:30:44.315] Exception deserializing C:/KSP Installs/Mod KSP 1.10.1/KSP_x64_Data/../GameData\ksp-advanced-flybywire/PluginData\settings.xml, Could not find file "C:\KSP Installs\Mod KSP 1.10.1\GameData\ksp-advanced-flybywire\PluginData\settings.xml"
    [LOG 15:30:44.329] Exception Deserializing: Could not find file "C:\KSP Installs\Mod KSP 1.10.1\GameData\ksp-advanced-flybywire\PluginData\advanced_flybywire_config_v21.xml"
    [LOG 15:30:44.330] Advanced Fly-By-Wire: Initialized
    [LOG 15:30:44.330] [AddonLoader]: Instantiating addon 'AdvancedFlyByWire' from assembly 'ksp-advanced-flybywire'
    [ERR 15:30:44.333] ADDON BINDER: Cannot resolve assembly: ksp-advanced-flybywire.XmlSerializers, Culture=neutral, PublicKeyToken=null
    
    [ERR 15:30:44.333] ADDON BINDER: Cannot resolve assembly: ksp-advanced-flybywire.XmlSerializers, Culture=neutral, PublicKeyToken=null
    
    [ERR 15:30:44.333] ADDON BINDER: Cannot resolve assembly: ksp-advanced-flybywire.XmlSerializers
    
    [LOG 15:30:44.337] Exception deserializing C:/KSP Installs/Mod KSP 1.10.1/KSP_x64_Data/../GameData\ksp-advanced-flybywire/PluginData\settings.xml, There is an error in XML document (2, 2).
    [LOG 15:30:44.344] Exception Deserializing: Could not find file "C:\KSP Installs\Mod KSP 1.10.1\GameData\ksp-advanced-flybywire\PluginData\advanced_flybywire_config_v21.xml"
    [LOG 15:30:44.346] Advanced Fly-By-Wire: Initialized

     

  7. On 11/22/2021 at 10:17 PM, Pappystein said:

    Actually I just re-read the "master" Douglas report on S-IVC.    Aside from the cool linear docking of multiple S-IVCs together they also were to use a Slush fuel meaning fuel densification.  

    So when compared to the 16.7m long MS-IVB derivitives (there were three) the S-IVC gives up the structural changes from the MLV program, adds Desnsified Fuel, new LOWER RCS, new nosecone that protected the forward docking port and utilized the old style Saturn V RCS, and inline S-IVC to S-IVC docking... at-least according to NTRS 19690006388

    The report is a little thin which is why I didn't read it in-depth before (and I have already work 26 hours this week (2x 13hr days) so my eyes are bleary :D  

    I was actually referencing the viability of the Hydrolox engine, not how to make it in KSP.   Even a Kerolox SM would suffer from boiloff of the LOX stage before you got to either destination.    I think the ESM would have ended up with either 2x AJ10 developments or TR-201 derivatives.

     

    Could you point me to the Douglas report on the S-IVC? Or just give me the NTRS number?

  8. 54 minutes ago, pTrevTrevs said:

    The idea being that I speculate this is one of the ways they could have made the lunar shuttles work in For All Mankind.

    I'm following you now. The problem is RS-25s are not restartable, the ET would boil off before the moon was reached, and the OMS doesn't have a fraction of the fuel needed to enter and later break orbit.

  9. On 11/15/2021 at 6:20 AM, Starhelperdude said:

    I think he means that S-IVB would be replaced by shuttle, with S-IC and S-II still beeing used on the rocket

    But, why? The S-IC and S-II can almost put the entire orbiter into orbit without needing the SSMEs at all.  It's only 3 tons heavier than Skylab was. If you strip the SSMEs out and all of their support hardware you end up with a spacecraft that is 6-7 tons lighter than Skylab. Reduce the mount of wing a bit because the spacecraft is now lighter(and it get's lighter yet) and you start to get a useful payload again.

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