Deltac
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KSP2 Release Notes
Posts posted by Deltac
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1 hour ago, GoldForest said:
BDB is not dead.
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14 hours ago, Boris-Barboris said:
Blocked on https://bugs.kerbalspaceprogram.com/issues/23911 for now.
1.8.1 here we come...
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5 hours ago, flamerboy67664 said:
craft file
Try this craft file: Link
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Welp, new version of KSP is out, so you know what that means. Absolutely nothing.
Back on topic:
Using the robotic parts, I managed to make a folding lunar rover. I think I need to adjust the wheels a little more, but it's really fun!
Spoiler -
50 minutes ago, CobaltWolf said:
Vanguard 1, 2 and my Halloween hat.
Fixed that for you :3
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Screen shot tax
No film grain, and I haven't adjusted the kopernicus sunlight settings, but looking good!
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3 minutes ago, elGremlin said:
Hi,
One more "stupid" question. Not sure if only I see that situation, but orbiter seam to be extremely unstable using only OMS engines. Did I miss anything while constructing it? Any suggestions? Thanks in advance.
You might need to tweak the OMS angles till the angle of thrust is as close to the center of mass. The included craft file should be a good example.
Also you can change the control point of the shuttle cabin. Right click it and click the option that says "Control Point Forward". It should change to "Control -15". That will help you line up your burns in space.
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Screenshot tax:
The Claw
Sunrise
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9 minutes ago, Zorg said:
Actually the problem was simpler than I thought
I always love those problems!
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For Benjee's shuttle, the OMS engines have some effect situated far away from the other effects.
The little puffs in the upper right. Is this realplume or something else?
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23 minutes ago, benjee10 said:
the RCS effects are from plume party
Ah okay, my mistake
I also think I need to try updating realplume. I'll just take that to the realplume stock thread if I have further issues.
And the translation stuff, well darn. Mechjeb needs to control from the docking port in order to auto dock. I did however manage to dock manually, so I'll probably just have to get used to that.
Thanks Benjee.
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Firstly, loving this mod. Really great job, Benjee.
Secondly, I got some bugs to report.
1. RCS Effects aren't playing (
latest version of Realplume stock, (I'll need to double check my version) Plume party not installed because I thought I didn't need it)2. The orbital engines have some of their effects set very far away from the engines.
3. Okay, this one is a doozy. Using the CADs active docking port form BDB, if I control from the docking port and make sure RCS is on and I'm pressing the correct keys, some of the translation directions don't work. Back and Forward, up and down. But left right translation still works. Having though it was the docking port, I tested my Apollo with the same docking port, and the translation directions work. So I'm clueless as to what could be causing this.
The translation directions work when I control from cockpit.
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14 hours ago, CobaltWolf said:
Bunch of stuff got done today!
Deltac Liked this post.
hmmmmm
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Am I supposed to see this ancient relic from a forgotten time when I load up a save?
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8 minutes ago, Pappystein said:
TEsting
I tried a Saturn V fully loaded for Mun landing with the Dnoces S A2's, and that failed to make orbit as well. However with Dnoces set to 388 max thrust, Saturn V can make orbit, but Saturn IB still fails.
So my preliminary reaction would be a MM file for BDB that boosts the J2's and the H1's.
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21 minutes ago, CobaltWolf said:
What exactly is the issue? Straight dV or..? Saturn 1B has always had issues in BDB due to being underscaled. If I remember, I have more luck lofting it a bit on the first stage.
When I get to the second stage, the poor little J2 doesn't have enough thrust to keep raising the apoaspsis. I can try giving the J2 moar thrust to see if that will do something.
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How am I supposed to configure the Saturn IB? In JNSQ, it's not getting the Apollo to orbit. I've set the service module to Orbital and the first stage engines are the 1973 H1. I'm using 1 HE2J-515 for the second stage.
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Screenshot tax: The meeting of the Gemini's
bonus snoot boop
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I'm trying to modify an engine in BDB that has 2 ModuleEnginesFX.
The part Config:
PART { name = bluedog_LR91_5 module = Part author = CobaltWolf & Jso MODEL { model = Bluedog_DB/Parts/Titan/bluedog_LR91_5 } scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.60749, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.9167, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = advRocketry entryCost = 4000 cost = 1150 category = Engine subcategory = 0 title = Prometheus LR9107-167 "Lelantos" Liquid Engine manufacturer = Bluedog Design Bureau description = Powerful 1.875m second stage engine for the Prometheus-II rocket. Upgraded with the ability to gimbal although a single vernier remains for roll control. real_title = LR91-AJ5 real_manufacturer = Aerojet real_description = Powerful 1.875m second stage engine for the Titan-II rocket. As with the LR87, the LR91 was successfully converted from a kerolox burning engine to one that ran on storable hypergolic propellants. This engine can gimbal although a single vernier is still used for roll control. attachRules = 1,0,1,0,0 mass = 0.53 //25% thrust scaling, previously used 37.5% //0.8 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 = size1p5 breakingForce = 112 breakingTorque = 112 tags = ?sm68 lr91 aj5 titan prometheus ii 2 engine 1875 1.875 EFFECTS { running_engine { AUDIO { channel = Ship clip = Bluedog_DB/Sounds/KW/sound_altloop2 volume = 0.0 0.0 volume = 0.01 0.1 volume = 1.0 3.0 pitch = 0.0 1 pitch = 1.0 1 loop = true } MODEL_MULTI_PARTICLE { name = stream modelName = Bluedog_DB/FX/PlumeParty/Engines/BDB/TitanVacStream transformName = thrustTransform emission = 0.0 0.0 0 0 emission = 0.01 0.1 0 0 emission = 0.5 1.0 energy = 0.0 0.5 energy = 1.0 1.0 localPosition = 0, 0, 0.8 // localScale = 0.5, 0.5, 0.5 } MODEL_MULTI_PARTICLE { name = blaze modelName = Bluedog_DB/FX/PlumeParty/Engines/BDB/TitanVacBlaze transformName = thrustTransform emission = 0.0 0.0 0 0 emission = 0.01 0.1 0 0 emission = 0.5 1.0 energy = 0.0 0.5 energy = 1.0 1.0 localPosition = 0, 0, 0.8 // localScale = 0.5, 0.5, 0.5 } } engage { AUDIO { channel = Ship clip = sound_vent_low volume = 1.0 pitch = 0.5 loop = false } } disengage { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 0.8 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true localScale = 3.0,3.0,3.0 //localOffset = 0,0,1.8 } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 0.8 loop = false } } running_vernier { AUDIO { channel = Ship clip = Bluedog_DB/Sounds/KW/sound_altloop volume = 0.0 0.0 volume = 0.01 0.1 volume = 1.0 0.5 pitch = 0.0 1 pitch = 1.0 1 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/LES_Thruster transformName = vernierFX emission = 0.0 0.0 emission = 1.0 1.0 speed = 0.0 0.5 speed = 1.0 1.0 energy = 0.0 0.25 energy = 1.0 0.5 localOffset = 0,0,0.2 } } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform powerEffectName = running_engine exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 111.3 // 25% thrust scaling //167 heatProduction = 200 fxOffset = 0, 0, 0.574338 EngineType = LiquidFuel useEngineResponseTime = true engineAccelerationSpeed = 0.75 engineDecelerationSpeed = 1.0 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 315 key = 1 160 key = 6 0.001 } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = vernierThrust exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 3 heatProduction = 150 EngineType = LiquidFuel runningEffectName = running_vernier PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = False } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 290 key = 1 250 key = 7 0.001 } } MODULE { name = ModuleGimbal gimbalResponseSpeed = 15 useGimbalResponseSpeed = true gimbalTransformName = gimbalTransform gimbalRange = 4 } MODULE //RollGimbal { name = ModuleGimbal gimbalResponseSpeed = 15 useGimbalResponseSpeed = true gimbalTransformName = vernierGimbal gimbalRangeXN = 15 gimbalRangeXP = 15 gimbalRangeYN = 0 gimbalRangeYP = 0 enablePitch = false enableRoll = true enableYaw = false } 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 = ModuleB9PartSwitch moduleID = meshSwitchShroud switcherDescription = Housing affectDragCubes = False affectFARVoxels = False SUBTYPE { name = Titan transform = Titan2 } SUBTYPE { name = Bare transform = Bare } } MODULE { name = ModuleB9PartSwitch moduleID = textureSwitchPaint switcherDescription = Paintjob SUBTYPE { name = GLV } } 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 } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = pivot_1_Upper rotatorsName = pivot_1_Lower } CONSTRAINLOOKFX { targetName = pivot_1_Lower rotatorsName = pivot_1_Upper } CONSTRAINLOOKFX { targetName = pivot_2_Upper rotatorsName = pivot_2_Lower } CONSTRAINLOOKFX { targetName = pivot_2_Lower rotatorsName = pivot_2_Upper } } MODULE { name = FXModuleThrottleEffects fxModuleNames = heatColor responseSpeed = 1.0 dependOnEngineState = True dependOnThrottle = True } MODULE { name = FXModuleThrottleEffects fxModuleNames = throttleColor responseSpeed = 1.0 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleColorChanger moduleID = heatColor animRate = 0.025 shaderProperty = _EmissiveColor excludedRenderer = innerGlow toggleInEditor = false toggleInFlight = false redCurve { key = 1 1 1 1 key = 1 1 1 1 } greenCurve { key = 0 0 1 1 key = 1 1 1 1 } blueCurve { key = 0 0 1 1 key = 1 1 1 1 } alphaCurve { key = 0 0 1 1 key = 1 1 1 1 } } MODULE { name = ModuleColorChanger moduleID = throttleColor animRate = 1 shaderProperty = _TintColor includedRenderer = innerGlow toggleInEditor = false toggleInFlight = false redCurve { key = 0 0 key = 1 1 } greenCurve { key = 0 0 key = 1 1 } blueCurve { key = 0 0 key = 1 1 } alphaCurve { key = 0 0 key = 1 1 } } }
My config:
@PART[bluedog_LR91_5] [ @MODULE[ModuleEnginesFX] { @useEngineResponseTime = False } ]
However the useEngineResponseTime stays true. I deleted the lines in the part config just to make sure there isn't another config somewhere adding it, and that worked. So now I just need to get ModuleManager to do it for me.
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3 hours ago, CobaltWolf said:
WANTED MORE FEEDBACK ON THIS
DO IT
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1 hour ago, CobaltWolf said:
remaining [for this update] Gemini parts
Fixed that for you.
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5 hours ago, clusta said:
testing purposes.
Just to verify, the default settings should make KSP look like this:
This is also with the Spectra setup installed.
How hard would it be to set up the config to what Orbital_phoenix has from an older KS3P?
[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.13.0 "Забытый" 13/Aug/2023)
in KSP1 Mod Releases
Posted
Cobalt puts new developments into the development branch on github. So there's the release branch which is now old, and the development branch which has new stuff in it. Soon Cobalt will release an update to the main branch, but you can download the development branch now and try it out.
I don't know if anything has been tested for 1.8 yet, that may be this weekend.
Remember, you can always download previous versions of KSP along with the current version.