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Zorg

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Everything posted by Zorg

  1. BDB does add over 1000 parts so theres not too much to be done about that if your computer can't handle it sorry . Unfortunately KSP loads all parts into memory at game startup. You can go to the BDB parts folder and remove folders for rockets you're less interested in. This might help a bit. Its safe to delete an entire folder inside Bluedog_DB/Parts but you shouldnt try to delete individual models and cfgs.
  2. As mentioned by others BDB is balanced against stock (meaning overpowered for stock scale cos stock parts are overpowered too). 2.5 to 2.7 is where its typically best balanced compared to IRL. Since JNSQ came out we have done all our balance testing and validation in that planet pack. More recently we have also been testing in KSRSS in 2.5x rescale and there is a native 2.7x scale KSRSS Reborn version on their gitlab too now which we will likely also begin to use. Side note: due to KSP fuel tank mass fractions there is no one rescale that works perfectly for all sizes of rockets. Saturn V might prefer 3.2x and might be slightly OP even in 2.7x
  3. Left is a remake of the Big G 1969 concept service module (in the mod since a prior release but now redone at higher quality). Right is the Saturn launched 1967 Big G concept thats already released.
  4. Didn't realise that was missing. Wetlabs should support all the default tank types, guess they havent been updated. Some mods will also get into the so called Z wars. AFTER zRealPlume, AFTER zzRealPlume etc etc. Stuff like this works if its declared using a FOR pass in module manager. using a FOR makes it "exist" in module manager. eg if there is a patch with FOR Bulldog_DB1 somewhere, MM essentially thinks a "mod" named Bulldog_DB1 exists and then you can write other patches that run AFTER or BEFORE Bluedog_DB1 and so on.
  5. Is there not a short variant of the S4B 6.25m fairing without a wallbase section? If not I can take a look when I'm back in town, away at the moment. Not doing variants for the 6.25m SLA though. Introduces too much complexity.
  6. Perhaps 6-4-2 means six are ignited initially but four of them have a different curve that burns out quicker and the reminding two are joined by a fresh pair idk. Just a guess.
  7. We only have native TU PBR support for Apollo CM and Skylab OWS. I dunno how up to date Bella TU for BDB is but thats the only one thats good.
  8. This discussion over sizes is quite frankly moot so long as no one on the team is actually motivated to make it. I suggest we move on to other topics
  9. It's ugly and perhaps more to the point it would be a weird set of parts that are huge, requiring large textures but completely unmodular and cant really lego with other parts. On the other hand the Saturn V derived MLV parts in the mod are high modular and can be configured in all sorts of ways to make up even heavier (or smaller) launch vehicles. We feel thats the Saturn V upgrade path that works for us.
  10. Just added upgraded 50kw dual solar arrays and an update to the power tower base to make it look more interesting. Each solar side has its own solar module so make sure to deploy each side one by one and let the animation finish before doing the other (it wont break the craft but you may need to reload the scene to reset the interrupted animation otherwise). Actually this advice doesnt seem relevant anymore, came across this earlier with a slightly different model setup, deploying both at the same time seems to work fine now. Although if it does happen try the above. This is also retractable and I've added that ability to the single as well. Transmission shaders at work courtesy of compatibility with the Shaddy mod.
  11. its not that its super hard but most of the panels were intended to be launched in a fairing. It is extra work and texture space. Its not really feasible to go back and add them.
  12. Im not 100% sure our realplume patches are written to be resilient when someone installs Smokescreen but not RealPlume. Installing Realplume and smokescreen together is better. And BDB will be ok even if you install Waterfall. Our liquid engines will use Waterfall and solid motors will use RealPlume+Smokescreen in this case.
  13. To install the dev branch you must specifically install the 1.11 development branch from github by choosing the 1.11 development branch instead of Master on the left, and downloading the zip. (or use github desktop) The rollout arrays should then pop up if you search for Skylab eRosa Will check on that...
  14. I don't think this was built but since we were on the topic I wanted to say that RS-X is in the pipeline. I will hopefully make it as part of the classic Atlas revamp once Voyager Mars is done. Im not sure if I've mentioned this before on the thread. Anyway for those not aware, its basically the MA-5 booster powerhead (Ie the pumps for a pair of LR89s) running through a single chamber.
  15. New 2.5m fairing and new ring type base. The fairing will also be available on the regular (DCSS) 2.5m fairing base. Meant to help with this sort of thing:
  16. Gemini mostly due to various stock and other mod parts with the tag "mini". All new BDB Gemini parts should have the odd but easily searchable tag "gemina" in there as well. idk what the cause of Leo is but it must be something similar.
  17. As mentioned above you have the ModuleEnginesFX version of the of the R4D. The C-1 will be LFO as it runs on the same propellants as the main engines.
  18. New Thiokol C-1 Radiamic Engine which was meant to be a general velocity trimming and maneuvering engine. On Voyager Mars a set of 4 serves as a backup propulsion system. In case the LMDE failed it was still capable of inserting at Mars albeit in a much more elliptical orbit. Still it would ensure at least some useful science is done. Completed propulsion section. This pallet will be separate from the core and can be used on other craft of your choice. The inset hole for the main engine will be depth masked to allow this.
  19. Oh where's that from? I was kind of drowning in the 90 plus PDFs cobalt had downloaded and pretty early on narrowed down exclusively on the 1966 TRW design documents. I can take a look at least. Edit: On that note I do plan to make the growth options in this proposal including a bigger dish that folds underneath with a hole for the engine (!), and OGO based experiment booms.
  20. Haven't posted any updates for a while. But started work on the next major project which is the flagship Voyager Mars probe. This beast consists of a lander and a full fledged orbiter, and the mission calls for two of them to be dual manifested on Saturn V. This is deceptively huge, the circular solar array is 3.75m plus diameter and the orbiter is powered by an LMDE. 4x C2 vernier engines are also used and are pending at the moment. Among the different Voyager designs the one being made is the TRW proposal from 1966. Following the projects cancellation the name would be reused for the famous Voyager 1 & 2 missions later. There were multiple lander proposals but the one I will be focussing on will be the 1965 era VPE-14 design by JPL
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