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braxfortex

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Posts posted by braxfortex

  1. 1 hour ago, Adam-Kerman said:

    Idk on what is Happening, but I place engines on  Saturn S-1 Engine Mount and it somehow get's larger

    seems it just gets big on it's own when place it on node

    (doesn't seem to affect loaded crafts)

    [snip]

    This has to do with a setting in Tweakscale, something about autosizing parts.  Turn that off and you should be good to go.

  2. 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.

     

  3. 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?

  4. 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.

  5. 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.

     

     

     

  6. 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.

  7. 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.

  8. 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.

  9. 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?

  10. 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.

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