-
Posts
2,343 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Zorg
-
Am thinking of doing a truss with with support for Breaking Ground and Infernal Robotics for the accurate deployment. For people who dont want to do that, it will still be a probe core with mono prop storage. So you can add a docking port, add some RCS to the outrigger booms and then dock just like the current one.
-
[1.12.X] Rocket Motor Menagerie v1.1.0 - Stockalike Engine Pack
Zorg replied to EStreetRockets's topic in KSP1 Mod Releases
Waited a very long time to see the STME engine in KSP. The one we got was totally worth the wait. Fantastic work!- 156 replies
-
- 6
-
-
- stockalike?
- mod
-
(and 3 more)
Tagged with:
-
Yes Waterfall does not do this automatically. It is up to the people writing the configs to manage the conflicts. In the case of RealPlume configs stored within RealPlume-stock I have added deconflicting MM syntax to that side for known cases. Similarly I have done so for the realplume configs in Nerteas mods and BDB as well. But these conflicts need to be actively dealt with as new configs are written for Waterfall.
-
its not a mount ring, its a support for the deployment mechanism. you'll notice it moves with the gimbal. The real vac RL20 was a significant redesign it would appear (This is the only image I can find). But like the sea level version the gimbal mechanism is unclear and I had to make something up essentially. However while this image might make you think thats a mount, it really cannot be as the deployment jackscrews are connected to that.
-
A custom engine mount for M1 upper stages will be provided in the not too distant future. Since the look will be related to the new SII mount it will be a little while before its done so you would need to bash together something in the meantime (this one is from NFLV i think). These are on Github now but in VERY EARLY ALPHA. Use at your own risk, breaking changes may take place without warning over the next few days.
-
No its not going to do that. Do you play in the stock system? Or rescaled or with a planet pack? The BDB authors and a lot of our users use JNSQ which has a Kerbin 2.7x larger. Since I like playing with solids and want to take the right kick stages, I prepared this table. This assumes achieving a 100x100km circular orbit with 4900-5200 m/s of Delta V. The table below is for transfer burns starting from that low circular orbit. If you dont use JNSQ (or a similar sized rescale) and you have the patience, the best option would be to do some pathfinding missions and find out for yourself
-
The stock game now has a delta V readout although Kerbal Engineer is nicer and will give you more information. You can tune the solid fuel quantities to suit your requirements and see the delta V readout in the VAB. For the sake of convenience, upper stage solids have a cut off feature, look for "Features BDB Safe Solid (tm)" in the part description. Since its not so practical in game to tune the delta V requirements as precisely as real life we give you this option to shut down (but not restart). This can be done using the right click part action window or via an action group. Finally I would recommend a liquid final stage or on board propulsion on the payload for final orbit adjustment as even with safe solid it probably wont be that precise. Hope this helps
-
The current Saturn engines are slightly nerfed in thrust. They will be adjusted for the Saturn release. The intended stats for the engines and fuel loadings can be previewed in the latest update to the Saturn rescale patch (which applies to the current Saturn V) in BDB_Extras on github. Its not final though.
-
Indeed there were various proposals for the M1. Although I dont recall seeing an Airmat. I would be interested in reading about it if you find it again. The sea level version was loosely based on this. Due to geometry/AO reasons I couldn't recontour above the main torus but the exit diamter is the same (scaled). There was also this. No further comment: (also no I'm not making this). This isnt fully done yet but since we're talking about heres another sneak peak:
-
This sounds like a bad install to be honest. Please remove BDB and all its dependencies and carefully reinstall everything in the release bundle. If the problem still exists please provide a screenshot of your gamedata folder, and a copy of you module manager.configcache which is inside your main KSP folder Kerbal Space Program/Logs/ModuleManager. Please also confirm which version of BDB and KSP you are running.
-
UPDATE - BDB v 1.7.3 "огромный" DOWNLOAD (SpaceDock) DOWNLOAD (GitHub) BDB is also available on CKAN but it usually takes a little while for an update to index and be available. Bluedog Design Bureau v1.7.3 is now live! This is just a bug fix update. Changelog: v1.7.3 "огромный" Bug fixes and tweaks - fix Gemini lander engine waterfall plume - Fix some typos - Fix system heat patch not applying to SNTP 45. - Give 5m DCSS colliders some more breathing room so it works better with thicker interstages from other mods. - Fix Waterfall plumes for Dual Engine Centaur mount, Vega GGE405H vernier and Gemini OAMS. - remove throttle response from small probe engine using hydrazine WF plume. - Fix Gemini drogue chute inverted mesh. - Fix Mercury LES orientation. - Fix Gemini Lander low profile docking port orientation to match indexing key on new Gemini.