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Posts posted by Invaderchaos
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Alrighty, all Mariner 3-5 configs are complete. That means if there’s an issue with them, it’s something I missed.
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1 hour ago, OrbitalManeuvers said:
These parts look amazing! Do you have plans for a switchable control direction on the core?
Already a feature. Similar to how coatl did it, the control point is built into the engine. Works better than it would if it was on the core IMO
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Mariner 3-5 is now on github (development branch) in an alpha stage! Parts should be balanced but descriptions/experiments aren't finished yet. Craft files are also on the github for those who need guidance on putting Mariner 3/4 and 5 together.
Spoiler
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7 minutes ago, Pappystein said:
It is amazing how all the BDB team's foil work has improved over the past 2 or 3 years. These parts look AMAZING Invaderchaos!
While I am not a HUGE historical probe player (I like to Lego my own things together for the most part) These are some grade A+ parts!
It is just too bad there isn't a way to get the Satelite bus itself to track the Sun for the fixed Solar panels
Thanks! I tried a new technique for foiling here and I think it’s the best foil streaking I’ve done so far. I usually use mechjeb for aiming craft at the sun. Speaking of tracking, I don’t know if I’ve mentioned it here, but the Mariner 3/4 TV Camera tracks the body it orbits. So will the scan platforms of Mariner 6/7 and 8/9.
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Ok progress update on Mariner 3-5; we’re getting close! I’ve started the process of getting some parts in game, but so far I still have a lot to go. These are not on GitHub yet, as I still need to finish getting the parts in and do the configs. But I do have some pics!
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6 minutes ago, biohazard15 said:
This would need a fair amount of work:
- New 1.5m camera module
- New adapter for RVs (two variants, for 2 and 3 RVs)
- Custom interstage (basically an upside-down, scaled-down SLA adapter with two petals)
- Algol-III (or can existing Algol be used?)
Also, I'm pretty sure this "Titan-IIIBS" would use a IIIC heatshield on its LR-87.
Maybe one day. I do wanna make some Agena stuff in the near-ish future (wide Agena, MIDAS, the KH8 solar panel, SERT 2 solar panel, etc.) but I don’t know if I’d tackle this then
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More progress on Mariner 3-5 again (finally). I am pretty much finished w/ the diffuse textures other than the foil sections.
Spoiler -
1 hour ago, Shlyopa said:
Can you make thicc agena and other unflown stages as addition to main BDB, to reduce part count?
I’m pretty sure BDB is well past the point of limiting part count lol. If you have an issue with the number of parts in BDB feel free to delete any part folders you don’t want, as our folders are structured to be prune-able.
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35 minutes ago, septemberWaves said:
Agena was not 2.66 meters in diameter, it was 1.5 meters. The BDB scale is at least as close as it is possible to get to being correct to a 0.64x scaling factor while only using standard KSP sizes. EDIT: I had not seen the earlier discussion about wide-body Agena.
58 minutes ago, Rodger said:That's with 0.625. Does BDB generally use .64?
1 hour ago, Rodger said:I think 118"/2.66m irl would be 1.66m ksp size? ngl, 1.5m agena would be based
BDB uses a 62.5% scaling factor. Regarding wide-body Agena, there were a few proposals, so if I were to get to it eventually I’d probably focus on a 1.875m Agena.
1 hour ago, Pappystein said:Sorry just edited my post further Yes it would be another custom diameter... or it could be Shrunk down to 1.5m. I am not proposing it be made for KSP to be clear. Just stating that is where the varying lengths come from for Agena Evo
1 hour ago, GoldForest said:Both versions would end up 1.875 wouldn't they? Unless Cobalt wants to add another custom diameter.
If I read the document correctly, there was a couple versions it proposed. One would be a little over 1.5m (would’ve been scaled down to 1.5m) and a slightly thicker one would be a little under 1.875m (would be rounded up to 1.875m. To me, it wouldn’t be worth it to cover both versions, and it seems like to me that making it 1.875m would make it much more useful (in terms of combining it with other parts and launch vehicles) than a 1.5m Agena would be.
I should probably state that I am definitely interested in making a wide Agena. However I do have a lot on my plate and I don’t think it’ll happen at the current moment (maybe).
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14 hours ago, Rodger said:
I've been able to use KJR:Next without phantom forces
Strange. I also have been using KJR Next and have been experiencing phantom forces. Is it possible it could stem from another issue?
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Just a quick little thing, I made a US style BDB flag. Felt the BDB flags was missing something like this. It’s on the GitHub but here’s also a png to give y’all an idea what it looks like:
4 hours ago, biohazard15 said:Wow. I’ve been looking for any sort of illustration of a wide body Agena. I’ve got a decent amount of stuff on my plate right now but I might consider this for another time.
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3 hours ago, 1124max said:
Quick question regarding the LRV parts, is anyone else experiencing phantom forces while using them? I am using a more modded install with KJR and have all the joints locked with 200 dampening set. I have follow the build guide and am launching them with the lm shelter.
Don’t quote me but I believe this might be related to KJR. I experienced phantom forces while trying to reenact Apollo 17. However, I will still more than able to land the LRV on the moon. Luckily the phantom forces aren’t active while time warping.
I don’t think there’ll be a fix for this because it seems like it’s more of an issue with KJR and robotics (from what I can tell) rather than BDB. It’s a shame though because I like KJR a lot and I think the stock autostrut system is very annoying and bothersome.
Luckily it still seems like it’s more than possible to land the LRV on the moon even with the phantom forces.
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10 hours ago, dababykerman said:
Yeah, I don't use autostage, but is there a way to make it launch and circularize with mechjeb?
Honestly I’d consider just trying to launch it manually. I don’t recall about Juno 2 but on JNSQ, Juno 1 had more than enough fuel to put Beacon in orbit, it was even a little overkill. Usually I wait till close to apogee to fire the Sergeants. Mechjeb can be a little screwy with rockets like that.
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Beacon 1 is now on the 1.11 branch of the github! A small Explorer-1 derived payload, Beacon 1 was the only other satellite to launch on Juno I besides Explorer 1-5. Instead of having a geiger counter like Explorer 1, Beacon 1 had a small apogee kick motor and a inflatable balloon (that's 2.5m in ksp sizing) that was used to study atmospheric density in low Kerbin orbit (no it does not work like a proper balloon on the ground). Here are some pics:
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5 hours ago, guest10985 said:
What happed to this?
Ill finish it when I feel like it don’t have the files for the moment anyways
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On 7/11/2022 at 2:00 PM, Beccab said:
Your stuff is always so amazing. Do you have a place where you post images other than the BDB forums? I feel like I miss a lot of your stuff as I don’t check the forums as often as I should
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Have been having trouble finding time to work on BDB but hopefully I’ll have more time this week. Here’s a little peek at the new Pioneer P3 louver texture im working on:
this will be rolled out with the few P3 Venus parts and Pioneer 5/Explorer 6 stuff I’m doing. The original, non-louver variant will remain as a switch. There will also be an additional P3 probe core part with a black/white paint scheme, reduced mass, and fewer built in experiments for the P3 Venus Orbiter mission.
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I just made a patch in BDB Extras to make it possible to for inflight CSM texture switching (mostly to enable switching to the toasty CM mid-flight). I haven’t tested it yet (currently away from a computer w/ KSP) so if there are any issues let me know
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pioneer 5 revamp coming up. Also doing an actual separate core for Explorer 6 instead of just a texture switch. Pioneer P3 Venus and Pioneer P3/Pioneer 2/Explorer 6 TV camera will be released alongside this pioneer stuff. Ironically I’m pretty sure this will *reduce* the size of the Pioneer Able folder as the Pioneer 5/Explorer 6 texel density was way too high.
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Don’t think I’ve posted any updates on my end (at least on the forums) in a while, so here’s some pictures of stuff I’ve been working on lately:
everything here is still pretty WIP and without spec and normals, but I’m starting to get back in the swing of things
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9 hours ago, GoldForest said:
Anybody else missing the Mariner 10 probe core? I can't find it at all. I've updated to the latest patch too. I've tried all the search words I could think of, even went through my command list. Nothing.
I messed up the config while updating the names/tags, however I believe I fixed this a few days ago. Do you have the latest dev version? If so, then I might’ve missed something, but I’m pretty sure it should be good now.
EDIT: It was still messed up as of the time of this post. Apologies. However, it should NOW be fixed.
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33 minutes ago, Beccab said:
The real Voyager or the cancelled Mars Voyager?
I’m referring to the real Voyager. I think we plan on doing the later at some point, but it will not be me who does it
7 minutes ago, Entr8899 said:Is the BDB x Coatl partnership official?
We have some collaboration planned. Details are to be revealed later.
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Just a heads up to anyone who may notice, the Mariner 2/Mariner 10 real names have been from to ‘Wayfarer’ to ‘Argo’ (the name of Mariner in Coatl) in anticipation of the upcoming Mariner 3-5 parts and some other stuff in the works. The ‘Wayfarer’ name will be reserved for Voyager when I get to those parts in the future.
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Made some craft to show off the new RTG's:
[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.13.0 "Забытый" 13/Aug/2023)
in KSP1 Mod Releases
Posted
Saturn IB is already massively buffed. It’s probably your ascent curve, I and many others have been able to replicate its missions with no issues. If you’re using mechjeb profiles, don’t. I’ve been able to eyeball ascent curves with not that much care and I’ve made it. I’ve tested on 2.5x KSRSS and I can on KSRSS reborn too but it shouldn’t produce any problems.
However, could you tell me more about the docking issues you had? We’re aware there’s an issue with docking but it’s still not totally clear where it comes from or how can we resolve it. Any info from you or anyone else on this would be greatly appreciated.