-
Posts
3,934 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by GoldForest
-
-
1 hour ago, AdrianDogmeat said:
I don't know how much of this includes parts from BDB, but it's cool as hell so why not post it anyways?
Hmm, the only parts I can make out that might be BDB are what look like RL10s on a centaur engine adapter on the service module.
-
31 minutes ago, CobaltWolf said:
Since you've all been good...
Instead of giving us a B-52 to launch the X-15, how about giving us the gliding Saturn S-IC-D? Eh? Eh?
I kid, I kid. I know you're basically done with Apollo stuff with BDB 1.
-
So, I did a quick and dirty copper color conversion on the Atlas D, just to see what a copper Atlas D would look like. Hope you don't mind @Zorg
I don't really have any photoshopping skills, so this was really quick and dirty. A simple "Recolor" in Paint.net.
And of course, I did an oxidized version as well, because why not. I know a copper rocket would never reach oxidation of this level, but hey, I think it looks good.
Oh, and for the memes/lawls I did Delta Blue. Metallic Delta Blue... cursed, blessed or blursed?
Also, I just realized I made RGB Atlases... Gaming Atlas confirmed!
(Copper Red, Copper Green, Delta Blue)
-
32 minutes ago, septemberWaves said:
What is the function of the pipe that sticks out below the Atlas skirt, and why was its shape changed after Atlas A?
The big pipe is a discharge pipe for the tanks. Something about efflux.
The small pipe is the turbopump overboard pipe.
Why they were changed, idk.
Probably to fit the center better slash work with new ground equipment/launch pad. -
2 minutes ago, Zorg said:
I believe the 4th picture I posted answers that question already
Ah, so it does. I'm blind. My apologizes.
Hmmm. What about a fictional Atlas Copper scheme for the early Atlas?
-
20 hours ago, CobaltWolf said:
If we're playing that card, I can't imagine requiring that sort of lift capacity in KSP1. KSP2, on the other hand...
Also, on that note:
Ahem.... other star system mods...
That is all.
...
But in seriousness, the Big Nova would be great for interstellar missions. Or heck, even doing single launch to planet missions such as Jool. I admit, the use cases are niche, but if you make it, they will be used. I guarantee it. Also, the modding community will love you more for it, because big rocket = moar rocket = best rocket.
Also, I was wondering if someone would try to jerry rig BDB into KSP 2. Really wish Intercept would drop those modding tools and bring back gamedata or at least an easy to access modding folder.
1 hour ago, Zorg said:Is that a Saturn themed Atlas? Or an actual official paint scheme used on a select one or few launches I don't know about?
Also, been meaning to ask, is the original 2 engine engine mount going to be made?
-
6 hours ago, CobaltWolf said:
limit the scope of BDB to Apollo-era craft and things directly derived from them
*Whistles innocently*
-
18 hours ago, Zorg said:
Oh forgot to post this, still a lot of work left on Atlas but some of the texturing work has started (other stuff remains to be modelled).
Fun little effect on the normals
Will there be a TU patch to allow for shininess and/or reflectiveness?
-
Okay, so I've decided to take a more toned-down approach to Super ISS 3. It's basically going to be Lunar Gateway and ROSS on a Supermodule Core. Two cores. Maybe a two supermodules and 1 tuna module (or whatever the small super module is called) to connect the two of them. Still designing it out in my head.
-
On 1/27/2024 at 9:29 PM, Ultim32 said:
I may have gone too far with this...
First of all, get your own thread!
Secondly, the REAL lunar shuttle.
Thirdly, sorry I went quiet, new games and all that. Got distracted.
Came up with an idea for a supermodule though... and... oh it's cursed....
Basically a triple combined monster:
Wetlab - Supermodule - S-II Wetlab
-
1 hour ago, Cheesecake said:
I don`t know if this is the reason. But you have Interstellar Fuel Switch and B9 Part Switch together. As far as I know, the two don't work particularly well together because they both do the same thing. I may be wrong here, but I have already read something about it.
1 hour ago, tmccreight651 said:So if i uninstall one will the other take its place or will that break my craft?
Yeah, that's why i usually just replace the extending engines with a fixed engine with similar stats. But that's annoying because then my ISP suffers.
49 minutes ago, Cheesecake said:You can test it with a new savegame. I only have B9 PartSwitch and don`t have such problems with extendable engines.
It's definitely not interstellar fuel switch, I can tell you that. I don't have that mod and I still get the bug. It's a bug inside BDB, the models or deployable engines. But we need deployable engines for the engines to work, so it's unfixable really...
-
1 hour ago, tmccreight651 said:
Does anyone know what causes this glitch? Id assume its an issue with the DeployableEngines plugin but ive already made sure said plugin is up to date.
Log: https://www.dropbox.com/scl/fi/oh2w9ooqt5wbi54lywhgq/KSP.log?rlkey=c1kyjr9l4kr04r49r9cr9t634&dl=0
Modlist: https://www.dropbox.com/scl/fi/r63p83ljz9pswpsrwbmsh/modlist.txt?rlkey=mb357kmjnucqaensq6kpr3vo4&dl=0 (Be warned, its a LOOOOONG one)
Yeah, I've experienced this quite a number of times, almost every launch with a engine that has an extendable nozzle from BDB. IDK what causes it, but I found what sometimes fixes it is throttle down/off and then wait, or play with the throttle. Time warp also seems to trigger it a lot, so make sure you're outside of time warp when deploying the engine.
-
Here it is, a modern Saturn V take.
Full album: Imgur: The magic of the Internet
Engine just won't work man, it just won't work. Engine stuck! ENGINE STUCK! PLEASE! I BEG YOU! (Free Kerbal points to those that get the ref)
Finally! This bug is annoying! The engines just spent a minute doing that stuck in a boot loop bug... I had to listen to the engine ignition sound on repeat for a minute... my ears are now bleeding.
"Jeb, where's the ocean?" - Bob and Bill.
-
14 minutes ago, Blufor878 said:
YOU HAVE 30 SECONDS TO COMPLY!!!
Also Happy Earth's Orbit Around the Sun Completion Day!Okay ED-209, stand down.
-
I'm just going to slide in here and steal the first post of 2024.... working on something more than just text lol, give me a little bit
-
On 12/19/2023 at 9:25 AM, septemberWaves said:
Upon thinking about this, I'm not sure this is entirely the case. I do not have an optional patch for BDB installed (aside from the real names patch). The hydrogen-oxygen fuel cell switch exists within the standard BDB file for the Gemini equipment module. Still, I'll go looking for the old Apollo fuel cell patch.
Oh, right right. The Gemini pods have BDB implemented fuel cells while the patch is only for Apollo. Wonder why Apollo didn't get fuel cell treatment.
@CobaltWolf @Zorg Any reason why you gave Gemini hydrogen fuel cells, but not Apollo?
-
2 hours ago, septemberWaves said:
Is there a particular reason that the Apollo service module lacks a hydrogen-oxygen variant of its fuel cell, while the Gemini service modules do have that option?
The hydrogen fuel cell patch was created by someone not on the BDB team long ago and is not maintained by the BDB team. Said person is either gone from KSP or modding in general, and thus does not maintain the patch anymore.
Since the patch was last updated/created, the mod has gone through several big updates, thus breaking the patch.
It should be as easy as renaming the apollo modules inside the hydrogen fuel cell patch in the extra folder to the names of the new apollo modules.
The fact it still works with Gemini is kind of surprising.
-
3 hours ago, Pappystein said:
I don't use a Mod, I just use F12 with Steam running.
Don't use Steam, use KSP's own built in screenshots. F1. Steam adds compression bad, unless you tell it to save the raw uncompressed screenshots.
-
4 hours ago, zakkpaz said:
We could really use a 5m to 3.75m adapter to link the NLSUS-XL5K to the Shuttle ET, a truss interstage for it would be nice too.
Just go the cursed route.
-
35 minutes ago, Kerbalsaurus said:
I think if you re-booted it in the 1980s with a Skylab based Supermodule, it would make quite a fun alternate history.
I'm not doing the 1980s though, unfortunately. I already have a time sort of. I'll be starting in modern-ish times. Very recent modern times.
Reason? Well, did you see the teaser image?
-
So, I need some help deciding on what to do.
I got supermodule to stop throwing errors, it was a simple config edit and I didn't see any other errors being created by Supermodule. I'm still hestinant to use it though considering I've used it TWICE now for SISS and each time SOMETHING blew up... one of those times being Supermodule itself.
So, here's what I want from you guys and gals.
Do I:
A) Use Supermodule, HOPING AND PRAYING, it does not self destruct or cause something else to self destruct
or
B) Make a Skylab derivative of Supermodule. -
@Beale Welcome Back.
Btw, Benjee's Zarya solar panels are in the release version, but not in the dev version. Could/would you add the panels to the dev version?
-
17 hours ago, OrbitalManeuvers said:
This is a pretty common cfg error.
The issue is:
containerModuleIndex = 0
in the ModuleScienceLab module. It must point to the ModuleScienceContainer module. So, you can either move the container module to be the first declared module, or you can count how many MODULE {} tags there are until you get to where the container is now. Looks like it's either 8 or 9, can't remember if the index is 0- or 1-based.
Edit: It's zero-based, so if you change the 0 to an 8 it should be happy, I think!
It worked. No more error, thanks!
-
9 minutes ago, OrbitalManeuvers said:
This is a pretty common cfg error.
The issue is:
containerModuleIndex = 0
in the ModuleScienceLab module. It must point to the ModuleScienceContainer module. So, you can either move the container module to be the first declared module, or you can count how many MODULE {} tags there are until you get to where the container is now. Looks like it's either 8 or 9, can't remember if the index is 0- or 1-based.
Edit: It's zero-based, so if you change the 0 to an 8 it should be happy, I think!
Thanks! I'll have to test the fix later unfortunately, need to head off to bed.
[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.13.0 "Забытый" 13/Aug/2023)
in KSP1 Mod Releases
Posted
Can you give use your mod list and logs?