CobaltWolf

[1.6.X] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.5.2 "Бруно" 8/Feb/2019)

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8 minutes ago, JoseEduardo said:

ah, almost forgot, this part is a bit hidden but has some useful info on a few solid engines and if not all, almost every US and Soviet liquid engine: http://www.b14643.de/Spacerockets/Specials/index.htm

legoclone09 but out of likes and every time he likes something you get an imaginary imaginary internet point

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I have a problem using Bluedog DB combined with DMagic Orbital Science. Whenever I install the latter, the antanna's from Bluedog DB don't work anymore, No animation, no function, nothing. They become more or less a aesthetic prop. I am using KSP version 1.1.3 and Bluedog 0.11.2.

I can't seem to figure out wether it is bc of DMagic Orbital Science itself, or bc of the plugin from DMModuleScienceAnimateGeneric. Can someone look into this and help me figure out a fix?

I also posted this problem on the forum post of DMagic Orbital Science.

*EDIT* 

 

Edited by Pointblank66

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4 hours ago, Pointblank66 said:

I am using KSP version 1.1.3 and Bluedog 0.11.2.

Found your problem, Dmagic science/animations are for 1.2+, ditto BDB.

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22 minutes ago, Sgt.Shutesie said:

Found your problem, Dmagic science/animations are for 1.2+, ditto BDB.

even when I revert back to 1.1.3 versions of Dmagic and BDB, I still have the same problem

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1 hour ago, Pointblank66 said:

even when I revert back to 1.1.3 versions of Dmagic and BDB, I still have the same problem

When you revert, so you also use an old version of Module Manager?

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https://web.archive.org/web/20160304202009/http://www.b14643.de/Spacerockets/Diverse/U.S._Rocket_engines/engines.htm

https://web.archive.org/web/20160531182419/http://www.b14643.de/Spacerockets/Diverse/Russian_Rocket_engines/engines.htm

 

http://imgur.com/a/ZTkYI

I have a question. With this patch, it seems that the changes I made to the ModuleEnginesFX node are being applied to the ModuleEngines node, and changes I made to the ModuleEngines node are being applied to the ModuleEnginesFX node. What am I doing wrong here?

@PART[bluedog_Juno_Engine6K]:FINAL
{
	//Old title: Chryslus-6K "Seeker" Liquid Engine
	//Source mod: Bluedog Design Bureau
	@name = Robin_engine
	@rescaleFactor = .8
	@mass = .114
	%tags = robin
	@MODULE[ModuleEngines]
	{
		@maxThrust = 104
		!PROPELLANT[*],*{}
		PROPELLANT
		{
			name = Hydrazine
			ratio = 0.28571
			DrawGauge = True
		}
		PROPELLANT
		{
			name = IRFNA
			ratio = 0.71429
		}
		@atmosphereCurve
	 	{
			@key,0 = 0 258
			@key,1 = 1 232
	 	}
	}
	!MODULE[ModuleTestSubject]{}
	@MODULE[ModuleEnginesFX]
	{
		@maxThrust = 7
		!PROPELLANT[*],*{}
		PROPELLANT
		{
			name = Hydrazine
			ratio = 0.28571
			DrawGauge = True
		}		
		PROPELLANT
		{
			name = IRFNA
			ratio = 0.71429
		}
		@atmosphereCurve
		{
			@key,0 = 0 230
			@key,1 = 1 190
		}
	}
	!MODULE[ModuleAlternator]{}
	!RESOURCE[ElectricCharge]{}	
}

For reference this is the original

PART
{
	name = bluedog_Juno_Engine6K
	module = Part
	author = VenomousRequiem & CobaltWolf 
MODEL
{
	model = Bluedog_DB/Parts/Juno/bluedog_Juno_Engine6K
}
	scale = 1
	rescaleFactor = 1
	node_stack_top = 0.0, 0.01528846, 0.0, 0.0, 1.0, 0.0
	node_stack_bottom = 0.0, -1.084327, 0.0, 0.0, -1.0, 0.0
	fx_exhaustFlame_blue = 0.0, -0.5, 0.0, 0.0, 1.0, 0.0, running
	fx_exhaustLight_blue = 0.0, -0.5, 0.0, 0.0, 0.0, 1.0, running
	fx_smokeTrail_light = 0.0, -0.5, 0.0, 0.0, 1.0, 0.0, running
	fx_exhaustSparks_flameout = 0.0, -0.5, 0.0, 0.0, 1.0, 0.0, flameout
	sound_vent_medium = engage
	sound_rocket_hard = running
	sound_vent_soft = disengage
	sound_explosion_low = flameout
	TechRequired = advRocketry
	entryCost = 3500
	cost = 300
	category = Engine
	subcategory = 0
	title = Chryslus-6K "Seeker" Liquid Engine
	manufacturer = Bluedog Design Bureau
	description = The Seeker is a lightweight upper stage engine, developed to extend the capability of the Chryslus rocket. It shares common hardware with the more powerful Hunter engine. It does not gimbal, but has two verniers. Originally intended for the Chryslus IVA second stage, and the Chryslus IVB third stage.
	attachRules = 1,0,1,0,0
	mass = 0.1
	heatConductivity = 0.06 // half default
	skinInternalConductionMult = 4.0
	emissiveConstant = 0.8 // engine nozzles are good at radiating.
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.2
	angularDrag = 2
	crashTolerance = 7
	maxTemp = 2000 // = 3600
	bulkheadProfiles = size1
	
	tags = juno 6 k 6k seeker chryslus

	EFFECTS
	{
		running
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_mini
				volume = 0.0 0.0
				volume = 1.0 1.0
				pitch = 0.0 0.8
				pitch = 1.0 1.0
				loop = true
			}
			MODEL_MULTI_PARTICLE
			{
			  modelName = Squad/FX/shockExhaust_blue_small
			  transformName = vernierEffects
			  emission = 0.0 0.0
			  emission = 0.05 0.0
			  emission = 0.075 0.25
			  emission = 1.0 1.25
			  speed = 0.0 0.5
			  speed = 1.0 1.2
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_medium
				loop = false
			}
		}
		disengage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				loop = false
			}
		}
	}
	
	MODULE
	{
		name = ModuleEngines
		thrustVectorTransformName = thrustTransform
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 11.5
		heatProduction = 200
		fxOffset = 0, 0, 0.574338
		EngineType = LiquidFuel
		PROPELLANT
		{
			name = LiquidFuel
			ratio = 0.9
			DrawGauge = True
		}
		PROPELLANT
		{
			name = Oxidizer
			ratio = 1.1
		}
		atmosphereCurve
		{
			key = 0 301
			key = 1 210
			key = 6 0.001
		}
	}
	
	MODULE
	{
		name = ModuleEnginesFX
		thrustVectorTransformName = vernierTransform
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 2
		heatProduction = 150
		fxOffset = 0, 0, 1.0
		EngineType = LiquidFuel
		PROPELLANT
		{
			name = LiquidFuel
			ratio = 0.9
			DrawGauge = True
		}
		PROPELLANT
		{
			name = Oxidizer
			ratio = 1.1
		}
		atmosphereCurve
		{
			key = 0 301
			key = 1 210
			key = 7 0.001
		}
	}

	MODULE
	{
		name = ModuleGimbal
		gimbalTransformName = vernierTransform
		gimbalRange = 2
	}

	MODULE
	{
		name = ModuleJettison
		jettisonName = fairing
		bottomNodeName = bottom
		isFairing = True
		jettisonedObjectMass = 0.1
		jettisonForce = 5
		jettisonDirection = 0 0 1
	}

	MODULE
	{
		name = ModuleAlternator
		RESOURCE
		{
			name = ElectricCharge
			rate = 6.0
		}
	}

	MODULE
	{
		name = ModuleSurfaceFX
		thrustProviderModuleIndex = 0
		fxMax = 0.5
		maxDistance = 30
		falloff = 1.7
		thrustTransformName = thrustTransform
	}

	RESOURCE
	{
		name = ElectricCharge
		amount = 0
		maxAmount = 0
		isTweakable = false
		hideFlow = true
	}
}

EDIT: I fixed my problem by doing this 

...
@MODULE[ModuleEngines*],0
...

...
@MODULE[ModuleEngines*],1
...

instead of this

...
@MODULE[ModuleEngines]
...

...
@MODULE[ModuleEnginesFX]
...

Oh, and here's this as well, reading material

https://cdn.loc.gov/master/pnp/habshaer/ca/ca2000/ca2001/data/ca2001data.pdf

Edited by Nnimrod

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Well, this excrements is dead. TWO DAYS, and yet no posts.

I'm going to turn out the lights before I leave. Goodnight, sweet thread.

 

EDIT: WHO PUT IN THE WORD SUBSTITUTION YOU IDIOTIC- OK, I'm shutting this down, even if it lives.

Edited by Rory Yammomoto

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@Nnimrod you could further "bulletproof" the engine patching by using the thrust transform names as identifiers:

...
@MODULE[ModuleEngines*]:HAS[#thrustVectorTransformName[thrustTransform]]
...

...
@MODULE[ModuleEngines*]:HAS[#thrustVectorTransformName[vernierTransform]]
...

So that the order of the modules does not matter.

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1 minute ago, Phineas Freak said:

@Nnimrod you could further "bulletproof" the engine patching by using the thrust transform names as identifiers:


...
@MODULE[ModuleEngines*]:HAS[#thrustVectorTransformName[thrustTransform]]
...

...
@MODULE[ModuleEngines*]:HAS[#thrustVectorTransformName[vernierTransform]]
...

So that the order of the modules does not matter.

Yes, that would be even better!

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Is it neccesary to install DmagicScienceAnimate and what does it do?

I also already have Community ResourcePack folder (probably other mod installed it) Should I not replace it?

Why does it come with Module manager 2.7.1 when there's already a 2.7.5 update? Did I download the latest update ? (it says it's the 101) I have ksp 1.2 installed.

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1 minute ago, Agustin said:

Is it neccesary to install DmagicScienceAnimate and what does it do?

I also already have Community ResourcePack folder (probably other mod installed it) Should I not replace it?

Why does it come with Module manager 2.7.1 when there's already a 2.7.5 update? Did I download the latest update ? (it says it's the 101) I have ksp 1.2 installed.

Yes, it is nessesary to install Dmagic Science Animate. It animates the experiments when you use them and they won't work without it. 

No, if you have it already it's fine. Same goes with Module Manager, keep the latest update. Our mod is a little out of date in terms of MM. :wink:

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Is it ok to install latest version of Dmagic Module Science Animate then? Because Iv'e seen it is also outdated.

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46 minutes ago, Agustin said:

Is it ok to install latest version of Dmagic Module Science Animate then? Because Iv'e seen it is also outdated.

Yes, if there are more recent versions available, make sure to grab them

 

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Made some stuff. Got a bit off track working on Apollo Block V and wound up making something, uh, new...

na1Hvlf.png

AOOxT6s.png

IQ0Ue3h.png

LEM Hab/Lab (living space for 2 kerbs and space to process samples for return)

io52tSf.png

BCdGOaL.png

PBS0DzY.png

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Something new is always appreciated!

It looks great!

Edited by Jall

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1 hour ago, CobaltWolf said:

Made some stuff. Got a bit off track working on Apollo Block V and wound up making something, uh, new...

*SNIP*

Reminds me of Orion (Classified)

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