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[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.13.0 "Забытый" 13/Aug/2023)


CobaltWolf

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I took a quick spin of some parts (mostly in 1.1.3, with some slight cfg alteration here and there to let them work without the plugin because I feel half stupid without KER on 1.2 to be useful to have some "datas" on rocket performance):
 

The issue with the SLA's collider seems resolved, but (as JSO comment) I felt working better with a "negative" decoupling value (but I could be wrong, as I started without notice it with my old, last, "-10" value, when I was trying to analize the old behaviour). By the way, it seems even a lot stay in that range (rather your "500") or rather at "0": as I'm always very picky with my transfer (generally very tight "free return trajectories), even with so low value it sent my CSM+LEM hundreds of Km away from the predicted orbit at the end of TMI. I could suggest to let it be at "zero", to let the user to extract with only some very low RCS pull.

I like the new Kane look, I noticed how both the Apollo SM and S-IC tank now have a correct "space program" flag display (no more flags cut on the sides).

I have (up to now) not fully switched to the new "crio Hydogen" tanks (the last 1.1.3 version I'm using is still the one I'm playing, so I didn't wanna mess up too much) BUT in the week-end I'll probably re-download the latest pre-release 1.2 (last one I tried was 1532... and now we are at 1548) and I'll make eventually a bit more test there.

Up to now, as I noticed that the new Kane pod has some built-in RCS ports, I just not really understood in which axis they are working (I noticed some rcs thrust when activated and mounted with the SM, but as stand alone, after decoupling for reentry, they seems not doing so much/doing nothing). Some tips on your design to help understand when they are supposed to thrust/which direction are active???

1 hour ago, Jammerpan said:

I love this mod. Quick issue, though. Seems like the LEM IVA is reversed. As in, the windows are facing out the back. I don't remember that being the case in the past few versions.

Here's a quick picture of the current orientation:

http://steamcommunity.com/sharedfiles/filedetails/?id=772674032

@CobaltWolf OH! Yeah! Noticed that too: it seems you "turned around" the LEM model, BUT now ANY IVA is facing the rear of it >_>

I was initially happy about it (to look at the front exit in the VAB) but now I'm less happy when going IVA (and with RasterProp, I like to play inside the cockpit a lot) :P

 

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The cryo tanks aren't actually new, they've been in for quite some time, just as not the "default". It will activate fine in 1.1.3 with nearteas cryo tanks mod installed. 

(They're pretty fun in any case!)

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So how did you get teh S-IC retros working because theres nothing to stage.

 

EDIT: Well I can action group them I guess... but I hate action groups... I always for get to do them...

 

Also, I really think a ejection force of 1 on both SLA nodes is the best, for as close to realife transposition, docking and extraction of the MEM from the SLA...

 

EDIT2: I see that there is a 3.75m fairing planned for this mod eventually.. I would just like to say how much I would appreciate it so I can better turn the Sarnus 5 into a heavy life vehicle for cargo. (Also a 5 m version for when I dont need an S-IVB maybe?)

Edited by Avalon304
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-------------------------------------

6 hours ago, Jammerpan said:

I love this mod. Quick issue, though. Seems like the LEM IVA is reversed. As in, the windows are facing out the back. I don't remember that being the case in the past few versions.

Here's a quick picture of the current orientation:

http://steamcommunity.com/sharedfiles/filedetails/?id=772674032

Quickfix about it, for 1.2beta (untill @CobaltWolf will change back the orientation of LEM, to allign with the IVA):
at the LEM ascent Cockpit (bluedog_LEM_Ascent_Cockpit) change the model definition with this code:

MODEL
{
   model = Bluedog_DB/Parts/Apollo/bluedog_LEM_Ascent_Cockpit
rotation = 0, 180, 0
}

and for keep in the VAB the same orientation, change with this code the model definition of the LEM descen stage (bluedog_LEM_Descent_Tanks):

MODEL
{
   model = Bluedog_DB/Parts/Apollo/bluedog_LEM_Descent_Tanks
rotation = 0, 180, 0
}
4 hours ago, Avalon304 said:

So how did you get teh S-IC retros working because theres nothing to stage.

 

EDIT: Well I can action group them I guess... but I hate action groups... I always for get to do them...

 

Also, I really think a ejection force of 1 on both SLA nodes is the best, for as close to realife transposition, docking and extraction of the MEM from the SLA...

 

EDIT2: I see that there is a 3.75m fairing planned for this mod eventually.. I would just like to say how much I would appreciate it so I can better turn the Sarnus 5 into a heavy life vehicle for cargo. (Also a 5 m version for when I dont need an S-IVB maybe?)

For the problem with the retrorockets not firing, try add a code took from a standard sepatron to the S-IC engine mount (bluedog_Saturn_S1C_EngineMount) to have it work aside from action group:


	ActivatesEvenIfDisconnected = true
	stagingIcon = SOLID_BOOSTER

This should give to it an icon for the staging sequence, and also that retrorockets should fire disconnecting.

For the SLA (avoiding any eventual issue with node placement back to the center of mass/origin of the part) I personally set both decouplers at ZERO. I do manouvers with RCS, rather than taking unwanted risks if any in the KSP code will could change in final 1.2 KSP release.

------------------------------

ISSUE with LEM IVA:

It could  be a problem only for me (as I tested also in 1.1.3 the "Lunar" IVA, where I have ASET props v. 1.3 working for other IVAs), but I have an almost empty one on the LEM. Is it needed a particulary different ASET Props version or is it still a "work in progress???

 

-------------------------------

MORE Raster Prop Monitor IVA are always welcomed, aren't they??? Why not for the Kane (Apollo) :P???

So, ravaging in the RPM install I noticed that there is an already RPM internal for KP0110, but it have references for the original mod directory, and if RPM is installed now that @CobaltWolf has his own duplicated, founding the standard (not RPM) KP0110 IVA, it not have a proper reference model and it makes disappear any Kerbal protraits in the game from the Kane pod.
So I made a quick cfg (keeping reference to who did them originally) to be put directly inside the BDB's KP0110 IVA folder, that still should work for any (eventually) part using it (REMEMBER FOR SAFETY REASONS TO DELETE THE ORIGINAL MM cfg, referring to KP0110, INSIDE RPM folder, as it outdated, requiring the whole folder path to call the original K-P0110 IVA's model placement in KSP's Gamedata folder):

// This adds an RPM-based instrument layout into the K-P0110
// by Ledenko.

@PART[*]:NEEDS[RasterPropMonitor]:HAS[@INTERNAL[KP0110internal]]
{
	MODULE
	{
		name = RasterPropMonitorComputer
	}
	@INTERNAL
	{
		@name = KP0110internalRPM
	}
}

INTERNAL
{
	name = KP0110internalRPM
	MODULE
	{
		name = InternalCameraTargetHelper
	}
	MODULE
	{
		name = InternalSeat
		seatTransformName = Kerbal1
		allowCrewHelmet = False
	}
	MODULE
	{
		name = InternalSeat
		seatTransformName = Kerbal2
		allowCrewHelmet = False
	}
	MODULE
	{
		name = InternalSeat
		seatTransformName = Kerbal3
		allowCrewHelmet = False
	}
	MODULE
	{
		name = InternalCameraSwitch
		colliderTransformName = Forward_left_box
		cameraTransformName = Forward_left
	}
	MODULE
	{
		name = InternalCameraSwitch
		colliderTransformName = Forward_right_box
		cameraTransformName = Forward_right
	}
	MODULE
	{
		name = InternalCameraSwitch
		colliderTransformName = Side_left_box
		cameraTransformName = Side_left
	}
	MODULE
	{
		name = InternalCameraSwitch
		colliderTransformName = Side_right_box
		cameraTransformName = Side_right
	}
	MODULE
	{
		name = InternalCameraSwitch
		colliderTransformName = Top_window_box
		cameraTransformName = Top_window
	}
	PROP
	{
		name = AltimeterThreeHands
		position = -0.5275692,0.2333323,-0.07481181
		rotation = 0.6691306,0,0,0.7431449
		scale = 1,0.9999999,1
	}
	PROP
	{
		name = AtmosphereDepth
		position = -0.3758698,0.3385559,-0.08587122
		rotation = 0.4731467,0.5254829,0.4731467,0.5254829
		scale = 1,1,1
	}
	PROP
	{
		name = AxisIndicatorPitch
		position = -0.3228244,0.3103651,-0.08290826
		rotation = 0.6691306,5.870313E-10,-6.519646E-10,0.7431449
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		scale = 0.9999996,0.9999996,1
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		rotation = 0.4731469,-0.525483,-0.4731466,0.5254826
		scale = 1,0.9999996,1
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	PROP
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		name = Compass
		position = -0.4592533,0.2841114,-0.0927662
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		scale = 0.4999998,0.4999998,0.5
	}
	PROP
	{
		name = IndicatorPanelRPM
		position = -0.1103297,0.3962799,-0.09193828
		rotation = 0.6691306,0,0,0.7431449
		scale = 0.7,0.7,0.7
	}
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		name = JSIActionGroupLabelButton01
		position = 0.386503,0.4204549,-0.1025931
		rotation = 0.6701591,0,-1.459998E-06,0.7422175
		scale = 1,0.9999997,0.9999997
	}
	PROP
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		name = JSIActionGroupLabelButton02
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		name = JSIStockSquareBlinkenlichten
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		scale = 1,1,1
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		scale = 1,1,1
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		name = JSIStockSquareBlinkenlichten
		position = 0.451631,0.1593249,-0.07587773
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		scale = 1,1,1
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	PROP
	{
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		scale = 0.8,0.8,0.8
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	PROP
	{
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		scale = 0.8,0.8,0.8
	}
	PROP
	{
		name = JSIStockSquareButtonRCS
		position = -0.1593304,0.3862659,-0.08699569
		rotation = 0.6691306,0,0,0.7431449
		scale = 0.8,0.8,0.8
	}
	PROP
	{
		name = JSIStockSquareButtonSAS
		position = -0.1593304,0.3610305,-0.08434335
		rotation = 0.6691306,0,0,0.7431449
		scale = 0.8,0.8,0.8
	}
	PROP
	{
		name = ledPanelSpeed
		position = -0.4583997,0.3167384,-0.08357811
		rotation = 0.6691306,0,0,0.7431449
		scale = 1,0.9999999,1
	}
	PROP
	{
		name = NavBall
		position = -0.4582705,0.3699115,-0.1037388
		rotation = 0.6691306,0,0,0.7431449
		scale = 1,0.9999999,1
	}
	PROP
	{
		name = RadarAltimeter
		position = -0.4583997,0.2368791,-0.07518458
		rotation = 0.6691306,0,0,0.7431449
		scale = 1,0.9999999,1
	}
	PROP
	{
		name = RasterPropMonitorBasicMFD
		position = 0.1505469,0.3770127,-0.0906048
		rotation = -0.05142139,0,0,0.9986771
		scale = 0.48,0.48,0.48
	}
	PROP
	{
		name = RasterPropMonitorBasicMFD
		position = -0.0008665323,0.3770125,-0.09060443
		rotation = -0.05142101,0,0,0.9986771
		scale = 0.48,0.48,0.48
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	PROP
	{
		name = RasterPropMonitorBasicMFD
		position = -0.000407,0.5287709,-0.1062743
		rotation = -0.05142101,0,0,0.9986771
		scale = 0.48,0.48,0.48
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	PROP
	{
		name = RasterPropMonitorBasicMFD
		position = -0.151401,0.5287709,-0.1062743
		rotation = -0.05142101,0,0,0.9986771
		scale = 0.48,0.48,0.48
	}
	PROP
	{
		name = RasterPropMonitorBasicMFD
		position = 0.150547,0.5279217,-0.1061861
		rotation = -0.05142101,0,0,0.9986771
		scale = 0.48,0.48,0.48
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	PROP
	{
		name = RasterPropMonitorBasicMFD
		position = 0.5768294,0.3521558,-0.08803802
		rotation = -0.05142101,0,0,0.9986771
		scale = 0.48,0.48,0.48
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	PROP
	{
		name = RasterPropMonitorBasicMFD
		position = 0.5768293,0.2045071,-0.07279304
		rotation = -0.05142101,0,0,0.9986771
		scale = 0.48,0.48,0.48
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	PROP
	{
		name = RasterPropMonitorBasicMFD
		position = -0.5801878,0.3472758,-0.08753484
		rotation = -0.05142101,0,0,0.9986771
		scale = 0.48,0.48,0.48
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	PROP
	{
		name = switchWithGuards
		position = -0.3617021,0.4453439,-0.1051393
		rotation = 0.6701591,0,1.459998E-06,0.7422175
		scale = 1,0.4999999,0.9999998
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	PROP
	{
		name = switchWithGuards
		position = -0.361702,0.4164152,-0.1021795
		rotation = 0.6701593,0,1E-06,0.7422173
		scale = 1,0.5,1
	}
	PROP
	{
		name = switchWithGuards
		position = -0.361702,0.3856558,-0.09903219
		rotation = 0.6701593,0,1E-06,0.7422173
		scale = 1,0.5,1
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	PROP
	{
		name = switchWithGuards
		position = -0.4044098,0.3856559,-0.09903206
		rotation = 0.6701593,0,1E-06,0.7422173
		scale = 1,0.5,1
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	PROP
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		position = -0.6853981,0.159321,-0.07587744
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	PROP
	{
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	PROP
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		position = -0.6853981,0.2190089,-0.08198444
		rotation = 0.6701593,0,1E-06,0.7422173
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	PROP
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		name = switchWithGuards
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	PROP
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		name = switchWithGuards
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		rotation = 0.6701593,0,1E-06,0.7422173
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	PROP
	{
		name = switchWithGuards
		position = 0.6780008,0.216401,-0.08171447
		rotation = 0.6701593,0,1E-06,0.7422173
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	PROP
	{
		name = switchWithGuards
		position = 0.4074987,0.1931541,-0.07933614
		rotation = 0.6701593,0,1E-06,0.7422173
		scale = 1,0.5,1
	}
	PROP
	{
		name = switchWithGuards
		position = 0.4074987,0.2239131,-0.08248315
		rotation = 0.6701593,0,1E-06,0.7422173
		scale = 1,0.5,1
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	PROP
	{
		name = switchWithGuards
		position = 0.4074987,0.252842,-0.08544315
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	PROP
	{
		name = switchWithGuards
		position = 0.3565918,0.2528419,-0.08544306
		rotation = 0.6701593,0,1E-06,0.7422173
		scale = 1,0.5,1
	}
	PROP
	{
		name = switchWithGuards
		position = 0.2970855,0.2882408,-0.08906411
		rotation = 0.6701593,0,1E-06,0.7422173
		scale = 1,0.5,1
	}
	PROP
	{
		name = switchWithGuards
		position = 0.2970855,0.3171698,-0.0920241
		rotation = 0.6701593,0,1E-06,0.7422173
		scale = 1,0.5,1
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	PROP
	{
		name = throttle
		position = -0.6210813,0.1879661,-0.07562605
		rotation = 0.6691163,0.004866245,0.004381584,0.743129
		scale = 0.500001,0.5000002,0.4999997
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	PROP
	{
		name = throttle
		position = -0.2011456,0.3939486,-0.08780318
		rotation = 0.6691306,0,0,0.7431449
		scale = 0.5,0.5,0.5
	}
	PROP
	{
		name = VSI
		position = -0.3904096,0.2368791,-0.07518458
		rotation = 0.6691306,0,0,0.7431449
		scale = 1,0.9999999,1
	}
}

 

Edited by Araym
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Speaking of IVA overlays, is there a way to make it show a more stockalike "window" into the interior, rather than just being able to see the model's inside on display like that. By that, I mean something like this. Though, it may require more effort than it's worth.

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19 minutes ago, Z3R0_0NL1N3 said:

Speaking of IVA overlays, is there a way to make it show a more stockalike "window" into the interior, rather than just being able to see the model's inside on display like that. By that, I mean something like this. Though, it may require more effort than it's worth.

To make the IVA that way (I dunno how to model, but I understood the concept) it's needed a mask layer added in the IVA model.

As making IVA is pretty time consuming (a lot more than doing parts, as it needed to find coordinates for EACH prop inside it, and as you can see from my comments above for the LEM, that means sometime that any modification on parts could lead to worse situation) Cobalt and the others are using (as placeholders???) free released IVAs, generally from older mod before Squad added the IVA overlay feature.

Maybe, once they will have done enough balancement on actual parts/rockets, they will develop more finished IVAs... Soon™... LOL :P

 

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Hey Guys, i have loaded this beta on Github and when i start the game it loads and hangs at compiling the AgenaAntena. When i quit the game the Log shows this problem:

 

[LOG 13:35:16.960] PartLoader: Compiling Part 'Bluedog_DB/Parts/Agena/bluedog_agenaAntenna/bluedog_agenaAntenna'
[EXC 13:35:16.964] ArgumentException: The requested value 'Communication' was not found.
	System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase)
	System.Enum.Parse (System.Type enumType, System.String value)
	ConfigNode.ParseEnum (System.Type enumType, System.String vectorString)
	ConfigNode.ReadValue (System.Type fieldType, System.String value)
	ConfigNode.ReadObject (System.Object obj, .ConfigNode node)
	ConfigNode.LoadObjectFromConfig (System.Object obj, .ConfigNode node, Int32 pass, Boolean removeAfterUse)
	PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node)
	PartLoader+<CompileParts>c__Iterator4A.MoveNext ()
[EXC 13:35:16.967] NullReferenceException: Object reference not set to an instance of an object
	PartLoader.GetDatabaseConfig (.Part p)
	PartLoader.GetDatabaseConfig (.Part p, System.String nodeName)
	DragCubeSystem.LoadDragCubes (.Part p)
	Part+<Start>c__Iterator25.MoveNext ()
[LOG 13:43:33.038] MiniAVC -> IssueGui was destroyed.
[LOG 13:43:33.155] MiniAVC -> Starter was destroyed.

Am i missing something for Communication Circumstances?

 

Greetings

 

schneemannski

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5 minutes ago, schneemannski said:

Hey Guys, i have loaded this beta on Github and when i start the game it loads and hangs at compiling the AgenaAntena. When i quit the game the Log shows this problem:

 


[LOG 13:35:16.960] PartLoader: Compiling Part 'Bluedog_DB/Parts/Agena/bluedog_agenaAntenna/bluedog_agenaAntenna'
[EXC 13:35:16.964] ArgumentException: The requested value 'Communication' was not found.
	System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase)
	System.Enum.Parse (System.Type enumType, System.String value)
	ConfigNode.ParseEnum (System.Type enumType, System.String vectorString)
	ConfigNode.ReadValue (System.Type fieldType, System.String value)
	ConfigNode.ReadObject (System.Object obj, .ConfigNode node)
	ConfigNode.LoadObjectFromConfig (System.Object obj, .ConfigNode node, Int32 pass, Boolean removeAfterUse)
	PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node)
	PartLoader+<CompileParts>c__Iterator4A.MoveNext ()
[EXC 13:35:16.967] NullReferenceException: Object reference not set to an instance of an object
	PartLoader.GetDatabaseConfig (.Part p)
	PartLoader.GetDatabaseConfig (.Part p, System.String nodeName)
	DragCubeSystem.LoadDragCubes (.Part p)
	Part+<Start>c__Iterator25.MoveNext ()
[LOG 13:43:33.038] MiniAVC -> IssueGui was destroyed.
[LOG 13:43:33.155] MiniAVC -> Starter was destroyed.

Am i missing something for Communication Circumstances?

 

Greetings

 

schneemannski

Are you in 1.1.3 or 1.2?

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22 minutes ago, schneemannski said:

Ahm... in 1.1.3 ... is it ok to load 1.2 already? Last time i upgraded, nothing worked for weeks anymore... But this time the community seems to work very quick and the staircases are not this crazy big like last time, right?

So far is a bit unstable for me and some mods must update, but in general works fine. If you want to use this on 1.1.3 just change all new categories to the old ones.

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2 hours ago, Drakenex said:

So far is a bit unstable for me and some mods must update, but in general works fine. If you want to use this on 1.1.3 just change all new categories to the old ones.

@Drakenex Actually i´m playing KSP only for this awesome mod from @CobaltWolf ... So i decided to ugpgrade and even many other problems disappeared... Yeah! Seems to be a moony sunday tomorrow! Thank you guys!!! Reading Books from Jesco von Puttkamer and Norma Mailer AND playing this mod lets dreams come true! :prograde::wub:

Greetings from Berlin´s Launch Pad

 

schneemannski

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had played a bit of the BDB 1.2pre and I love it so far! the IVAs look great BTW, and have been working on a concept lunar shelter patented by Rockwell for a new mission. Pics will come soon-ish;  Windows 10 updated, so I lost my Microsoft Edge, with all my passwords and bookmarks, soo i'll be cleaning that up today :) 

OgxcSUa.png

The Hype intensifies!

EZB8c32.png

tlpgveB.png

Edited by Abrecan
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3 hours ago, Drakenex said:

So far is a bit unstable for me and some mods must update, but in general works fine. If you want to use this on 1.1.3 just change all new categories to the old ones.

What categories? The only issue I've had is the S-IVB petals are open and won't close.

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5 minutes ago, Z3R0_0NL1N3 said:

What categories? The only issue I've had is the S-IVB petals are open and won't close.

then you're not running the beta release, where all the part categories changed. And the petals don't work because they run on a small custom plugin; that won't work in 1.1.3.

@Abrecan I'm glad the IVAs came out nice! Make sure you thank @Mods_o_joy for the LEM IVA, he made it from scratch! The command module IVA was from @Ledenko's old K-P0110 mod. And I think I know what you're talking about with the shelter...

CM_LM_shelter1.jpg

11 hours ago, Avalon304 said:

EDIT2: I see that there is a 3.75m fairing planned for this mod eventually.. I would just like to say how much I would appreciate it so I can better turn the Sarnus 5 into a heavy life vehicle for cargo. (Also a 5 m version for when I dont need an S-IVB maybe?)

I'm doing 3.75m, partially just for Skylab. And by 5m you mean 5.625m :P You'll get one if only so you can make this:

nEfvaAA.jpg

Edited by CobaltWolf
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3 minutes ago, CobaltWolf said:

then you're not running the beta release, where all the part categories changed. And the petals don't work because they run on a small custom plugin; that won't work in 1.1.3.

@Abrecan I'm glad the IVAs came out nice! Make sure you thank @Mods_o_joy for the LEM IVA, he made it from scratch! The command module IVA was from @Ledenko's old K-P0110 mod. And I think I know what you're talking about with the shelter...

 

Looks awesome! Can't wait!

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@CobaltWolf ah-ha you are exactly right friend! 14 days configured life support with ALSEP package. One question with ALSEP - can you surface attach  the power station to vehicles? I had a plan to use the ALSEP Solar Array for power regen besides the redundant fuel cell :)

 

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Just now, Abrecan said:

@CobaltWolf ah-ha you are exactly right friend! 14 days configured life support with ALSEP package. One question with ALSEP - can you surface attach  the power station to vehicles? I had a plan to use the ALSEP Solar Array for power regen besides the redundant fuel cell :)

The SEP one? The solar panels can be attached to anything. The rest of the stuff, I'm not sure.

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yeah I wanted to use the power plugs to attach the ALSEP to the Shelter(I.E. from Power Station to Shelter) to give it power so I can "do science" without crew there. I utilized the MOL bus for the lander, but was curious if I could or not

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Just now, Abrecan said:

yeah I wanted to use the power plugs to attach the ALSEP to the Shelter(I.E. from Power Station to Shelter) to give it power so I can "do science" without crew there. I utilized the MOL bus for the lander, but was curious if I could or not

I was planning on making a sort of radially attached power transformer part with some plugs, so you could lash the parts onto a lander's power systems. I haven't been able to take a look at that mod for months. The parts are a pain compared to BDB parts (small, fiddly detailed stuff) and any update would really require me to sit down and iron the bugs out, which I don't want to have to do. :P In any case, we have to wait for 1.2 and all the dependencies to update.

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The Saturn would be better utilized as a (E)HLLV from an economic standpoint considering almost none is reusable... Let the orbital construction begin lol

@CobaltWolf "I was planning on making a sort of radially attached power transformer part with some plugs, so you could lash the parts onto a lander's power systems."

 

Could I use the normal KIS utilities to attach the system to the lander, like the default KIS attach ports?

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17 minutes ago, Abrecan said:

The Saturn would be better utilized as a (E)HLLV from an economic standpoint considering almost none is reusable... Let the orbital construction begin lol

@CobaltWolf "I was planning on making a sort of radially attached power transformer part with some plugs, so you could lash the parts onto a lander's power systems."

Could I use the normal KIS utilities to attach the system to the lander, like the default KIS attach ports?

I don't know of any reason why you wouldn't be able to do that, but since SEP (and KIS?) isn't updated for 1.2 yet, and the new BDB stuff only works on 1.2...

EDIT: Regarding the LEM IVA, what happened was basically the LEM was modeled backwards, which I realized and changed at the last minute. @Araym can I rotate the IVA in the cfg? I'm going to put in the fix for the S-1C retros right now. Thanks for that!

And thanks for the feedback everyone! I hope you all have a good time playtesting everything this weekend. We greatly appreciate all the feedback that we've been getting.

If you helped in some way for this update (for example, @IronCretin fixing the part categories, @Kurld making the LES and working with Jso to program it, etc) please PM me. I want to try and write a long sappy post for the actual release and I really don't want to miss crediting anyone.

Edited by CobaltWolf
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