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Rodger

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Everything posted by Rodger

  1. That’s just an optional patch in BDB, not the default setting
  2. We can't really give proper support for RO installs, maybe try the RO discord? But you could try this patch first: https://drive.google.com/file/d/1-OiSO4lwoEVtndGBZO3XDcqj4FfTCay7/view?usp=sharing Just place it somewhere in GameData. It may not do anything though, especially if there's a deeper cause for drag cube generation failing.
  3. If you make your +PART patch run in in the FINAL pass, it will have the restock models. eg: +PART[restocked-part]:FINAL { @name = new-part-name etc } If it isn't run in the FINAL pass, it's possible to copy the part before the models are swapped. Though I think restock swaps models in the "000_ReStock" pass, so just as long as your patch is after that alphabetically it should work too. It's generally best to use FINAL for personal patches anyway.
  4. It's not pulled into the main branch yet, but I have an updated version of BellaTU with fixes for the GLV decoupler, Titan I tank ends, a panel on the Transtage, the truss structure on the Centaur avionics, and a new simple set of textures for the Atlas CELV Skirt so it mostly matches the rest of the Atlas parts: https://github.com/Rodg88/Bella_TU/archive/refs/heads/dev.zip
  5. Disable the "Temporal antialiasing" setting in the scatterer settings window (the blue circle button on the toolbar when in the KSC view)
  6. Pretty much, we don’t have any active coders on the team. The bdb module was based on deployable engines anyway, and it’s more up to date this way. With this change, you’ll now be able to retract deployed engines in the vab instead of needing to replace it with a new copy of the part, and in flight they will retract when you shut down a deployed engine.
  7. Just a heads-up for people using the dev branch, the current version of it has a new dependency - DeployableEngines. A copy is included in the dev branch's GameData, or get it here: https://github.com/post-kerbin-mining-corporation/DeployableEngines/releases (you might already have it if you use Nerta's CryoEngines or KerbalAtomics)
  8. Rename 'Mk33CryoEnginesCRP.txt' in the Mk-33/Extras folder to 'Mk33CryoEnginesCRP.cfg', and make sure you have Community Resource Pack installed. It might also require the CryoTanks mod? Or having it just enables the boiloff system. https://github.com/post-kerbin-mining-corporation/CryoTanks/releases
  9. You might need to set the KAS connector/plug, from the yellow hose that is attaching the launchpad to the base, into "docked" connection mode, so it all becomes one craft.
  10. Here’s fine. Do you have BellaTU installed? I did an update for that recently-ish, but pretty sure I did miss some parts. I can probably give it another look soon. IR isn’t going to be supported in BDB, and not even sure that part would work in IR. So unless Zorg really want to start losing hair at an accelerated rate it’s unlikely
  11. AFAIK SystemHeat is a hard dep for FFT. You could maybe make a patch to make a super op radiator to 'solve' any heating issue, or just build craft as intended by the mod.
  12. Haha no worries, glad it could be rolled into the release! I use a lot of hoses at my surface bases, and this makes them look a lot nicer over all!
  13. If we're talking new features, I'd love an extra set of AND filters for "current body", "current situation", and "current biome". So I can toggle on "all available on craft" then just restrict the shown results to "only current body, any biome, only landed" or "only current body, any situation, only current biome". Currently I just always type in the manual filter the name of the body and a biome and/or situation, and pretty much need to do so any time I use the main [x] science window.
  14. Have you deleted parts from the Squad folders? You don't need to do this, restock will already unload all the stock resources. If not, you might need to verify game cache on steam and start from a fresh install. BTW Parallax also requires Kopernicus, and you might want to make sure you have "ModuleManager.4.2.2.dll" instead of the version you have.
  15. If people want full res versions of the NFS textures, just overwrite the ones in Shaddy with these: https://drive.google.com/file/d/1-O9Iw25yzVvBFTlaN20MaUqnFPSMBb4I/view?usp=sharing
  16. They are in the dev branch, which you can download here: https://github.com/CobaltWolf/Bluedog-Design-Bureau/tree/1.11-development (Click on the green "Code" button, and select "Download Zip")
  17. If you reckon it's fine, then yeah I'll put them in the part cfgs instead. @DaOPCreeperfair enough haha, next update will have it all.
  18. If you want you can copy the text from the linked config, and put it in a new cfg file in your GameData. (though that config doesn't touch the S1C ring decoupler's crossfeed since that's changed in the main config, though you could update that yourself too)
  19. I've just added a new optional patch which adds crossfeed to interstages and some of the decoupling adapters.
  20. Dev will almost always be ahead of CKAN, CKAN is just linked to the main release on spacedock. Even main branch on GitHub atm will be ahead of CKAN, as it has some of the bugfixes that dev gets. I don't know how CKAN would go about picking up on an existing mod you've installed manually though, like when you've manually installed dev branch but want to switch to a CKAN installed version.
  21. I have in fact already done exactly this, just didn't upload it lol. It's on dev in optional patches now.
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