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Cheesecake

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Posts posted by Cheesecake

  1. 21 hours ago, Steigleder said:

    First, I installed your soviet mods by CKAN, and I made a complete Soyuz LOK + Lander LK.

    Then, when I was to begin to construct the N1 Rocket, I figured that the block parts were missing, except the motors. 

    Then, I decided to remove the soviet mods by CKAN and I manually installed them, and the LOK and LK parts disappeared too!

    Finally, I manually removed the mods, and I installed them again by CKAN, the LOK and LK parts appeared again. I'm trying to complete the N1 parts by procedural tanks, but it is a challenging task.

    I sent you the link to my player.log. Thank you for your interest and help. I want to go to the moon in soviet style haha.

    https://we.tl/t-F3reUfvCsz

    Please, let me know if you need any further information.

    You didn`t say that you use Realism Overhaul. This changes everything because this mod per se is not intended for RO and @Raidernick does not provide any configs for it. These come from RO itself. So you should rather ask in the RO thread.
    You should also generally check your installed mods as your log has >60MB. That is already very large.

  2. 12 hours ago, Zorg said:

    Some more Atlas updates.

    Got Atlas II (technically Atlas IIAS with the ring for the boosters but its going to be a combined variant as it will be wasteful otherwise). Middle is SLV3 which has a longer left side avionics pod than Atlas D and LV3 (on the left).

    w5S1d5v.png

    Atlas III

    R3Hh4NE.png

    ixCnNqb.png

    4uNZ7s7.png

    tbrHsdA.png

    Since its not been seen in a little while :P

    1grlCg0.png

    The Atlas alone will be worth playing KSP again... Very good work.

  3. 32 minutes ago, Zorg said:

    Replacement. The Atlas parts are the oldest rocket parts in the mod, the aim here to revamp, replace and expand on those parts. We consider the Titan revamp to be point at which the current art style and standard to have been established. Pretty much everything made since then can be considered "final". The Atlas parts are older.

    (sidenote although the SLV-3X Fatlas parts are technically newer, they were made to match the older parts so they will need to be redone too).

    Does the revamp include the Atlas V parts?

  4. I once asked in the Kerbalism thread but unfortunately nobody there could help:

    Does anyone have current BDB-configs for Kerbalism? Especially Science? Skyhawk Science System has some but unfortunately inflatable habitats don't work anymore and there are some more problems in combination with Kerbalism. Unfortunately @CessnaSkyhawk is currently not active.

  5. On 3/28/2024 at 12:01 AM, Shadow Wolf TJC said:

    Personally, and no offense, but I get the feeling that it sounds more like YOUR problem than MY problem, since I personally don't mind if tech nodes have only just 1 or 2 parts to unlock (assuming I was just playing stock KSP with no other mods besides yours). Moreover, with the Hide Empty Tech Tree Nodes mod installed, not even empty science nodes would've been a problem for me either.:wink:

    Besides, I've discovered that BDB doesn't really seem to do much to innovate beyond the limits of what stock KSP does (besides having some different engines with different fuels, such as Hydrazine-powered or Cryogenic Engines, but even then, many other mods offer those as well). In fact, I'm willing to bet that your mod would've worked just fine without BDB, instead using only stock KSP+Expansions' parts, plus a few other parts mods that, unlike BDB, would've actually added new gameplay features to stock KSP (such that stock KSP endgame technologies, like Ion Engines, Nuclear Engines, R.A.P.I.E.R. Engines, and In-Situ Resource Utilization technologies, would've been made to look more like midgame technologies), mods like the following (many of which you may already be quite familiar with):

      Reveal hidden contents

     

     

    • Recycled Parts mods (Adds a wide variety of stockalike parts from various older mods, much like BDB, only it's been done a-la-carte style.)
    • Dr. Jet's Chop Shop (These add some additional uniquely-designed stockalike parts.)
    • Near Future mods (A variety of mods that, like BDB, add in many new parts, but unlike BDB, are geared towards expanding the gameplay further into the future.)
    • Far Future Technologies (Same, only that it adds more endgame-level technologies.)
    • Impossible Innovations, MEV Heavy Industries (MEV) (Adds even more future-tech parts.)
    • Atomic Technologies Inc Junkyard, Kerbal Atomics (Both of these add even more nuclear engines.)
    • BurstAtomicThrustModule (Adds afterburner-like effects towards both stock and modded nuclear engines.)
    • Cryogenic Engines, CryoEngines Extensions (Adds cryogenic engines that are powered by resources such as Liquid Hydrogen and Liquid Methane, which have better isp than regular liquid fuel engines, but require power to keep their fuel from boiling off.)
    • Explodium-Breathing Engines (Adds jet engines that are designed to intake flammable air (such as, presumably, Hydrogen or Methane) from celestial bodies (such as Eve or Jool), and use it along with onboard Oxidizer to produce thrust similar to ordinary Liquid-Fuel-Powered Oxygen-Breathing Jet Engines.)
    • TAC Life Support (Adds a life support system, along with many parts that would help keep your spacefaring Kerbals alive.)
    • Deep Freeze (Allows Kerbals to be frozen in order to save on life support resources during long interplanetary trips.)
    • Global Construction, Keridian Dynamics (KDVA) (Adds parts that allow players to use resources to build spacecraft from orbit, or from the surfaces of alien worlds.)
    • Hangar (Adds hangar parts that allow other spacecraft to be unloaded from the game when stored inside, waiting to be loaded back in as desired, sort of like more developed cargo bays.)
    • Beamed Power (Adds power beaming parts, which allows power to be beamed between spaceships, such as a solar collection spacecraft located close to the sun beaming power to other spacecraft located further away from the sun.)
    • Photon Sailor, M.O.T.H.S. (Adds solar sails, which allow spacecraft to use only natural sunlight to slowly propel themselves across the solar system.)
    • Silly Photon Drives (Adds photon drives, which allow spacecraft to use lots of electrical power to produce light, which is then used to push the spacecraft forwards.)
    • Ore Engines (Adds engines that are powered by ore.)
    • Netherdyne Mass Driver Mod (Adds mass driver/coilgun parts, which can accelerate spacecraft through its rings.)
    • Alcubierre Warp Drive (Adds a fairly broken, yet limited, means of faster-than-light travel: an Alcubierre Warp Drive, which produces a warp bubble of limited size that would destroy parts that touch the bubble's edge.)
    • Interstellar Warp Drive (Adds a slightly less broken means of faster-than-light travel: another Warp Drive, though this one has restrictions where the drives are less effective near gravity sources.)
    • FTL Drive Continued (Adds a far less broken means of faster-than-light travel: Jump Drives and Jump Beacons, which could be used to create jump gate/stargate networks.)
    • ESLD Jump Beacons (Adds yet more means of faster-than-light travel: Jump Beacons, which allow nearby ships to jump towards other beacons, though are initially too unstable for Kerbals or various energetic resources to survive the trip.)
    • Comfortable Landing (Adds parts that aid in landing safely onto the ground, including some inflatable airbag-like lithobrakes and buoys.)
    • Inline Ballutes (Adds balloon parts that, like drogue chutes, help in slowing down descent vehicles as they descend in atmospheres.)
    • Ablative Airbrake (Adds an ablator-coated airbrake for controlling spacecraft as they enter a planet's atmosphere.)
    • Radial Heat Shields (Adds heat shields that can be attached onto spacecraft radially.)
    • TweakScale: Rescale Everything! (Allows existing stock parts, along with other modded parts that make use of this mod, to be rescaled, effectively making existing stock and modded parts flexible enough to be able to effectively fulfill the kinds of functions that far more massive parts mods like BDB would've been able to offer without this mod installed.)
    • Procedural Parts, B9 Aerospace Procedural Wings (Offers a handful of parts with lots of flexibility, allowing them to make up for the absence of the wide varieties of part choices that parts mods like BDB would offer.)
    • FuelWings (Allows various stock and modded wing parts to carry fuel inside of them.)
    • Simple Fuel Switch (Allows fuel tanks to have their contents switched from, say, the base-game Liquid Fuel + Oxidizer, Liquid Fuel only, Monopropellant, and Xenon Gas resources that they were assigned to various other resources, both of the aforementioned kinds, and of modded resources such as Liquid Hydrogen, Liquid Methane, Hydrazine, and Argon Gas.)
    • Airships (Adds lighter-than-air parts to better allow a more thorough exploration of such planets as Eve or Jool.)
    • Ballast Water Tanks, MOIST! Underwater Technologies (Adds specialized parts, including ballast tanks, to allow for more underwater exploration.)
    • SinkEmAll (Adds buoyancy controls to various stock parts.)
    • Bargain Rocket Parts (Adds some silly junk parts that span a wide variety of uses, you know, to round out the bunch of parts that were already included.)
    • Rusty Star Rockets (Likewise, though with more potential to complement stock parts.)

     

    I'll check later on my PC to see if your mod would indeed work fine with stock + all of these above-mentioned mods (and then some, which all add up to around 17.2 GB within my GameData folder), but no BDB mod, installed. (Also, feel free to add support to any of the above mods, if missing.)

     

    P.S.: Oh, and one last thing that I noticed is that your mod might be in conflict with the Community Tech Tree mod, since I'm seeing some messed-up nodes on the tech tree. It might be better for your mod to be able to work with the Community Tech Tree, if present, so that could be overwritten after having been loaded, since a few mods, like Interstellar Fuel Switch, FuelWings, KSP Interstellar Expanded, and Interstellar Technologies - A KSPI-E Expansion, all rely upon the Community Tech Tree mod as a dependency.

    Sorry to say it like this but:
    1. nowhere did @bigyihsuan say anything about YOUR or HIS problem.
    @bigyihsuan merely gave you an answer to your question.
    2. you are talking to @bigyihsuan as if it were his mod. But he is not the modder. The modder is @CessnaSkyhawk, which isn`t active since a few months.
    3. I find it presumptuous to judge how others do THEIR mods. Whether this techtree would have worked with other mods is irrelevant here. The fact is that this techtree was created specifically for BDB. And a lot of people play with this combination.
    If you don't like BDB or this techtree then just don't use BDB and use another techtree. Nobody is forcing you to use mod x or y.

    But back to your question and to give you a simple answer:

    Quote

    what I question is WHY it depends on a mod as massive as Bluedog Design Bureau

    Answer: Because the modder @CessnaSkyhawk wanted it that way.

  6. 1 hour ago, Shadow Wolf TJC said:

    For now, I've removed the mod (plus all the other mods that depended on it) from my GameData folder via CKAN, though only after I made backups of all those mods beforehand for archiving (like I did during my Starbound modding days).

    Personally, trimming this mod down won't be as easy for me as anyone reading this might at 1st think, since while I may not care all that much about most parts (such as, in general, engines, fuel tanks, aerodynamic surfaces, structural parts, command pods, probe cores, etc.), one notable exception would be the science experiments. Those I personally enjoy quite a bit, and I'm hoping to port them over to a new derivative mod that I'd like to keep for myself... for now.

    If you only want to keep the experiments, all you have to do is delete all subfolders in the \GameData\Bluedog_DB\Parts folder except the `Science` folder

  7. 49 minutes ago, RamboRoth said:

    Any advice on getting the N1-L3 to not break in half on launch? I'm using the included craft file and on loading the rocket bends in half and breaks. I tried to go through and ensure every part connection was correct and referencing the wiki and I can't seem to find what the issue is. Thanks.

    I recommend:

    You can adjust the strength in the settings.
    In general, Joint Reinforcement is recommended for most partmods because of the very large rockets.

  8. 10 hours ago, UndeadFirefly said:

    What's the difference between the TrainingLabModule module and the FieldTrainingLab module? In the .cfg files they seem to have the same parameters. Are they interchangeable?

    This is described on the first page.

    Training Laboratory:
    This mod provides Training method with consuming Science points.
    Paying 20 sci, your kerbal can get 1 exp. Since leveling up method is very limited, you have to pay science point once enough to advance level.

    Field training Facility:

    This mod is similar with Training Laboratory, But one thing is different. It consumes Time and Electric Charge.

    If you want level 5 kerbalnaut from level 0, You need to train your kerbal 1 year. Becoming level 1 will only need to wait 13 days, But as you know, high level needs more training.

     

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