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Rodger

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Everything posted by Rodger

  1. 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
  2. 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
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. @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.
  8. 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
  9. 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
  10. 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.
  11. 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)
  12. Fixed, the integrated sep motor was preventing the fuel switch patch getting applied. Make sure Kopernicus is up to date, and make sure your planet packs, or parallax, are installed correctly.
  13. @GoldForest and anyone else using the methalox optional patches - they've been updated for the merged engines, as well as a new J-2 version. The RL20 is now a 2nd part instead of a subtype due to the engine switch on the regular RL20, and the methalox J-2 is a new part too. But the J-2T, RS-30, and MB60 methalox options are all just subtypes still. The MethaloxRL10 folder is depreciated now, all you need is the single MethaloxEngines patch folder
  14. Huh odd. Using Shaddy will work around it (and look better anyway), which is why I hadn't noticed lol. Anyway, fixed.
  15. Yep as GoldForest mentioned, it's already done! They've actually been ready to push for a few weeks now, just waiting till Nertea was closer to release, and since NearFuture mods have updated with VABO support I've released them too.
  16. Ah ok, weird. I can test that quickly on my end too. Did you try with the updated cfg? And if that radial booster in the pic isn't flipping in circles something else may be wrong... The thrust should be angled significantly. Edit: yeah getting error spam in the log when trying to use the AJ260 with PVG. But 'resetting to defaults' seems to fix them, and both variants work in this case. Yeah the methalox patch hasn't been looked at since the merge, was just waiting for the merges to finish before I looked at it. can probably get it working soon.
  17. I've edited the module setup, and it seemed to autostage fine with both variants, though I didn't experience the issue before as I don't use autostaging (I find it too buggy funnily enough lol), so I don't know if it's an improvement. If you want to test you can just update the AJ260 cfg file from dev.
  18. Seems like it's to do with MJ not taking into account the thrusttransform switch. I can try switching some default module settings around but I doubt there's much we can do (it might just change which variant is broken). I'd also recommend trying with latest dev versions of MJ too
  19. Small update for people using dev, the Atlas skirts have been merged into a single new part, so the "old" new skirts are being soft depreciated, and I'll remove em fully in a week or two. Just in case people were using them in new craft files, so you have time to update them.
  20. The different tank subtypes just can't have different default fuel types. There's tips in the part/switch descriptions about needing to set Titan I tanks to LFO.
  21. Do you have KJR too? Using KJR Next instead of KJR Continued may give better results, but it's hard to replicate the issue. I'd also recommend installing KSP Community Fixes too just in case. Stock autostruts should be unable to cross an unlocked robotic joint, so I'd be somewhat surprised if it was stock autostruts causing it, but definitely worth trying different settings there too. Make sure you have advanced tweakables on in the game settings to be able to change the autostrust settings. Upper stage buff patch should be fine with the hypergol patch. The hypergol patch doesn't actually change any thrust values, so they don't conflict at all. And the version on dev does cover the Titan update, giving the LR91 and LR87-LH2 1.5x thrust (and mass).
  22. Yeah the first is intentional (see the part description), and the LM materials lab experiment was fixed in dev branch a little while ago, and will be in next update (or available now if you brave the dev branch download).
  23. Might need to ask in the reviva thread, we don't provide the interactive ivas (or even regular ones in many cases lol)
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