Jump to content

GoldForest

Members
  • Posts

    3,934
  • Joined

  • Last visited

Posts posted by GoldForest

  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 :P

    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) 

    bn5cnpR.pngICv5As4.pngN3vL1Ie.png

  2. 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. 

  3. 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:

      Reveal hidden contents

    This was just sort of an experiment/test now that there are some good unofficial tools and tutorials, please don't take it to mean that BDB1 has ended or BDB2 has started.

     

    Hd5wYKW.png

     

    4irbSrA.png

     

    NDvXG4s.png

     

    7UTIhgE.png

     

    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:

    Some more Atlas updates

    the chronological order is reversed here, from left to right: Atlas D, C, B and two version of Atlas A. Of course all the other core tank variants such as the derivatives of Atlas D, E/F, II, III all to be done so loads more work lol.

    jFBqLKl.png

     

    nTRTgcs.png

    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? 

  4. On 1/27/2024 at 9:29 PM, Ultim32 said:

    I may have gone too far with this...:P

     

    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

  5. 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... 

  6. 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. 

  7. Here it is, a modern Saturn V take.

    Full album: Imgur: The magic of the Internet

    Zxb07Kp.png

    ZmFQSxS.png

    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)

    AiErjs7.png

    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.

    C65tBPZ.png

    I9OnHh0.png

    Qfc7pzl.png

    wMBmVVt.png

    hzP5V1x.png

    "Jeb, where's the ocean?" - Bob and Bill. 

    hQFH58U.png

     

  8. 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? 

  9. 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. 

  10. 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. 

  11. 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!

  12. 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.

×
×
  • Create New...