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Rodger

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Everything posted by Rodger

  1. There seems to be an issue with any parts that have ModuleCommand as well as ModuleDecouple, they automatically activate the decoupler upon switching to them while they're already in-flight. A simple workout would be in GameData/RoutineMissionManager/CommercialOfferingsModuleManager.cfg, change the first line to: @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[ModuleDecouple]] But there might be a deeper issue causing staging actions to happen when switching to a craft with the RMMModule.
  2. Yep, and yeah it requires SH. Yeah it’s a known issue, however it’s unfortunately unlikely to be fixed at this stage. The cause is not obvious, iirc cobalt has already looked into it with no luck. Best I can do is suggest maybe using Realchute radial chutes instead.
  3. If you can zip and upload your whole log file and post it here I can look into it. It seems like it'll be some mod interaction issue though as I'm not seeing it happen on my end. Pretty sure the 2nd issue will be from the solid rocket waterfall effects mod though, if you have that installed.
  4. RCS doesn't get staging in stock, and I can't see anything wrong with DV readouts. So I'm going to say this is a problem on RO's side, not something we can fix. Try zipping the log file, should make it much smaller, and then should be able to upload it to github.
  5. @GoldForestWhat Gemini parts? The service modules seem to have H/O cells already, tho I can add it to the MOS-EFS Equipment module.
  6. Yeah I’ll need the full log, the snippet above is just the symptoms, no clue to the cause. And you can post it on the github issue if you want, might keep the thread tidier lol
  7. Sounds like some weird mod interaction. I'll need your ksp.log to look into this, if you zip it and upload to some file sharing site like dropbox or google drive I can take a look.
  8. Cobalt just split up the mesh, so I've set this up and is now on dev. Fair, I've added some more node options to both the HS and BS, on dev branch now too.
  9. The only things to watch out for would be the Apollo advanced heatshield with the landing legs, and the Venus Flyby Probe. Both of those part's heat shields would not work. If you want to fix it to make your loading screen look nicer in the meantime, download this file (right-click and save as): https://raw.githubusercontent.com/CobaltWolf/Bluedog-Design-Bureau/1.11-development/Gamedata/Bluedog_DB/Patches/Thermal/engines.cfg And replace the one in your Gamedata/Bluedog_DB/Patches/Thermal/ folder @OrbitalManeuvers On dev branch now. Not the ideal situation with the black bits of AO showing, but good enough imo.
  10. Thanks for this, I can bypass the extra pointless clicks to launch, and still keep my steam integration!
  11. Not simply - the mesh is all in one object, so that'd be up to @CobaltWolf splitting it up. And personally, I like the idea.
  12. You’ll want to avoid autostruts, though the ‘rigid attachment’ option might help. Or if you don’t have it yet, Kerbal Joint Reinforcement: Next should be safe to use.
  13. If only such a thing were possible without coding a new module lol. It's fixable in-game if you retract the 2nd axis then F5/F9 to reload the scene, then the main unfold animation will continue. I can put a warning in the description at least though.
  14. It should, but there's a minor patch error in this case. Should be fixed soon next update.
  15. I've come across an issue where this mod is using "FOR[RemoteTech]" in it's RT compat patch, instead of "NEEDS[RemoteTech]". This is causing ModuleManager to think RT is installed even when it isn't, causing other mods to apply *their* RT patches, breaking the other mod's antennas lol Easy fix, just need to change the patches in NCAP/Compatibility/RemoteTech/Tianwen-1 to use "NEEDS[RemoteTech]" instead of "FOR[RemoteTech]"
  16. Fixing this will break craft files, so just a heads up if anyone has a lander in flight they will be deleted. Ksp doesn’t care what shape the port is, a rectangular one is identical to a round one as far as it’s concerned. Node size is the main factor here
  17. I just use the 'craft rendezvous' option in the stock 'set orbit' menu, instead of inputting all the numbers.
  18. You might want to check out the release album for BDB v1.11 https://imgur.com/a/OINRU2w In Esc menu > Settings > Difficulty Options > System Heat, you can disable it.
  19. Looks like it always ejects backwards, even on KH4. It just bounces off the KH4 instead of exploding for some reason. Should be a simple cfg fix. Edit: fix up on dev now.
  20. In its natural habitat! And yeah it’s a tight fit but it should all pack in nicely lol The air intake PAW options are basically just a byproduct of how non robotic air breathing engines are set up, I don’t think there’s any point in “closing” them. Tbh I’m not even sure there’s any point in closing them on stock air intakes? It might reduce drag slightly, (if that’s even what that option does) but if your rapier ssto is choking for air at altitude, there isn’t going to be a lot of drag difference anyway.
  21. @bigyihsuanI've reproduced and fixed. It happened when Bluedog_DB_Extras/BDB_RealNames wasn't also installed. If you install the realnames patch, the categories should show up, or update the file "GameData/Bluedog_DB/Compatability/FilterExtensions/Mod_Bluedog Design Bureau.cfg" from GitHub.
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