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Zorg

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Everything posted by Zorg

  1. The module stats are correct ( increase in ISP from the base hypergolic config) well mostly correct, the sea level Isp should be 262. Will fix the descriptions. Edit: nevermind I see the Isp from the Vernier module got mixed up with some things. Will check and fix.
  2. Redstone engine from Bluedog Design Bureau. Note that I used it for testing purposes, the green plume isnt actually configured for it.
  3. Yes this is something I've been meaning to resolve for more clarity. Its a little troublesome because one is a title and the other is an action but theres definitely room for improvement. For instance changing Take Cloudcover Images to Perform Orbital Weather Observation etc
  4. By a point release we mean it will be packaged together and released on Spacedock/CKAN/Github releases page. Theres still some bug fixes and a few small content updates before that happens, likely sometime after KSP 1.11
  5. Kind of the other way around. The Kerblism mod itself has support for BDB. I dont know how well they have kept up with the latest updates but the compatibility is handled on their side rather than in BDB's own files.
  6. Wait no, OAO-1 and OAO-2 should use the secondary telescope instrument (forget the exact name right now). IRL the instrumentation is different but in game they are abstracted and identical. the only difference between 1 & 2 in game is that 1 doesnt use the solar panel extension. OAO 3 is the only one that uses the service module at the bottom. Just to add to that IRL, OAO-1 carried UV, Xray and Gamma ray instruments. OAO-2 entirely UV and OAO-3 had UV and X-ray. https://nssdc.gsfc.nasa.gov/nmc/spacecraft/displayExperiment.action?spacecraftId=1966-031A https://nssdc.gsfc.nasa.gov/nmc/spacecraft/displayExperiment.action?spacecraftId=1968-110A https://nssdc.gsfc.nasa.gov/nmc/spacecraft/displayExperiment.action?spacecraftId=1972-065A
  7. Im not sure what you mean, the bottom of the probe? The adapter part? The SLV3B craft file in the download has a full AOA-1/2 build together with the rocket itself.
  8. no problem, there are also craft files for most common builds in the download. And a lot of stuff is detailed in the wiki maintained by Friznit as well although I dont think the correct fairings are mentioned for everything yet. Either Friznit or I need to do that at some point. https://github.com/friznit/Unofficial-BDB-Wiki/wiki
  9. OAO-1 launched on SLV-3B with the Agena and subsequent ones on SLV-3C Centaur D For SLV3B build out the payload and Agena, place the SLV3B adapter section to adapt the agena to the Atlas, cancel out the stock fairing on the adapter, and then place the dedicated SLV3B fairing on top of it. For SLV3 C Centaur place the 1.875m fairing base below the centaur avionics and choose the Atlas Centaur fairing
  10. look for an engine with a plume you like, find its config file, change the powerEffectName for the vector engine to the plume you like and the contents of the PLUME node. You will likely need to resize things to fit.
  11. As KeaKaka pointed out above, the pentaborane template exists. It is more complex than the old plumes but thats the cost of realistic shock diamonds etc. Its not that bad though 1) to control the glowing flare at the exit flarePosition flareScale 2) To control the main plume effects together with the shock diamonds etc plumePosition plumeScale 3) to control the vacuum effects fumePosition fumeScale
  12. If you downloaded the mod from space dock you should have 3 separate folders each of which needs to be on its own inside the GameData folder RealPlume RealPlume-stock Smokescreen In addition you also need module manager which goes directly in game data.
  13. If you change a value for localPosition and localScale and click apply you should see live changes. If it doesn't, that sounds like a smokescreen bug. I would report it on the smokescreen thread. if you click import its showing you the the raw parameters for that specific effect as applied to that individual engine. When using RealPlume templates each template contains dozens of float curve nodes controlling the shape of the plume. You dont want to mess with these unless making a new plume from scratch. These also respond to the parameters in the PLUME node values such as plumeScale, plumePosition etc which is what you're interested in.
  14. Unfortunately its not always straightforward. But just a quick summary now that I had a moment to open the game: So once you press alt+p or the tool bar button you should have that box on the top left. This shows each of the individual effects that make a up a plume. Most plumes have about 2-3 effects but some (like the first one pictured use several). Next click on one of the effects, choose manual inputs and now the effect will become visible. You can preview its look with throttle and altitude by moving the atmo density and power val sliders. (the others arent used by RealPlume). Next you click config editor on the bottom and press import. The only things you're interested in here are local position and local scale. Heres where it gets a little tricky: Most of these are not controlled individually. When you create a PLUME node, the individual effects grab their values from this. And different types of plumes are set up differently. For instance with the second one you can see that each of those is controlled individually (ignore the turbo effect, thats a custom thing) PLUME { name = BDB_HypergolicUpperRed transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 energy = 1 speed = 1 flarePosition = 0,0,-0.3 flareScale = 0.2 FumePosition = 0,0,0.3 FumeScale = 1.4 streamPosition = 0,0,0.4 streamScale = 1 } However the first one is quite different. PLUME { name = BDB_KeroloxLower_Flame transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 emissionMult = 1 saturationMult = 1 flarePosition = 0,0,-0.2 flareScale = 0.06 plumePosition = 0,0,0.2 plumeScale = 1 flamePosition = 0,0,0.3 flameScale = 1 } As you can see here just 3 position and 3 scale variables control 6 effects. In this example, flare is controlled by flarePosition/scale, flame by flamePosition/scale, and the other 4 are all by plumePosition/scale. Unfortunately there is no way to know which variable controls what from the in game GUI. You either have to inspect the original prefabs in RealPlume/000_Generic_Plumes if you understand a bit of module manager or simply work out which is which by matching the starting values from your config to the what you see when you click "Import" If individual effects are not configured using variables like flarePosition etc, the effects will default to localPosition and localScale typically at the top of the PLUME node. Most effects need a bit of tweaking individually though so you often cant get away with simplifying like this.
  15. I think I have managed to fix it but I havent been able to test all combinations. If you have the time would you both mind testing the github master on your installs? Simply replace GameData/realplume-stock with the realplume-stock folder inside this https://github.com/KSP-RO/RealPlume-StockConfigs/archive/master.zip Your screenshot file does not seem to be public. Be aware that you need to have a config applied to an engine before you can start editing it in the GUI. You can't configure something completely from scratch. So apply a plume before loading the game with dummy values in the PLUME node and then use the GUI to find the correct values.
  16. An early alpha of Timberwind is now on github. Wouldn't recommend doing much with them since there has been zero balancing done. A lot will change. Plumes (realplume and stock) still WIP or pending.
  17. RT patches would be much appreciated! To make contributions please make a fork of BDB and open a pull request from there into Cobalts master branch. Cheers.
  18. The one on the left is in the Thor folder actually. the one on the right is deprecated, we forgot to hide it The one you want is Bluedog_DB/Parts/Thor/bluedog_deltaIII_AdapterTank.cfg Multiple options were considered. In terms of dedicated parts like I said I'll make some hardware for Titan IV. But you can always kitbash to other rockets. Cobalt will also make sure there will be a version of the S-IVB interstage that can accommodate it.
  19. So I hinted at some potential surprises in my earlier post and perhaps now is a good time to give you guys a preview. What we have here is the Timberwind 75 Nuclear Thermal Rocket based around a Particle Bed Reactor. This incredible model (and a good portion of the texture) was actually made for BDB by @Maffif some time back but real life got in the way before it could be totally finished. So Im now just helping it across the finish line. The Timberwind nuclear engines were to achieve very high specific impulse by the standards of solid core nuclear engines (around 1000s) and surprisingly high thrust too even at sea level though it was meant to be deployed as an upper stage. https://en.wikipedia.org/wiki/Project_Timberwind Im also planning to add a special interstage and engine mount to use with 3.125m LDC tankage on top of a Titan IV stack.
  20. You are using the in game smokescreen GUI right? You can edit and resize plumes in real time with that though you do still need to save the values to the config and reload when its final. the smokescreen button shows up in the Toolbar mod or by pressing alt+P (option +P for mac)
  21. Im actually not too familiar with ModuleProceduralFairing and what would be needed to fix things after scaling. Maybe someone else might have some suggestions. For ModuleSimpleAdjustableFairings there is actually a dedicated rescale factor you can use MODULE { name = ModuleSimpleAdjustableFairing scale = 1.6 segmentLength = 0.95581 //086 ... etc etc .... } However once you rescale you need to reposition everything. It maybe helpful for you to read this document. This is a tutorial I made on how to make SAF fairings. But the sections of how the config is written might be helpful. https://docs.google.com/document/d/1z1DHIbChoCmKsf-Zgh-tjL9mDOIhPVHvy8cKMrn-ce8/edit#heading=h.9x5szvxp7o3c Overall this is quite difficult since to write the config I measure the heights very precisely in blender. If you are rescaling you will need to calculate the original heights from the original config values and then scale them up and take that into account when repositioning.
  22. Which version of KSP are you on? If its KSP 1.10 I would recommend upgrading to KSP 1.10.1 If you are on KSP 1.8.1, 1.91.1 or 1.10.1 please send me your modulemanager.configcache file. This is located in Kerbal Space Program/GameData Simple adjustable fairings by the way are the dedicated custom fairings we provide. They are much nicer and we would recommend you use them if your payload will fit.
  23. We're working on the next minor release mainly. Which will include Hexagon, Mariner 10, Transit 2A+Grab and Strawman (probably?) as well as some bug fixes. Following which will be the big Saturn/Apollo update. Of course there could be other surprises in between There are some craft files in the spacedock download which should show you how things are setup. But as others have pointed out most engines dont have shrouds, rather you attach an interstage to an engine mount. This allows you to maintain the proper look of the rocket while having the flexibility to use any engine that will fit inside the interstage. There are some exceptions to this such as the Titan engines which were made before the decision was made to go all in on interstages for everything. As a general point the officially unofficial wiki by Friznit is a great resource to see how things work in BDB too. https://github.com/friznit/Unofficial-BDB-Wiki/wiki
  24. Not everything is covered. Though a lot of it is including stuff added in the last major release. Compared to before you can say it is mostly RO compatible now. And all the compatibility patches are in the base RO mod itself (which is the case for nearly all RO compatible mods) which is why its not in the BDB changelog. As above the majority of (but not all) BDB parts can be used with RSS if you install RO. Alternatively I *think* you can use them in RSS without RO by installing SMURFF provided you are willing to make your rockets much larger.
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