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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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16 minutes ago, Kakub said:

https://imgur.com/a/d4JAzE6

Can somebody tell me what is happening with my decals on Parts ?

Z-clipping. It happens when two textures are too close to each other. 

To fix this, you can raise the decal up off the tank using the decal menu or by offsetting it. 

This isn't a bug, it's just what happens when two textures are clipping into one another. Nothing can be done except moving the decal. 

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6 minutes ago, GoldForest said:

Z-clipping. It happens when two textures are too close to each other. 

To fix this, you can raise the decal up off the tank using the decal menu or by offsetting it. 

This isn't a bug, it's just what happens when two textures are clipping into one another. Nothing can be done except moving the decal. 

but its not placeable decal. Its the basic one that its on part.

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5 minutes ago, Kakub said:

but its not placeable decal. Its the basic one that its on part.

Ah. Well, then I don't think there's anything that can be done if it is the stock flag. I would suggest disabling the stock flag and putting a decal flag. 

Edited by GoldForest
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Science and Exploration! With this, this concludes my mission to do every probe offered by BDB. Now back to make cursed rockets!

Full album here (Warning, it's quite big album, and a handful of images to out of order): Imgur: The magic of the Internet

Vanguard 1:

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IrzYWdJ.png

b8DfvCK.png

pAjCFAE.png

Vanguard 2: 

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2UyxHe6.png

Vanguard 3: 

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lprxM6X.png

Orbiting Frog Otolith + Radiation Meteroid 1 (P.S. I HATE Scout):

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8jQtdLV.png

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5rBkNly.png

Tiros-1:

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zDuVebl.png

iSzyeAJ.png

jwSBFnG.png

Alouette 2: 

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HasjfQT.png

kzd2s3s.png

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Orbiting Solar Observatory 1:

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uuqy0EO.png

rjxVMRM.png

Biosat 1:

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Vf05m5j.png

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bZ07iCW.png

Helios 1:

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0hijbvT.png

WVFfkWK.png

O60M8gA.png

 

Clementine 1 + ISA:

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5OcUTSq.png

uYPJvKd.png

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Lunar Orbiter 1:

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qKPCFZw.png

IgDezxu.png

tlLYg0h.png

UofqUNw.png

Lunar Orbiter 1 Reconstructed Photos: (Decides to try and take a photos similar to the ones the real Lunar Orbiter took, I include the originals in the spoiler):

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First_View_of_Earth_from_Moon.jpg

colK0Pi.png

First_View_of_Earth_from_Moon_-_reproces

xz489Sn.png

Orbiting Geophysical Observatory 1:

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J0Qiqfm.png

0uvCItJ.png

7Wr1DV5.png

 

Surveyor 1 (And yes, I include an image of me failing the landing):

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K1YLDV4.jpg

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lmf4e33.jpg

Bonus shots, my map view:

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XqrOCpG.jpg

cPqDZaI.jpg

T2YtxBt.jpg

KSQUfVk.jpg

 

 

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1 hour ago, GoldForest said:

Surveyor 1

How was it launched? Direct collision course or near miss to orbit at first than land?

1 hour ago, GoldForest said:

Bonus shots, my map view:

In times like these I wish there was proper orbital decay to for example get rid of Apollo Boilerplate which still orbits Earth after almost 6 years.

Yeah I've been doing those launches myself just in the reverse order. 

Exploration probes first. Than Apollo stuff. Than my PC stopped feeling so good.

 

Edited by ra4nd0m
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29 minutes ago, ra4nd0m said:

How was it launched? Direct collision course or near miss to orbit at first than land?

In times like these I wish there was proper orbital decay to for example get rid of Apollo Boilerplate which still orbits Earth after almost 6 years.

Yeah I've been doing those launches myself just in the reverse order. 

Exploration probes first. Than Apollo stuff. Than my PC stopped feeling so good.

 

the surveyor probes indeed went in a direct decent on the light side of the moon File:Transit-Surveyor 1.png

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8 hours ago, ra4nd0m said:

Guys can you please share Juno 2 launch profile? Those Sergeant upper stages totally throw me off balance. How high the perapsis should be upon first stage burnout?

I pitch 5 degrees at launch and follow my vector. That should put you around 100k (1/4 rss) where you wait for top, line up and fire 

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10 hours ago, ra4nd0m said:

Guys can you please share Juno 2 launch profile? Those Sergeant upper stages totally throw me off balance. How high the perapsis should be upon first stage burnout?

If you're playing on 2.5 scale, I found that getting the Pe to around or below 1.4 million km allows Baby Sergeant to circularize or even raise the Ap

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On 1/13/2023 at 1:42 PM, Royalswissarmyknife said:

THE UPDATES HERE! :D

Only problem is I have to wait for Skyhawk to update :(

New BDB v1.12.0 and current Skyhawk v 1.1.2 seem to be working ok: the new parts are showing up in the tech tree. A prior Skyhawk update to improve generic support of other parts mods is probably helping with the new BDB parts.

No guarantees, though., since we might have different game settings.  My testing is limited to a single evening with the new BDB and a mid-career playthrough. If you want to try, please backup your entire KSP folder first so you have an easy way to undo.

 

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2 hours ago, DeadJohn said:

New BDB v1.12.0 and current Skyhawk v 1.1.2 seem to be working ok: the new parts are showing up in the tech tree. A prior Skyhawk update to improve generic support of other parts mods is probably helping with the new BDB parts.

The reason the new parts are showing up in the tech tree will be because Skyhawk keeps the in-code names of vanilla tech nodes. Since BDB (like most parts mods) assigns parts to vanilla tech nodes by default, those parts will automatically be placed somewhere in any tech tree that extends the vanilla tree rather than overwriting it entirely.

The problem is that the parts are almost certainly not where the mod developer would intend them to go in an actual update, so you'll need to wait for a Skyhawk update before the parts are in their correct locations in the Skyhawk tech tree.

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9 minutes ago, TaintedLion said:

I liked your Vanguard 3 but if you really want to keep it accurate it never actually jettisoned the third stage, it was left attached on purpose to incite a better spin for its magnetometer.

Didn't know that.

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13 hours ago, shakuvendell said:

Wait, did no one else notice that until now?

A niche part interaction with an even more niche patch, so no lol. I'll take a look, don't need a new issue.

And fixed in the dev branch now.

Edited by Rodger
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