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Posts posted by braxfortex
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On 12/14/2021 at 8:52 AM, dave1904 said:
why do you specifically say 431? Is there a difference between the Atlas V centaur 3 engines? I always assumed they were 100% the same. I am aware 4 is fairing 3 are srbs and 1 is how many rl10s
Sorry for the delay in replying. I was quoting the names of the ship files, so they know exactly which ones are giving errors.
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I noticed the rear solar panel has a small issue: the transform for it is off by 90 degrees. Basically if your telescope is looking into the sun, it works, but if your underside is facing the sun, like it's supposed to, the rear panel shows no sun exposure. Is this just me?
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Noticed some craft files need updating for the 1.9.0 release:
Atlas SLV-3X: check your staging
Atlas V 431: is referencing a missing bluedog.Centaur.RL10A41
Augustus ORV: is using a deprecated nose cone (just below the cap)
Delta D (TAD): is referencing a missing bluedog.Sargent.3xDecoupler
Delta III-8240: is referencing a missing bluedog.Centaur.RL10B2
Delta M+ HOSS: is referencing a missing bluedog.Centaur.RL10
Mercury Atlas : more staging issues
Saturn I: is referencing a missing bluedog.Centaur.RL10
Saturn M43: is referencing missing bluedog.Centaur.EngineMountA, bluedog.Centaur.Avionics, and bluedog.Centaur.RL10
Thor Agena A: has 2 fairings, both the stock style and SAF
Thor Agena D: fairing staging needs adjustment
Thorad-Agena SLV-2G: staging
Titan 3L2: staging
Titan IVB: staging (booster separation rockets)There may be more staging issues, as I was tired when I went through these. Also, the Saturn ones are probably not an issue with the new revamped parts coming soon.
Hopefully this helps. -
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13 minutes ago, KnedlikMCPE said:
Hey guys, I know I saw an answer to this here, but that was already some time ago, what multiplier does BDB use to get it’s KSP size?
Real life dimensions are divided by 1.6
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28 minutes ago, Grimmas said:
If you let me know which experiments you matched with which parts, I can take a look and prepare a pull request. No need to post the whole code, I just need to know the "name" of the parts and experiments.
Well, the bluedog_Pioneer_AMD I swiped the Infrared Telescope from the Squad CamSat Sentinel asteroid day thing. (I figured they were both for spotting asteroids and meteoroids).
The bluedog_Pioneer_CPD I got from Bluedog_IonSensor
The bluedog_Pioneer_CRT is the bluedog_OGO_OPEP_2
bluedog_Pioneer_GeigerTube is Bluedog_Geiger
bluedog_Pioneer_InfraredRadiometer is bluedog_IRspec
bluedog_Pioneer_PlasmaAnalyzer is bd_rpws from bluedog_Helios_RPWSAntenna (the experiment is )
bluedog_Pioneer_TRD is bd_ionElec from bluedog_Explorer_Beacon_SLR
That's the 7 that I changed. -
1 hour ago, Grimmas said:
Is the Pioneer 10 really supposed to have eight different parts with UV experiments on board? That seems a bit weird at first glance.
1 hour ago, SpaceFace545 said:Iirc the modules are all placeholders right now.
I copied in some reasonable sounding experiments from other parts of BDB while I was waiting for the official update. I'm garbage at modding, so I'm not about to do a pull request or anything, but I can post the code here if I can figure out how if you want to update it yourself.
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I love the autostaging functionality of the Atlas engine skirt that is selectable by acceleration level. Is it possible to get something similar that deactivates an engine, say the F-1, for when the mid engine would be shut down?
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I'm having trouble with the P-11 "Hitchhiker" subsat: It doesn't want to decouple, either through the part's right click menu or an action group. Is this just me? Also, it'd be nice to have the decouple action show up in staging, if that's possible. Not a big deal, though.EDIT: It was just me. I had the Agena D equipment aft rack in the wrong configuration. Instead of the rack being 'enabled' I had it set to 'SPS', where it has nodes to attach to. Apparently the P-11 doesn't like to decouple from nodes but works just fine when surface mounted.
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3 hours ago, pTrevTrevs said:
Finally, Mariner 1 and 2 Venusian flybys:
I would show Mariner 3/4 and their Mars flybys, but since they aren't in BDB (yet) I'm stuck using the Coatl versions.
I'm eagerly waiting for Mariner 3/4, too. I've got my historical spaceflight missions waiting for as soon as it drops. I started to put together the Coatl version, but when the size didn't match up with the BDB launch craft, I decided to wait.
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AVC seems to think there is a version 1.9, but I'm not seeing it here. Is this just me?
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On 1/2/2017 at 3:27 PM, MeCripp said:
You might try
@PART[*]:HAS[@RESOURCE[LqdHydrogen],[~ModuleCryoTank]:Final { MODULE { name = ModuleCryoTank FuelName = LqdHydrogen FuelTotal = #$../LH2$ // in % per hour BoiloffRate = 0.05 // in Ec per 1000 units per second CoolingCost = 0.08 } }
Please forgive my ignorance @MeCripp. I threw this exact text all by itself into a .cfg file I made with notepad. I put the .cfg file into the Cryotanks\Patches and module manager said there was an error with that when my game loaded. Is there something else I need to include in that .cfg file?
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Out of curiosity, why pull the sounding rocket parts from USI? Were they too cheap, too easy to get early science with, or did you not want to balance them?
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but do the animation work properly?
They sure do. At least they work the same as before I made the change. I noticed that the animations cut short if you activate one module before the other is done animating. That's the same the original way and with my change.
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First post here (long time lurker), so I apologize if I missed something important or am not following expected standards for posting.
I think I found a bug with the double Balka wings. I couldn't reliably get the full 400 ec/s that they should reliably get in almost all circumstances. It looks like there are two panels to 'activate' in the GUI, one actually unfolds and activates the panels, the other the hub. In the part.cfg file for them, each have 200 ec/s assigned to them, but one of them doesn't actually point at the sun and seems to be a virtual placeholder that just helps rotate the hub into place. After searching some old posts in the original release thread, I found how to fix the problem. Here is what fixed things in the part.cfg file for me:
PART
{
// --- general parameters ---
name = Kosmos_Balka_PanelBlock1
module = Part
author = Kosmos Team
// --- asset parameters ---
mesh = model.mu
// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_top = 0.0, 0.381, 0.0, 0.0, 1.0, 0.0, 1
node_stack_bottom = 0.0, -0.381, 0.0, 0.0, 1.0, 0.0, 1
// --- editor parameters ---
category = Utility
subcategory = 0
title = Balka Solar Wings Block
manufacturer = Kosmos Spacecraft Design Bureau
description = These absolutely massive duel solar arrays are so large they have earn the name of solar array wings. However they provide no lift and are easily destroyed by atmospheric pressure. They have the ability to deploy and pivot each array separately and each array can rotate around the central rotary hub to assure that they always assume the most effective line of sight rotation to the nearest star.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,0,1
TechRequired = experimentalElectrics
entryCost = 312000
cost = 69000
// --- standard part parameters ---
mass = 1
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 1
crashTolerance = 8
maxTemp = 3200
//MODULE
//{
// name = ModuleDeployableSolarPanel
//
// animationName = open_right
// raycastTransformName = sunCatcherRight
// pivotName = ArmLeft01_main
// resourceName = ElectricCharge
//
// chargeRate = 200
// trackingSpeed = 0.1
//
// powerCurve
// {
// key = 206000000000 0 0 0
// key = 13599840256 1 0 0
// key = 68773560320 0.5 0 0
// key = 0 10 0 0
// }
//}
MODULE
{
name = ModuleDeployableSolarPanel
animationName = open_panel
raycastTransformName = sunCatcherLeft
pivotName = ArmLeft01_main
resourceName = ElectricCharge
chargeRate = 400
trackingSpeed = 0.1
powerCurve
{
key = 206000000000 0 0 0
key = 13599840256 1 0 0
key = 68773560320 0.5 0 0
key = 0 10 0 0
}
}
MODULE
{
name = ModuleDeployableSolarPanel
animationName = rotary
raycastTransformName = sunCatcherRight
pivotName = Main_Rotary_Pivot
resourceName = ElectricCharge
chargeRate = 0
trackingSpeed = 0.1
powerCurve
{
key = 206000000000 0 0 0
key = 13599840256 1 0 0
key = 68773560320 0.5 0 0
key = 0 10 0 0
}
}
//none below
}I simply switched the lower block with the upper block, and moved all of the ec/s into the 'open_panel' block. If this is useful, you may want to make the change to the SSPP pack. The switching of order may not have been necessary after further study, but moving all of the ec/s into the one block does seem to be.
[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.13.0 "Забытый" 13/Aug/2023)
in KSP1 Mod Releases
Posted
This has to do with a setting in Tweakscale, something about autosizing parts. Turn that off and you should be good to go.