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Posts posted by birdog357
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I didn't see any mention either way in the OP, but is this compatible with rescale? I'd like to make a 2.5x rescale so BDB is properly balanced.
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5 minutes ago, CobaltWolf said:
Yeah, that's mostly because I just wasn't compressing textures to DDS. I actually did that last night for the entire Bluedog_DB folder, so it should be smaller now. Still should be several hundred mb though. EDIT: Just downloaded the Github dev branch, it was 219 mb
More LDC texture variants... incidentally, all the texture variants for the Titan and LDC are prunable for your pleasure.
219 sure beats 800. Thanks.
Which folder do I delete to prune the alternate paint schemes?
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22 minutes ago, CobaltWolf said:
I'm more worried that someone couldn't tell the massive gulf in quality before I made that change.
The parts menu is pretty small...
Speaking of quality, the dev install is nearly a gig in size?
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1 minute ago, GoldForest said:
Yes, there's brand new titan parts, those old parts will get removed in the future, possibly this next update iirc.
So rusty is a visual clue to remove them?
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I finally got around to updating my dev install of BDB and a lot of my parts, mostly Titan, look "rusty" are those deprecated parts that I should replace in my builds with the new ones?
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OK, so does anyone know a way to hack the power sources to add more juice? I tried tweaking the persistence file and the part.cfg but that went nowhere.
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On 9/14/2019 at 11:07 PM, ronson49 said:On 9/14/2019 at 10:15 PM, GoldForest said:
Unity works really well when OPTIMIZED!
Hit me with a 60FPS 1080 AAA Unity game.Battlestar Galactica Deadlock.
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2 minutes ago, 5thHorseman said:
Engineers get extra power from power generation units. If you deploy the solar panel with Jeb you get 1 power. If you deploy it with Bill you get 2 if he's levels 0 or 1. You get 3 if he's levels 2 or 3, and 4 power if he's levels 4 or 5.
Amusingly, that doesn't mean you can fit any more experiments into that 6-part storage unit, because the solar panel powering 4 things means you can power the base unit, comms dish, and 2 experiments. It DOES mean you can leave the 6th slot empty.
Oh, and you can ditch the comms dish if you leave a base for your lander with a relay dish on it. The controller unit has a small antenna and it will happily relay through a nearby "real" antenna. Then, you can send up 3 experiments in one 6-slot storage unit.
I'll have to remember that.
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That it takes all 6 slots of a cargo storage unit to set up ONE experiment?
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Just did a little testing. You can not inchworm with the claw. It does not provide control to the arm once you decouple the shoulder.
My test rig was mated docking port jrs(DPJ) triple servos rotated 90 degrees each when attached to simulate the Canadarm2 wrist, telescoping cylinder, servo and then repeated the design in mirror fashion down to DPJs and then stuck a claw on the backside of the last port. The claw did work to grapple but would not provide control as I previously stated. I was how ever successful with moving the arm from DPJ to DPJ on the same base object just like the real arm does. Working on the launchpad is flimsy and bouncy but it did work.
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I'm working on a station and I'll be needing an RMS shortly. My computer does not handle large part counts well so how are you guys building arms in a conservative fashion? I have both DLC and use mods so pretty much all options are open to me.
A specific question is how do you terminate the end? What are you using for a grapple?
Is it possible to do a Canadarm2 which can inch worm across the structure?
Are there any mods that use the breaking ground code to do minimal part arms? I'm not afraid of IR but all the minimalist arms I've found are way out of date.
Thanks all,
Birdog
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1 minute ago, Deltac said:
I tried a Saturn V fully loaded for Mun landing with the Dnoces S A2's, and that failed to make orbit as well. However with Dnoces set to 388 max thrust, Saturn V can make orbit, but Saturn IB still fails.
So my preliminary reaction would be a MM file for BDB that boosts the J2's and the H1's.
Did you try lofting? The real rocket was semi lofted.
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3 minutes ago, Pappystein said:
BDB-Extras/Pafftek Folders.
There is the INT-11 Tankage for the Saturn I INT-11 (4 UA1207s 4 H-1s and a 20ft tank stretch over Saturn IB's first stage)
Many MLV Saturn V parts (via rescaling the BDB tanks) and a Drop in for the HG-3...
And for you Atlas SLV-3X or BIG Atlas-F fans the H-2 Engine
Thanks
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35 minutes ago, Pappystein said:
Before you go changing thrust on the J-2.... Try making a Saturn INT-05 and a Saturn INT-05A.
S-IVB and above is the same but below the decoupler is the Short and then the LONG AJ260. Confirm if you have orbiting problems with either of them. I know that Ohiobob and Galileo have put a lot of effort into the new "Solar system" And I don't know what if anything they might have done that could cause a rocket nerf.
I will do some testing in a bit (I need to test my updated MLV parts as discussed a few posts up anyways!)
Where can I find these MLV parts?
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Plan is probably too strong of a word. More like idea or concept.
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I'd like to make a request for the eventual Saturn rebuild. Quarter and half size S-II tanks. I just read somewhere that there was a plan to upgrade the Saturn V with a full diameter third stage at some point and the short tanks would be awesome for that.
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At first I was against nerfing the upper stage engines, but I just delivered a fully fueled S-IVB to a 160x150 orbit with a Blk2 SM, AARDV can and fully fueled LEM on top in a 2.5x stock system. I'll run with the new settings.
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3 hours ago, Friznit said:
I'm not going to do a build guide for every rocket variant! It's simply not practical. Besides, half the enjoyment is figuring out how to put the rockets together. The basic build guide should be enough to get you started in the right direction. If that's really not your thing, there are plenty of BDB craft files on KerbalX that you can download.
I'd be happy if your wiki was rolled into the official one.
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Just now, k00b said:
whats the point in the tracer ship launch ?
To give me an idea of the vector to aim for at launch and to time my launch otherwise I have my original question. I just used a station in orbit. I didn't launch a new probe.
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My Launch vehicle had just 100 m/s left after ejection so I had to get it very close to perfect or it would not work. I'm flying a BDB Titan IVB with a Probes Plus Cassini/Huygens on it with a 2.5x scaled system so it's very close to a perfect scaled model.
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11 minutes ago, k00b said:
if you are leaving kerbin to the suns orbit; then why don't you just keep on burning prograde ? (i don't get it / thanks).
I want to aim for Jool, thus I need to direct my trajectory appropriately. Since I'm flying a gravity turn my launch time is important too.
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I ended up using the station to plot the track, switched to the launch vehicle when it was below the node and then flew a gravity turn. When I was exo-atmospheric and closing in on a circular orbit I used mechjeb to plot the actual node and then flew that. I have a deep space correction burn of 185 m/s in a year or so that will plop me into an equatorial plane and drop my Jool PE to just above the clouds.
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3 minutes ago, 5thHorseman said:
I do this fairly frequently. I do the starter probe thing that @Signo suggested, but launch my gravity turn to match its ejection.
It will take a few tries but after you get it a couple times you'll get a feel for it and future launches will be much easier. Like everything in KSP.
And leave that probe in orbit. You can use it to pre-plan all future ejections.
I've got a station in a parking orbit. How do I see it's plotted trajectory from my launch vehicle?
[1.7.3 & 1.11.0] Alternis Kerbol Rekerjiggered v2.5.0 & pre-2.6.0.0 (2021-January-19)
in KSP1 Mod Releases
Posted
I had tried to add this planet pack to an existing modded install with rescale and it hung at loading. I built a new install with the same mods minus rescale and it works so it may not be compatible?