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Found 8 results

  1. So, a few parts in the Mod Bluedog Design Bureau (developer version) are not working correctly. Namely the CSM Decoupler and the LM Adapter (most probably every part that has a animation) wich play their animation when picked from the parts menu but can't be retracted or even properly decoupled in game. There is a button in the parts dropdown menu wich is called "play animation" though. I installed every mod that came with the base mod and even tried to reinstall it a few times or even use another version of the mod. The KSP.log file seems to be spammed with "[EXC 15:22:36.115] TypeLoadException: Could not load type 'ModuleDecouplerBase' from assembly 'BDB'." I don't know if I installed it wrong (which seems unlikely since I installed that mod and others successfully before). It could be that it is conflicting with other mods, a screenshot of my GameData Folder can be found here and a picture of my KSP Log from yesterday can be found here (the KSP Log is quite big though since it is filled with error messages, I apologize for my messy install). A few version before everything worked just fine and anyone else I know doesn't have this problem. Any help would be highly appreciated! Not sure if I got all the important Information, If thats not the case just ask me. I also asked the Dev for help but he could seem to help me.
  2. Like here: https://www.youtube.com/watch?v=lm8e4qVoXmM The things that move the telescope from its launch configuration to on top of the station. Can't find them anywhere. Don't want to have to launch a bulky rocket.
  3. Drakenex Deluxe Counterfeits presents: Tantares and BDB - Now in Colors! Downloads: Tantares: Spacedock BDB: Spacedock A comprehensive skin pack to recreate some historic spacecraft from the Soviet/Russian and American space programs So far this pack contains: Tantares: Soyuz in many colors and combinations (includes both 2 and 3 crew variants) TKS in it's realistic military green and Vintage Salyut parts in realistic colors Progress spacecraft in modern black, green and vintage The Shenzhou spacecraft, resized and painted.* The N1 moon rocket, in all it's green, gray and white + vintage green glory The Soyuz 7K ** Proton in Real White Polyus in Test White Almaz in many real life configurations Meteor Satellite in Gray and Green LK lunar lander in green BDB: Gemini in Blue and Green military variants plus FASA inspired Rescue Gemini Apollo CM is accurate Skylab Sun shading white paint and Fictional USAF Blue Many more coming soon, feel free to make requests! -- V 1.6.1 of KSP required -- Latest version of Tantares required -- Latest version of BDB required -- Latest version of Firespitter required (for parachutes only, while Squad fixes that bug) -- Migrating to B9 Part Switch soon Changelog: V 1.0.1: Updated incorrect engine textures Added RCS matching with colors V 1.1.0: New Soyuz MS rocket with fueled and un-fueled textures V 1.1.1: Fix for Soyuz Rocket central engine texture swap V 1.2.0: Updated to new VA/Alnair/TKS revamp, now in Vintage green Added Vintage Green to all FGB parts Soyuz Spacecraft now in Vintage Green (Including RCS) ASTP variant for legacy engine Rasvet/Mir adapter now in gray N1 Rocket now in L3 and Vintage Green colors Soyuz Rocket now in Light Gray and Vintage Green/Frozen Gray Various textures fixes here and there *** Last KSP compatible 1.3.1 Update *** V 1.3.0: Updated to the stock texture switch module - Firespitter core is no longer a dependency Soyuz now in Rust color! Updated all Mir and FGB parts, some re-done and some new All new Shenzhou textures Stock themes supported Many more changes and new stuff V 1.3.2: Parachutes temporarily ported back to FS texture switch because of a game bug who render them dragless if they use stock Texture switch. Energia launcher now in Soviet White. Zenith also in Soviet White and Vintage Green (1st Stage only + engines) Some small textures fixes V 1.4.0: Zenit now available in ETS Vulkan and Soyuz 5/Feniks flavors Vostok now in vintage green Progress updated to latest revamp LK lander now in Soviet vintage green LK-1 now in vintage green FS is still required for parachutes Many other texture and config fixes V 1.4.1 Fixed LK-1 drogue chute FS texture switch Changed LK lander fuel tank color to gray, because it looks better. V 1.5.0 Almaz / Salyut now in colors! Fixed a lot of stuff. V 1.6.0 Proton in Real White Polyus in Test White Pirs/Poisk in White/Black and MS Black Meteor in Gray and Vintage Green TKS/FGB in Tantares Cream and Vintage Green Many Many fixes including Energia White and Almaz Greebles * Requires CST-100 ** Requires Contares Amazing shots by @Zorg N1 re-colors @Deltac Soyuz, Progress, Soyuz Rocket, Shenzhou, N1, Salyut, Zenit, Energia, LK, LK-1, Almaz, TKS and all the rest re-colors by @Drakenex All works and modification permitted by the great and talented @Beale and @CobaltWolf This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  4. I really want to use procedural parts, but I can't find a download for a version compatible with 1.6. Can someone please give me a download link, and if possible, a BDB-alike texture pack for it? Thanks!
  5. As there is no craft repository for BDB, and the hangers on KerbalX were outdated, I decided to make a new thread for people to post BDB replicas and non-replicas. If you post a craft, add a link for people to download your craft, unless you don't want to, then that is OK. Enjoy! EDIT: Your crafts can use any other mod you want!
  6. Download From Spacedock Because a Saturn V needs its ever-present companion, the Launch Umbilical Tower, I created a working replica of the Saturn Mobile Launcher. It's not 100% exact, far from it, and has been simplified to eliminate detail that would be tedious to make without any real benefit. It does fetaure retracting swing arms and tail service masts, plus two working elevators to allow crew boarding of the command module from the ground. There is also a hammerhead crane on top that can decouple and rotate using the Q and E (roll) keys. This is a standalone version of the Saturn Mobile Launcher from my Simple Overhaul Project. It has been configured to work with the default Saturn/Sarnus 5 from the Bluedog Design Bureau mod. The mobile launcher was designed for the Saturn V from my Simple Overhaul, which is at 64% scale. It however works rather well with the BDB Saturn V, it just meeded a few tweaks and adjustments. The BDB Saturn V is at a smaller scale, and I didn't rescale the tower, so it's taller than the BDB Saturn V than the real one was. It also can be used with other rockets, there just needs to be a free stack attach node at the bottom of the first/core stage. An engine would work, but it's best to make a Module Manager patch to add a size 5 node to whatever part will be used to attach the launcher base to. The tower and swing arms can be moved using the offset gizmo to adjust the positioning. The Mobile Launcher pack contains the following parts: The Mobile Launcher Base The Launch Umbilical Tower (or just "tower") The Tail Service Mast (three were used on the Mobile Launcher) Nine swing arms representing the actual Saturn V tower arms The hammerhead crane (no hoisting capability). The launcher base attaches to a size 5 node at the bottom of the BDB Saturn V S-IC via another size 5 node in the flame hole. The tower then attaches to the other size 5 node on the base. Three tail service masts and the nine swing arms attach to the other nodes on the base and the front-right vertical beam of the tower. The crane attaches to a node on top of the tower. Both the base and tower include a working elevator for crew access to the the Command Module from the ground. The elevators, swing arms and tail service mast move/retract by an animation; the arms and tail service masts will need to be action-grouped during a launch. Liftoff demo: This mod is being shared under the CC-BY-NC-SA license: http://creativecommons.org/licenses/by-nc-sa/4.0/ Installation: Open the .zip file, and copy the AlphaMensaeMobileLauncher folder to your KSP Gamedata folder. All the mobile launcher parts are put into the "Heavier Rocketry" tech tree node (same as the BDB Saturn V parts) for Career/Science mode. NOTE: The mobile launcher parts were developed and tested with Kerbal Joint Reinforcement installed, so I recommend that KJR be installed if it isn't already in your KSP. I make no guarantees that these parts will work with the stock autostrutting. That being said, I did set the breakingForce and breakingTorque values of the launcher base to 500,000, and those of the tower to 250,000. That alone probably prevents any wobble, but why take chances? Assembly Guide: To make it easier to find the mobile launcher parts, enter "Saturn" in the part list search window, and they will all appear in the part window. First, click on the root part of the BDB Saturn V (usually the Command Module) and using the offset gizmo move it up well above the floor of the VAB Next, click on the S-IVB stage of the Saturn V and rotate the rocket 45 degrees in either direction (can use shift-Q or E) to properly orient the F-1 engines: Next, select the Mobile Launcher Base from the parts list and attach it to the size 5 stack node below the S-IC stage via another size 5 node in the flame hole of the base: Next, use the offset gizmo again and move the whole assembly via the root part so the front legs of the launcher base (farthest away from the VAB door) sit within the white part of the big circle on the VAB floor; this is to properly position the base over the KSP launch pad: Next, select the Launch Umbilical Tower from the parts list and attach it to the other size 5 node on the launch base: Next, select the Tail Servive Mast from the parts list and attach three of them to the small nodes on two sides of the flame hole; they have to be attached separately. Rotate them so the arm points directly at the S-IC stage: After placed, use the rotate gizmo and rotate the tail service masts 5 degrees to correctly align the arms with the stage (just for aesthetics): Next, select the swing arms from the parts list and attach them to the nodes on the front-right vertical beam of the tower. Arm 01 goes at the lowest node, and they then go in order of 2-3-4-5-6-7-8-9 from bottom to top. Arm 9 is the Crew Access arm. The hammerhead crane is attached to the top node on the tower. It has a built-in decoupler, and after decoupling can freely rotate 360 degrees using the Q and E (roll) keys. Crew boarding is done by taking the elevator up to the crew access floor, then entering the crew arm via the small walkway extension:
  7. Tantares had one, so why not BDB too? Hello fellow kerbonauts! his is a thread for you to post all of your preposterous creations made using the brilliant Bluedog Design Bureau mod - as long as it's not a replica of any real-world craft! Hopefully this thread will display the creativity this mod unleashes upon you, leading you to build stuff that NASA never even thought of! They better not introduce any of their pesky budget cuts here! However, there are a few rules, 1: The craft must use BDB parts (duh!). 2: The craft must not be a replica of any real-world craft. 3: You better have fun or else I'll be around to your house with a sledgehammer and a 50 cal. machine gun - no exceptions! I'll kickstart this thread by introducing one of my first creations with BDB parts - the ROTV - or the Reusable Orbital Test Vehicle. This vehicle is basically an SIVB stage, with four radial engines for orbital maneuvering, a ballute, many, many parachutes, landing legs, a cockpit for two, and a large cargo bay. (You only live twice, anyone?) The vehicle is launched from a Jool-1 rocket, basically a Saturn 1B fuel tank, with an adapter down to 2.5 metres, and then an F-1A engine clipped into the rear of the adapter. Now, to see this baby in action! Now, the ROTV is designed to retrieve payloads that are stranded in orbit, and return them to Kerbin. Here we see the majestic vehicle snatch a top-secret US Air Force space station out of orbit, for the plot of a James Bond film as the station was launched without authorisation, and contained nuclear warheads aboard, which broke an international treaty. After grabbing the station and fitting it snugly inside of the cargo bay of the ROTV, the vehicle performs a de-orbit burn, deploying its ballute at 45 kilometeres, the drogue parachutes at 10 kilometres, and the main parachutes at 7 kilometres, successfully completing an unpowered landing in... the middle of nowhere. More information on this strange vehicle is found here: