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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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Just now, sslaptnhablhat said:

Janitor 's closet(?) or have a look around in the files and delete specifically those parts . I don't actually know myself because I use the dev branch

oh

and just wondering, where can i get such dev branch?

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2 hours ago, Not a Spy said:

is there a way to hide these parts or something of the sort?

Yes: Download the latest version. :D
OK, download the latest Dev-Version from Github. In this version the old parts are removed. Or delete the folder "Old" in Gamedata\Bluedog_DB\Parts\Titan\.

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1 minute ago, Cheesecake said:

Yes: Download the latest version. :D
OK, download the latest Dev-Version from Github. In this version the old parts are removed. Or delete the folder "Old" in Gamedata\Bluedog_DB\Parts\Titan\.

i did the later

and for everyone here:i love this mod!

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13 hours ago, Not a Spy said:

is there a way to hide these parts or something of the sort?

Easiest is to go to Gamedata/Bluedog_DB/Parts/Titan and delete the "Old" folder. Permanent fix, don't need to mess around with downloading a development version.

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1 minute ago, Pappystein said:

and if Saturn V doesn't do it go Saturn MLV! :D

 

i managed to take 500 tons into keosync with Saturn MLV in stock scale

 

anyway i have two questions for the devs

1-it would ber nice if there were some basic adapter pats, like a 5.626 meter to 5 meter adapter and stuff of the sort, and shorter fuel tanks so that people could make some interesting launch vehicles

2-what are the herakles parts for?

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Hey guys.  I'm doing a recreation of the Ares Mars Mission from the book Voyage in KSP with the JNSQ mod.  My take on Ares is a bit different, but it still uses Saturn MLV vehicles, and it's central core is based around a modified S-II stage - with lateral S-II's acting as boosters for the Trans - Mars - Injection.

 

So far I've built all of the components needed for the ship, but a big problem is LH2 boiloff.  I have CryoTanks installed, but the tanks for "Ares" all use BDB parts - mainly the S-II stage.  

 

Are there any ways I can null the boiloff thing?  I put a bunch of radiators on the ship and LH2 still boils away.  Or do I have to redesign the ship around CryoTanks instead?  Love your mod by the way.

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7 minutes ago, VASMIR said:

Hey guys.  I'm doing a recreation of the Ares Mars Mission from the book Voyage in KSP with the JNSQ mod.  My take on Ares is a bit different, but it still uses Saturn MLV vehicles, and it's central core is based around a modified S-II stage - with lateral S-II's acting as boosters for the Trans - Mars - Injection.

 

So far I've built all of the components needed for the ship, but a big problem is LH2 boiloff.  I have CryoTanks installed, but the tanks for "Ares" all use BDB parts - mainly the S-II stage.  

 

Are there any ways I can null the boiloff thing?  I put a bunch of radiators on the ship and LH2 still boils away.  Or do I have to redesign the ship around CryoTanks instead?  Love your mod by the way.

Under the options menu there's a slider or selection box for LH2 boil off. I'm pretty sure you can reduce it, and you can certainly turn it off from there.

I've had to mess around with it for my Ares build as well. Best of luck!

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2 hours ago, Pappystein said:

and if Saturn V doesn't do it go Saturn MLV! :D

 

If it still doesn't work, tweaksacling quadcoupler, make V-4X(U) Or Nova GD-E which technically can be built with BDB solids+ Cryoengine+Heavily Twakscale abuse for the fuel tank. But I am not sure that tweaksacling tanks that big (13-15m in KSP sacle) make it too heave to lift of even under 4 biggest SRB ever made

http://www.astronautix.com/n/novagd-e.html

Edited by derega16
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11 minutes ago, derega16 said:

If it still doesn't work, tweaksacling quadcoupler, make V-4X(U) Or Nova GD-E which technically can be built with BDB solids+ Cryoengine+Heavily Twakscale abuse for the fuel tank. But I am not sure that tweaksacling tanks that big (13-15m in KSP sacle) make it too heave to lift of even under 4 biggest SRB ever made

http://www.astronautix.com/n/novagd-e.html

and if that doesn't work

strap protons to the side

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Zeus V
This time 5 HG-3 First stage with two 4 E-1 Boosters, 6 RL 10B-2 Second stage. Payload 50t LKO

 

Basically my Zeus family is HG-3 based rocket with liquid boosters numbering depended on number of HG-3 on the first stage

What have been made so far

Zeus I 2.5 stage 1 HG-3 4 H-1 Firststage using Fatlas engine mount on Titan LDC tank ,2 RL-10 Second 10t LKO

Zeus V this

Zeus VII 7 HG-3 core 2x 1 F-1 booster 70t LKO 

Maybe make Zeus III next,what I think is Titan LDC core with 3 HG-3 with strap on booster maybe use whole Titan III 1st stage but not sure about TWR yet aiming for 20-30t payload

4wGThB2.jpg

yAX7Po2.jpg

NKsacum.jpg

1QDwAmz.jpg

VcTaELN.jpg

H4oekv5.jpg

Ovs4qEs.jpg

 

Second stage Raised orbit to 300x300 for safe depature burn to Moho (first attempt I tried at 100x100...Perigee end up in atmosphere while burning and the whole thing burned)

 

Payload 12.38t Moho relay and lander

 

5qCGMlU.jpgB1Xu6PR.jpg

 

From left to right 1. Solar electric insertion stage and relay dV 5.5 km/s 2.Lander breaking stage dV 1.4 km/s  3. Biome hopper lander dV 1.3 km/s

Edited by derega16
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2 hours ago, VASMIR said:

Hey guys.  I'm doing a recreation of the Ares Mars Mission from the book Voyage in KSP with the JNSQ mod.  My take on Ares is a bit different, but it still uses Saturn MLV vehicles, and it's central core is based around a modified S-II stage - with lateral S-II's acting as boosters for the Trans - Mars - Injection.

 

So far I've built all of the components needed for the ship, but a big problem is LH2 boiloff.  I have CryoTanks installed, but the tanks for "Ares" all use BDB parts - mainly the S-II stage.  

 

Are there any ways I can null the boiloff thing?  I put a bunch of radiators on the ship and LH2 still boils away.  Or do I have to redesign the ship around CryoTanks instead?  Love your mod by the way.

If there's someplace for it to go, LqdHydrogen boiloff will be converted to the Hydrogen resource and stored rather than dumped. With a resource converter you can liquify the Hydrogen (gas) back to LqdHydrogen and return it to the tank. We don't provide a part that does that, but there may be one out there or you can roll your own. It should be very heavy and consume a great deal of EC. Be warned there are issues with resource converters and high time warp so it may be a long trip.

You can mitigate boiloff with sunshields or orienting so the sun is not directly on the tanks. Radiators may help to some degree, but they are really to avoid overheating, not refrigeration at 20K.

Or as was suggested you can turn off boiloff.

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14 minutes ago, Jso said:

If there's someplace for it to go, LqdHydrogen boiloff will be converted to the Hydrogen resource and stored rather than dumped. With a resource converter you can liquify the Hydrogen (gas) back to LqdHydrogen and return it to the tank. We don't provide a part that does that, but there may be one out there or you can roll your own. It should be very heavy and consume a great deal of EC. Be warned there are issues with resource converters and high time warp so it may be a long trip.

You can mitigate boiloff with sunshields or orienting so the sun is not directly on the tanks. Radiators may help to some degree, but they are really to avoid overheating, not refrigeration at 20K.

Or as was suggested you can turn off boiloff.

Thanks for the advice.  How would I go about turning off boiloff?  I was looking through the CFGs and I couldn't find any references to it.

 

Also what mods would help with the first option?  That seems like the most realistic option in all honesty.  I remember reading ULA's plans on using the boiloff of hydrogen in their ACES stage to somehow help cool down the rest of the tank

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1 hour ago, VASMIR said:

How would I go about turning off boiloff?

It's under BDB in the save game's difficulty options.

1 hour ago, VASMIR said:

Also what mods would help with the first option?  That seems like the most realistic option in all honesty.  I remember reading ULA's plans on using the boiloff of hydrogen in their ACES stage to somehow help cool down the rest of the tank

I don't know of a mod but that doesn't mean there isn't one. This is an MM config I used a while back for testing. The first part uses the stock resource converter, the second uses a custom converter module I made to attempt to address some issues with the stock module. It's been over a year since I've looked at this stuff so no promises. I'd do a quick Mun and back trip or something to test it, and I recommend not exceeding 100x timewarp. Both parts contain a buffer for the Hydrogen gas.

Spoiler

+PART[ISRU]
{
	@name = bluedog_ZBO
	@title = Ares ZBO-3600
	@description = This mobile processing plant takes vented hydrogen gas and liquifies it.  When operated by a skilled engineer, you will be able to operate with better efficiency.  These modules operate best at their ideal operating temperatures, and features auto-shutdown in the event of excessive overheating.  Radiators can be used to help manage excessive heat.
	
	!MODULE,* {}
	
	MODULE
	{
		name = ModuleOverheatDisplay
	}

	MODULE
	{
		name = ModuleResourceConverter
		ConverterName = LqdHydrogen
		StartActionName = Start ISRU [LH2]
		StopActionName = Stop ISRU [LH2]
		AutoShutdown = true
		TemperatureModifier
		{
			key = 0 100000
			key = 200 50000
			key = 300 10000
			key = 400 500	
			key = 550 50	
			key = 4000 0
		}				
		GeneratesHeat = true
		DefaultShutoffTemp = .8
		ThermalEfficiency 
		{
			key = 0 1 0 0
			key = 500 1 0 0
			key = 675 0.1 0 0
			key = 3000 0 0 0 
		}


		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.1
		SpecialistBonusBase = 0.4
		UseSpecialistHeatBonus = true
		SpecialistHeatFactor = 0.1
		ExperienceEffect = ConverterSkill
		EfficiencyBonus = 1
		
		//Efficiency = EB * [SBB + (SEF * EE)]

		//EB:     EfficiencyBonus
		//SBB:    SpecialistBonusBase
		//SEF:    SpecialistEfficiencyFactor
		//EE:     ExperienceEffect (No Specialist:EE=0; Zero Star Specialist:EE=1; Five Star Specialist:EE=6)


		 
		 INPUT_RESOURCE
		 {
			ResourceName = Hydrogen
			Ratio = 788.0978865
			FlowMode = STAGE_PRIORITY_FLOW
  		 }
		 INPUT_RESOURCE
		 {
			ResourceName = ElectricCharge
			Ratio = 60
		 }
		 OUTPUT_RESOURCE
		 {
			ResourceName = LqdHydrogen
			Ratio = 1
			DumpExcess = false
			FlowMode = STAGE_PRIORITY_FLOW
		 }
	}
	
	MODULE
	{
		name = ModuleAnimationGroup
		deployAnimationName = 
		activeAnimationName = ProcessorLarge_running
		deployActionName = Deploy <<1>>
		retractActionName = Retract <<1>>
		toggleActionName = Toggle <<1>>
		moduleType = Converter
		autoDeploy = true
	}
	
	MODULE
	{
		name = ModuleCoreHeat
		CoreTempGoal = 350					//Internal temp goal - we don't transfer till we hit this point
		CoreToPartRatio = 0.1				//Scale back cooling if the part is this % of core temp
		CoreTempGoalAdjustment = 0			//Dynamic goal adjustment
		CoreEnergyMultiplier = 0.1			//What percentage of our core energy do we transfer to the part
		HeatRadiantMultiplier = 0.05		//If the core is hotter, how much heat radiates?
		CoolingRadiantMultiplier = 0		//If the core is colder, how much radiates?
		HeatTransferMultiplier = 0			//If the part is hotter, how much heat transfers in?
		CoolantTransferMultiplier = 0.01	//If the part is colder, how much of our energy can we transfer?
		radiatorCoolingFactor = 1			//How much energy we pull from core with an active radiator?  >= 1
		radiatorHeatingFactor = 0.01		//How much energy we push to the active radiator
		MaxCalculationWarp = 1000			//Based on how dramatic the changes are, this is the max rate of change
		CoreShutdownTemp = 700				//At what core temperature do we shut down all generators on this part?
		MaxCoolant = 750					//Maximum amount of radiator capacity we can consume - 50 = 1 small
	}
	
	RESOURCE
	{
		name = Hydrogen
		amount = 0
		maxAmount = 1000000
	}
}

+PART[ISRU]
{
	@name = bluedog_ZBO2
	@title = Ares ZBO-3600-B
	@description = This mobile processing plant takes vented hydrogen gas and liquifies it.  When operated by a skilled engineer, you will be able to operate with better efficiency.  These modules operate best at their ideal operating temperatures, and features auto-shutdown in the event of excessive overheating.  Radiators can be used to help manage excessive heat.
	
	!MODULE,* {}
	
	MODULE
	{
		name = ModuleBdbLiquifier
	}
	
	RESOURCE
	{
		name = Hydrogen
		amount = 0
		maxAmount = 1000000000
	}
}

 

 

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On 6/19/2020 at 10:56 AM, CobaltWolf said:

What Zorg was getting at is if you want to make replicas in stock balance, you need a rescaled system. The alternative would be to have all the BDB parts be extremely underpowered, compared to both parts from other mods and stock parts.

 

I know I have so many bugs and such to take care of with Gemini still but...

NiQQl8C.png
j4yhfRy.png

e v e r y o n e   l i k e d   t h a t

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55 minutes ago, Not a Spy said:

no way that rocket is just 50 tons...

 

 

oh, and cann i get an image of all them cool rockets?

It is not dV limited but TWR limited due to terrible SL thrust of HG-3 and this is on JNSQ not stock scale the payload capability is always far lower in 2.7 scale, it about the same as Saturn H03. Payload might be better with stretched upperstage and better boosters as it have just 1.1 with 50t payload on dV side it have about a little bit more than 6k with that payload.

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1 minute ago, derega16 said:

It is not dV limited but TWR limited due to terrible SL thrust of HG-3 and this is on JNSQ not stock scale the payload capability is always far lower in 2.7 scale, it about the same as Saturn H03. Payload might be better with stretched upperstage and better boosters as it have just 1.1 with 50t payload on dV side it have about a little bit more than 6k with that payload.

ah, yeah i feel ya there

i have a million rockets that could take a kiloton but are limited by horrible twr

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