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Rodger

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Everything posted by Rodger

  1. Ah this seems like it might be a description bug, I think it's probably meant to say the ZE-3-LYC "Zeus" motor, since the real name version of the description mentions the BE-3 solid motor.
  2. Well, there's not very many 1.875m atlas parts anymore, as they're consolidated into just a few tank parts with variants. Should just be the core/extension/conical tanks. I'd recommend VABO and CCK (with the optional CCK patch installed) to be able to find them much easier: If you are still missing parts, I'll need more details/logs.
  3. @jacks @marxman28 If you’re using the CCK optional patch for the custom categories, make sure it’s also updated from the 1.14 download. Various optional patches also had updates
  4. If anything none of them should be unmanned, autonomous control should come from using the “truck” descent tanks.
  5. Yeah it’s not just the parts folder, and some files have moved or been removed, so just copying over the top would result in duplicate files too, thats why a clean install is needed. Maybe move the edited version elsewhere if you want to reference what changes you’ve made before instead of deleting it. For MM patches, there should be a lot of examples around. Like here or the MM wiki. This is some of the stock BDB IVA setup patches for eg too: GameData/Bluedog_DB/Spaces/Skylab/SkylabIVA.cfg
  6. Yes, that error is due to not installing the update fully. If you’re applying base changes to parts, you should be using module manager patches (in a separate folder) to apply the changes instead of editing the base parts. This way you don’t need to keep reapplying them for updates, and dont risk errors from unexpected things in the part cfg. Magpie mods is now listed an incompatible due to the new native PBR stuff. If you absolutely must have that mod, you can probably install manually from spacedock instead of ckan.
  7. SpaceDock update is up now! (that was quicker than expected lol) As a reminder for people installing 1.14 manually from the SD or GH release, you need to do a clean install when updating from 1.13. As in, delete the previous installation before installing 1.14. If you use CKAN you shouldn't need to worry about this. Also for manual installs, please double check where you install the optional extra patches. The "BD_Extras (No Warranty)" folder itself doesn't go into GameData, the "Bluedog_DB_Extras" does, with each optional patch folder living inside that. I'd recommend against just installing all the optional patches at once, and just pick the ones you actually want. Some of them are difficulty settings (eg UpperStageThrustBuff, DecayingRTGs), add complication to parts you may not want (eg S1CMountDecouple, TitanLRBNode), old patches that no longer do anything (MethaloxRL10 was depreciated and merged into MethaloxEngines, or the CryoTanks patch which should be stock behavior now), or patches which need some updates still or have compatibility issues (eg BDB_nuclearEngines_systemHeat needs updates, and Fuel Cell has some issues with some IVA mods) If you are starting a new save file for 1.14 (recommended): You can safely delete the Bluedog_DB/OldParts folder, which will stop the game loading 158 depreciated parts, which are inaccessible anyway. Though if you wanted to use old craft files, this will prevent them from loading. This will delete in-flight craft if you load a save from BDB 1.13. If you are continuing a save from 1.13: Don't remove the Bluedog_DB/OldParts folder, and also check for custom patches that may be auto-deleting parts with "TechHidden = True". These will destroy in-flight craft. Parts that have been depreciated this update will have "**DEPRECIATED**" added to their in-game name, but should generally still function. If you come across any such parts on in-flight craft and want to update them, you can do so by updating the craft in the VAB replacing any depreciated parts with the new versions, launching the new craft and cheating it to the same location as the old craft, then removing/cheating home and recovering the old craft. You may not want to do this if you have kerbals or science data on board you want to recover legitimately. Some of the most common depreciated parts (besides the entire Atlas family, and a lot of Titan parts), include most of the RCS blocks (merged into new combo parts with different variants), the 4 older standalone science parts (the Radek-716 Geiger Counter, SWD-CCCP Ion Trap, COS-B3N3T Mass Spec, and P1NG-0WW Micrometeoroid Detector), engines witch previously had separate parts for their variants (including AJ10s, RL10, J-2, H-1C/D, XLR81, RL20, MB60, A7), Delta P/K tanks, some Redstone/Thor extension tanks, and the Saturn SLA adapters. You can check the Bluedog_DB/OldParts folder to see all the depreciated parts, this list isn't exhaustive. Some parts which have had variants added to them may also change after updating, such as engines that previously had no subtypes but now do. For eg J2 engines may change to being J2A2 variants, as that's the highest priority subtype now, and there wasn't a subtype on the old part at all for the game to keep track of. New Recommended Mods: I'd also like to highly recommend getting Nertea's new mod VAB Organizer, which adds size tags to all parts, and subcategories to the part tray in the VAB. BDB 1.14 comes with compatibility patches for it, and it makes looking for the parts you want so much easier! And as has previously been mentioned, installing Resurfaced (along with the latest Shabby) will enable PBR shaders on Atlas, Atlas V, standalone engines/NTRs, and a good majority of probe parts. PBR makes metal actually look metallic, and allows for a wide range of smoothness to be represented much more accurately. The probe family solar panels look particularly good if I do say so myself! There's some preview images and videos or BDB parts in the Resurfaced forum thread too! (Resurfaced is different from the Deferred mod's auto-converted PBR shaders in that the mod authors have full control over the look of the part. Deferred and Resurfaced can safely be installed together, and if you already use Deferred it's even more strongly suggested to install Resurfaced - the custom PBR shaders will take priority over any auto-converted ones) Also, RealChute is now recommended - BDB now includes compatibility patches for all it's chutes, and installing it allows the X-15 Ventral fin to work correctly. (the control surface is disabled without RC installed due to base KSP restrictions with the stock parachute module) As usual, please feel free to tag me if you find any issues, and enjoy!
  8. Shouldn't be any major changes in the last couple of weeks, it sounds like either download or install issues. Try downloading it again, the zip should be about 985MB. Alternately using GitHub Desktop to download it can make it much easier to keep up-to-date without redownloading a GB each time, and it can prevent download errors as it will validate each file after you've downloaded it. I posted about how to download dev branch using GH Desktop here Also updating from 1.13 to dev should be *relatively* safe, nothing should be destroyed on loading as any depreciations are "soft" ones. I've even tested loading a 1.5 year old long-term career save of mine, just updating BDB to dev, and no craft got destroyed. However some parts may have the active variants change on you mid-flight if they had new variant options added to them, and ideally you'll want to update craft files to remove or update any depreciated parts
  9. That sounds like a mod is automatically swapping/updating any instance of the default mk1 cockpit IVA - X-15 is just set to use the default one lol. Glad it works though!
  10. Does TURD apply any shaders to BDB or Tantares parts? If not, you can probably have both without issue. Resurfaced is only used when specifically configured per part by mod authors, and as long as TU shaders aren't also applied to the same parts it should be fine.
  11. They can both be installed at once, as long as parts using resurfaced aren't also getting TU shaders applied to them too.
  12. This mod shouldn't effect it at all. It's possibly due to installing Deferred and not updating CD.
  13. PackedMetal is one of the shaders Beale made for Resurfaced, where each channel of the metal texture can contain a different metal map, and then the material can specify which channel of the texture to use for the metal map. So if you use all 3 channels of the metal map for different materials, you save having two extra metal maps, and the 3 channel metal texture is the same size as a single metal map texture (due to bc1 dds compression). I don't know if there's any difference to memory use in-game.
  14. The metal map will generally be half the file size of either the main or bump textures, so in general only 25% more texture memory per texture sheet (not per part), and that's without using some of the other optimizations available such as the PackedMetal shader (multiple textures covered by one metal map file) or downscaling, which BDB does make use of in many cases. If by performance you mean in-game fps, I haven't noticed any difference personally
  15. The PBR shaders allowing reflective surfaces means we can play around with the normals on the solar panels a bit too, but it really needs some videos to show off the effect. So here's some of the BDB probes I've converted so far! https://i.imgur.com/6DMqp3s.mp4 https://i.imgur.com/V6fW64o.mp4 https://i.imgur.com/ydiJvjB.mp4 https://i.imgur.com/ihSiLAH.mp4
  16. The 3rd kick stage upgrade has caused issues once before, but should have been fixed a few years ago, weird. I double checked the E1 upgrade too but it looks fine. Were you just removing that one part, instead of trimming the Engines folder? That will break the E1 upgrade, but maybe that causes issues with unrelated upgrades too. The stock upgrade system is notoriously buggy so I wouldn't be surprised. I would highly recommend installing KSPCF too, it fixes bugs with the upgrade system, as well as just reducing load times in general
  17. Thanks, though you'll just need to set that file to public so I can view it. And I'd also first recommend a clean install of dev branch, deleting the one in gamedata and copying in a completely fresh version, just in case.
  18. Would probably need a log to see what's happening. Missing upgrades would pop up a B9 warning on launch too, NREs may be something else.
  19. Seemed like a good idea, it's in dev now. Along with merging the Surveyor lander/orbiter cores, and all the omni antennas, into single parts. Also a slight re-balance of the Surveyor parts in general, mainly trying to lighten it up as much as possible to make the STAR 37 more effective, to have a more realistic descent profile. It still doesn't get enough dV from the STAR and requires a long burn from the (already OP) verniers, but it's slightly better than before. Another thing to note if you aren't planning on making a new save for 1.14, is some generic science parts have the internal partnames renamed to bring them inline with the standard BDB naming scheme, so the old named versions have been soft depreciated. I mention this in particular because they're slightly more risky to remove from the OldParts folder on existing saves, as they're very likely to exist on space probes that remain in-flight long term (the Radek-716 Geiger Counter, SWD-CCCP Hemispherical Ion Trap, COS-B3N3T Quadrupole Mass Spectrometer, and P1NG-0WW Micrometeoroid Detector). They'll probably remain soft-depreciated for more than one whole version due to this, but for people not making new saves in 1.14, definitely take note and be wary of removing the OldParts/Science folder in particular if you choose to trim soft depreciated parts. Existing craft with these parts will continue to be usable if you just don't trim the depreciated parts from the OldParts folder. I figured now's the best time to fix their naming though with all the other parts that are also getting soft depreciated this cycle.
  20. There is a rare issue, that I’ve been unable to recreate, where heat shields don’t occlude as they should. Have you installed KSPCF? If not, it may help. Also make sure if you use Tweakscale that you use the Rescaled version. Otherwise I think there’s a field I can try tweaking to boost how much the heat shields occlude, but not having the issue myself makes it very hard to test. Edit: Doesn't look like there's an occlusion modifier field, so not sure there's much that can be done about it.
  21. @Morphisor made the contracts, so might know more, but the fact the tech nodes have been renamed makes me suspicious. If the base nodes (not just the display names) have been changed I'd guess the contracts are incompatible with whatever tech tree mod you're using.
  22. Yeah the feature unfortunately didn't work, B9PS just can't set SAS level, it would require an update to B9PS which is unlikely at this point. There's multiple Lunar Shelter craft in BDB, that one is the "Early Lunar Shelter" with 3 crew capacity, but there's also "AES LM Shelter" which is the one based on the Ascent Stage with two crew capacity. Then there's also Shelter/Laboratory too lol
  23. Once you select the dev branch, check for the x15 folder in parts. It should be a pretty fast swap, it doesn’t need to redownload everything. Or you can press “fetch origin” to make sure
  24. On the main github page, select open with github desktop from the green Code button then once cloned, in GH Desktop select the branch here: Shouldn't need permissions to access it, you just won't be able to push to any of the branches. That would require forking your own copy of the repo which you can edit, then make PRs from.
  25. haha, honest advice for wanting to play with dev branch is use GitHub Desktop (or similar git client) and clone the repo on your PC, so you can update your copy easily anytime there's small updates, without having to redownload the whole thing. You can even symlink the Bluedog_DB folder from the Github location to GameData and not even have to copy it over manually when it updates. (I recommend using Link Shell Extension for easy symlinks on windows)
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