-
Posts
684 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by Jso
-
-
49 minutes ago, bjornadri said:
Thank you. Get a copy of ZeroMiniAVC and see if that fixes your problem.
-
54 minutes ago, bjornadri said:
no errors as far as i can see.
mods i use (prepare yourself, it's quite the list):
We need to see your KSP.log
-
1 hour ago, OrbitalManeuvers said:
So uhh ... I know it's been there for a while, but how do I use the Centaur tank's insulation feature? I'm usually a big baby and turn off boiloff since I don't understand how to manage it, but maybe someone can give me a hand in doing this right? Specifically, I'm unsure of when I would discard it and why. My uneducated guess would be to leave it on until just before the tank is used?
Treat the insulation like a fairing and dump it in the upper atmosphere/edge of space. It's pretty heavy so you don't want to keep it any longer than you have to. The way boiloff works is, heat from the outside is absorbed by the part's skin, the heat from the skin is absorbed by the part's internals, and the internal heat is transferred to the fuel causing it to boil. The jettisonable insulation slows down the skin to internal transfer, so it would seem to make sense to get rid of it as soon as possible when it's still hot from climbing through the thick part of the atmosphere. That way you jettison the heat rather than absorb it to the tank.
All of the other Centaurs have two layers of insulation, internal and external, and no weight penalty, so they are better equipped for long coasts.
-
1 hour ago, OrbitalManeuvers said:
Is it KSP's "fault" that I can deploy the Gemini drogue despite still having the nose cover on, or could you somehow penalize me for such stupidity? I have no idea if chutes are capable of caring about things like that.
SpoilerSince the nose cover is not actually attached to the top of the drogue chute, preventing that would get complicated.
-
50 minutes ago, mrtagnan said:
Who is responsible for the BDB antenna RemoteTech configs? The dev branch doesn't seem to work with remote tech. Is it possible to make them on your own?
Any interested party may help with the compatibility configs.
-
43 minutes ago, hikerchick29 said:
Have you experienced a bug in the latest version of KSP?
I think there's a problem specifically with non-electrical category parts that have solar panels, my game is now freezing on start-up on the courier core . was also freezing on the solar antenna
There's a bug report on Github that sounds like what you're describing. I'm still on 1.8.1 myself.
-
15 hours ago, derega16 said:
Do you have any plan to add some obscure variant of RL-10 like methalox one? At least as part switch but as BDB use unique boil off mechanic not cryotank one I don't know if it can be use for methane or not
Do you have an example of an engine in BDB that's been fired with Methalox that we can base it on?
-
1 hour ago, VASMIR said:
How would I go about turning off boiloff?
It's under BDB in the save game's difficulty options.
1 hour ago, VASMIR said:Also what mods would help with the first option? That seems like the most realistic option in all honesty. I remember reading ULA's plans on using the boiloff of hydrogen in their ACES stage to somehow help cool down the rest of the tank
I don't know of a mod but that doesn't mean there isn't one. This is an MM config I used a while back for testing. The first part uses the stock resource converter, the second uses a custom converter module I made to attempt to address some issues with the stock module. It's been over a year since I've looked at this stuff so no promises. I'd do a quick Mun and back trip or something to test it, and I recommend not exceeding 100x timewarp. Both parts contain a buffer for the Hydrogen gas.
Spoiler+PART[ISRU] { @name = bluedog_ZBO @title = Ares ZBO-3600 @description = This mobile processing plant takes vented hydrogen gas and liquifies it. When operated by a skilled engineer, you will be able to operate with better efficiency. These modules operate best at their ideal operating temperatures, and features auto-shutdown in the event of excessive overheating. Radiators can be used to help manage excessive heat. !MODULE,* {} MODULE { name = ModuleOverheatDisplay } MODULE { name = ModuleResourceConverter ConverterName = LqdHydrogen StartActionName = Start ISRU [LH2] StopActionName = Stop ISRU [LH2] AutoShutdown = true TemperatureModifier { key = 0 100000 key = 200 50000 key = 300 10000 key = 400 500 key = 550 50 key = 4000 0 } GeneratesHeat = true DefaultShutoffTemp = .8 ThermalEfficiency { key = 0 1 0 0 key = 500 1 0 0 key = 675 0.1 0 0 key = 3000 0 0 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.1 SpecialistBonusBase = 0.4 UseSpecialistHeatBonus = true SpecialistHeatFactor = 0.1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 //Efficiency = EB * [SBB + (SEF * EE)] //EB: EfficiencyBonus //SBB: SpecialistBonusBase //SEF: SpecialistEfficiencyFactor //EE: ExperienceEffect (No Specialist:EE=0; Zero Star Specialist:EE=1; Five Star Specialist:EE=6) INPUT_RESOURCE { ResourceName = Hydrogen Ratio = 788.0978865 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 60 } OUTPUT_RESOURCE { ResourceName = LqdHydrogen Ratio = 1 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = ModuleAnimationGroup deployAnimationName = activeAnimationName = ProcessorLarge_running deployActionName = Deploy <<1>> retractActionName = Retract <<1>> toggleActionName = Toggle <<1>> moduleType = Converter autoDeploy = true } MODULE { name = ModuleCoreHeat CoreTempGoal = 350 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.1 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.05 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0.01 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 1 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0.01 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 700 //At what core temperature do we shut down all generators on this part? MaxCoolant = 750 //Maximum amount of radiator capacity we can consume - 50 = 1 small } RESOURCE { name = Hydrogen amount = 0 maxAmount = 1000000 } } +PART[ISRU] { @name = bluedog_ZBO2 @title = Ares ZBO-3600-B @description = This mobile processing plant takes vented hydrogen gas and liquifies it. When operated by a skilled engineer, you will be able to operate with better efficiency. These modules operate best at their ideal operating temperatures, and features auto-shutdown in the event of excessive overheating. Radiators can be used to help manage excessive heat. !MODULE,* {} MODULE { name = ModuleBdbLiquifier } RESOURCE { name = Hydrogen amount = 0 maxAmount = 1000000000 } }
-
2 hours ago, VASMIR said:
Hey guys. I'm doing a recreation of the Ares Mars Mission from the book Voyage in KSP with the JNSQ mod. My take on Ares is a bit different, but it still uses Saturn MLV vehicles, and it's central core is based around a modified S-II stage - with lateral S-II's acting as boosters for the Trans - Mars - Injection.
So far I've built all of the components needed for the ship, but a big problem is LH2 boiloff. I have CryoTanks installed, but the tanks for "Ares" all use BDB parts - mainly the S-II stage.
Are there any ways I can null the boiloff thing? I put a bunch of radiators on the ship and LH2 still boils away. Or do I have to redesign the ship around CryoTanks instead? Love your mod by the way.
If there's someplace for it to go, LqdHydrogen boiloff will be converted to the Hydrogen resource and stored rather than dumped. With a resource converter you can liquify the Hydrogen (gas) back to LqdHydrogen and return it to the tank. We don't provide a part that does that, but there may be one out there or you can roll your own. It should be very heavy and consume a great deal of EC. Be warned there are issues with resource converters and high time warp so it may be a long trip.
You can mitigate boiloff with sunshields or orienting so the sun is not directly on the tanks. Radiators may help to some degree, but they are really to avoid overheating, not refrigeration at 20K.
Or as was suggested you can turn off boiloff.
-
@biohazard15 I addressed Transtage and the Lifesupport patches. Try it now. I think Transtage heat still needs to be toned down a bit still but it should be ok.
-
2 hours ago, biohazard15 said:
Also, Bellini lacks place for crew (which it should have, according to its textures)
Since you would "control from here" on the docking, port, I'm questioning if any of these SM's should hold crew, since four our purposes they're just crew tubes, not cabins. Maybe if we had a rear facing IVA that worked with these parts.
48 minutes ago, biohazard15 said:Transtage
Yeah. That's an all-in-one part so... trouble. Does it need immediate attention or is this just visual? Like, overheat how: glowing red; showing a temp gauge; parts exploding?
2 hours ago, biohazard15 said:Augustus: bugged B9PS configs (see github for screenshot)
I see a few problems in your screenshot. If that's a craft file, you need to rebuild from scratch.
-
4 minutes ago, Mountain Parrot said:
What kind of launch vehicle is that supposed to be launched on?
Saturn I or IB
-
28 minutes ago, Bongotastic said:
Scout rocket ... escapes Kerbin by a lot
We felt it would be physically too small to be useful at correct scale so it's supersized. Think of it as a Scout-XL with a Castor 4 second stage, and larger first stage.
-
6 hours ago, biohazard15 said:
So, that thermal patch... it didn't change much. Delta-class solids do show a mild overheat (tried on 3910). UA120s don't. LF engines don't. Any guidance on testing?
Just report issues. I'd rather not see overheat indicators, but here and there is ok, it just shouldn't be the norm. Things exploding when they shouldn't be is what I'm really looking for. That and the "what didn't I think of" unintended consequence. I also updated exhaust damage for all engines, I think I neglected to mention that in the commit.
You have to turn on thermal debug in context menus to see what's happening with temperatures.
-
Boiloff will be 12x slower next time I do an update. I'm targeting about 5.5% per 12 hour day for Centaur V, but conditions vary, so that's just a ballpark number. I've also got a new thermal simulation using the part's temperature rather than approximating based on incoming radiation that's about 99% done.
-
17 minutes ago, Avera9eJoe said:
Greetings! I set up a MM patch to replace the title of two BDArmory parts, though my patch doesn't work for some reason, and I can't figure out why.
Make sure the file is under GameData someplace.
Check the file extension and make sure it's actually .cfg and not .cfg.doc or whatever wordpad uses (folder options uncheck hide extentions for known file type or something along those lines).
Use Notepad or get NotePad++ for editing text files.
-
50 minutes ago, CAPFlyer said:
Do I need to individually move the patches from "Compatibility" to another folder
No! Leave them there. It looks like the RemoteTech files were last updated 17 months ago, so they're going to be a little out of date
-
1 hour ago, MagicCuboid said:
Looks amazing, MashAndBangers!
Sorry if this has been asked before, I tried to search through the thread but I didn't see anything about this. Are the Prometheus engines supposed to take time to "rev up" and "cool down" when igniting and killing thrust? It's cool and realistic, but at the same time it makes my maneuver nodes very difficult to plan since the timing is so squishy. I have a lot of mods, so I might just have something interfering.
There's a cfg to disable that in the extras folder called RemoveEngineSpoolup. Create a folder called Bluedog_DB_Extras in GameData, and copy only the RemoveEngineSpoolup folder from Extras to there.
It's located in this folder in the download:
\BD_Extras (No Warranty)\GameData\Bluedog_DB_Extras\RemoveEngineSpoolup
-
30 minutes ago, linuxgurugamer said:
@PART[~kerbalEVA*]:HAS[@MODULE[ModuleScienceExperiment],!MODULE[WBI*]]
This is supposed to apply to any part which doesn't contain "kerbalEVA*", but I don't think it's working
This would be my guess:
@PART:HAS[~name[kerbalEVA*],@MODULE[ModuleScienceExperiment],!MODULE[WBI*]]
-
34 minutes ago, sslaptnhablhat said:
No worries. Sounds good to me. When you do get around to doing them though, any possibility of implementing functionality for Nertea's decaying RTGs patch?
Of course!
-
The new Castor decoupler is clipping so we're not getting a clean separation. CW is working on it. If you put the Castor 1/2s on the old mini decoupler they come off just fine.
-
1 hour ago, biohazard15 said:
The recent patch fixed collisions with boattail, but did nothing about them colliding with each other.
Still? I addressed that recently. You will void your warranty jettisoning at a non-zero angle of attack
48 minutes ago, Zorg said:Hmm not sure about the IRL sequence for 9x Castor 2 if thats the case, perhaps Cobalt might know. Even the Delta II payload planners guide doesn't go into detail on the jettison sequence (I admit I only skimmed it) so info on the older ones might be hard to come by.
Range safety. It depends on launch site and azimuth. You don't want to drop them on the beach.
-
10 minutes ago, ns88ns said:
Hi, community.
A quick question: is there a way/method to check whether an other node is defined from root path? E.g.: I would like to apply patch to a part only in case if a resource is already defined:
@PART[MyCoolPart]:AFTER[OtherCoolMod] { (all the stuff) }
but only if root node RESOURCE_DEFINITION[ResName] exists already?
Thank you in advance.
Typically you would use :NEEDS[CommunityResourcePack] or whatever mod defines the resource in question. I'm not aware of any way to test for a condition outside the PART other than NEEDS.
-
On 4/30/2020 at 5:41 PM, derega16 said:
I downloaded the lastest dev. version. Why titan IIIE and IV SAF fairings are missing? It was there in previous version I used. Also new Atlas V400 one doesn't show either
10 hours ago, derega16 said:Read this post, and install the ZeroMiniAvc mod linked there. You have a lot of copies of MiniAvc.dll running around.
In GameData, delete all copies of ModuleManager.x.y.z.dll except for ModuleManager.4.1.3.dll.
See if it works after doing those two things. If not, upload another log.
[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.13.0 "Забытый" 13/Aug/2023)
in KSP1 Mod Releases
Posted
The belly faces the flag. Some parts were wrong before and had their belly facing the door. We fixed that.