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Zorg

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Everything posted by Zorg

  1. BDB started way back in the day so Cobalt could make some stuff Beale didnt want to make, the specific US space program focus came a little bit later. Those partial Russian probe bits were some of the oldest surviving parts in BDB
  2. I dont mean a sample config A pull request covering various BDB parts is what would be needed. Otherwise i'll get to it when I have some free time.
  3. Not yet, I havent had time to get to it. If anyone wants to submit configs that would be much appreciated.
  4. On the future of RealPlume (as far as my involvement is concerned) So some of you might be aware of a new project by Nertea called currently in development called Waterfall FX. This is a mod that allows the use of mesh based plume fx. RealPlume (via smokescreen) and the stock plume fx work using particles. Ie several dozen, if not hundreds of particles are emitted in order to create the efffects. With Waterfall you have a mesh (geometry) with a scrolling texture to give the appearance of motion. (KSP2 appears to use a similar system for at least some engines based on what we've seen) Waterfall FX has the benefit of potentially being significantly more performance friendly for complex effects and having multiple engines as each engine would have only a few plume meshes with animated textures as opposed to potentially thousands of particles. Comparing Waterfall FX with RealPlume/Smokescreen (in its current state), Waterfall already allows the creation fo MUCH nicer vacuum plumes of all types and clean looking sea level plumes (hydrolox, hypergolic etc). Very nice kerolox effects are also possible although whether its better looking than RealPlume may be a matter of opinion. However Waterfall will be much more performant. Waterfall currently does NOT have a good solution for sea level solids however which is where smokescreen excels at the cost of significant performance. Finally the in game UI is very user friendly and powerful and facilitates the creation of new FX and easy to use templates. I strongly believe Waterfall FX is the future of beautiful plume FX for KSP. As such going forward I will not be doing active development of new Plume prefabs for RealPlume core nor will I be adding much in the way of new plume configs for RealPlume-stock. Most further plume work I do will be for Waterfall based FX. With respect to the two mods together they do not conflict per se at a basic level. However there will be problems if both mods try to configure the same engine. I still intend to maintain RealPlume for the forseable future. I will try to attend to bugs if presented and might add new SRB configs where relevant. However mostly I will be looking to add deconflicting MM syntax so that RealPlume-stock will get out of the way for any engines that already have Waterfall FX configs so that both mods can be run together (once Waterfall is officially released). I expect RP will have much greater coverage of engine configs for a while. If anyone is still interested in new content or improvements for RealPlume core prefabs, pull requests are always welcome and I am happy to review and merge the content even if Im not making new ones myself.
  5. UPDATE RealPlume-Stock v4.0.2 Fixes Fixes for restock and Vens conflicts fix bugs in Tantares Delphini engine config Some restock fixes for KSP 1.10 Remove R4D11 config for SLS (its an RCS part) Misc Update .version Update module manager to v4.1.4 Update RealPlume to v13.3.2 Add optional old version of RAPIER plume Known issues Restock poodle is suboptimal due to large difference in bell size between single and multi nozzle variants. No solution at present. https://spacedock.info/mod/2226/RealPlume - Stock https://github.com/KSP-RO/RealPlume-StockConfigs/releases/tag/v4.0.2 RealPlume v13.3.2 Kerolox sea level plumes now larger in vacuum courtesy of CaptKirk fix some float curve errors https://github.com/KSP-RO/RealPlume/releases/tag/v13.3.2
  6. Its worth noting that people making these suits have to work within the limitations of the Kerbal model. We can only use textures, cant add more geometry. Some types of features might not look so good when attempted just on the texture with a bump map. if anyone can get it working with TR please send me the configs and I will add it to the extras folder.
  7. I don't know if we posted these here yet but in case its been missed BDB 1.7 will feature these fantastic custom Apollo A7L suits made by @benjee10. These will only work in KSP 1.10 onwards. Also take note the the dev branch has been discontinued. Latest updates are now on Master.
  8. WARNING with the dedicated Yo-yo Despin model now in game, the previous placeholder despin assets using the antenna models will be deleted entirely shortly. Any craft or debris to which those parts are attached will no longer load once that happens. (hopefully you guys havent kept it attached to the probes themselves)
  9. Planning on taking a final look at the science balance this weekend so will have a think about it. The BD_camera definition is pretty old though so Id didnt really look at changing it and it is in fact biome specific when landed. While its nice to get more usability out of experiments, adding biome specific results for low orbit does increase the science gains significantly and BDB with the new update is giving a LOT of extra science at low tech levels so there are balance considerations. I would be interested to hear what people think though.
  10. With the upcoming update you wont have to worry about accurate fairings either. We are now using Simple Adjustable Fairings as a new dependency and we now have accurate fairings for many rocket families. Sandwiched between the Ablestar on the left and Vanguard on the right we have all of the Able fairing variants ever used (unless I missed something).
  11. Yeah since restock doesn’t use b9ps I can’t use plume switching without doing multi mode. Which would be out of scope for realplume. So I don’t have a proper fix for the restock poodle unfortunately. It should be a none issue when waterfallfx is out properly as that will be the preferred option for restock liquid engine plumes also sorry to everyone about the delayed update. I’ve been really busy with IRL and some BDB related stuff. But I will try to get the update out after I manage to hunt down a couple of bugs I’ve been informed about.
  12. Which version of the game are you on exactly? BDB v 1.6.3 stock type fairings work with KSP 1.10.1 but it does NOT work in KSP 1.10.0 specifically.
  13. These parts are scaleable in the provided tweakscale configs. I would suggest following up with the tweakscale thread if you still have issues after everything is installed. I dont know how Realism Overhaul interacts with tweakscale but I am not sure that its supported for RO and if something needs to be changed. You can see how the configs are made here and the two parts are covered. I have tweakscaled them in the past so I know the configs for the two parts work : https://github.com/CobaltWolf/Bluedog-Design-Bureau/blob/v1.7.0-Development/Gamedata/Bluedog_DB/Compatibility/ConnectedLivingSpace/CLSBluedogDB.cfg If the issue is more about correct scaling to begin with in Realism Overhaul then I dont think much will happen on that front immediately so you may need to work something out yourself. BDB RO configs had been quite incomplete for a while until McDouble updated the vast majority of them, I do recall him saying he didnt review the Saturn stuff since its due to be remade completely soon.
  14. Probably a bug with the heat balancing patch. Its being looked at. Edit: looks like JSO pushed a fix just as I was typing this. I don't believe that it is. CLS configs for BDB had always been user submitted so we would always appreciate a PR that takes care of all the relevant parts parts in a sensible way. In fact that file looks like it was last edited 4 years ago https://github.com/CobaltWolf/Bluedog-Design-Bureau/blob/v1.7.0-Development/Gamedata/Bluedog_DB/Compatibility/ConnectedLivingSpace/CLSBluedogDB.cfg
  15. Cobalt did the RL10s, though the finished ones were added quite recently, I think he had modelled them almost a year ago including the A5.
  16. Already in the github dev branch and will be in the next release (as one of several subtypes on the single RL10 part that covers various models with non extending bells)
  17. Just some additional info for the curious I am not entirely sure if the fairing I originally made for Titan CT3 is exactly the same as that used for Delta III and 4m Delta IV. However it is a Ruag design and they are similar enough visually I think the same model works for all 3 rockets.
  18. Delta IV has several fairing options. The metallic fairing option often used for large NRO birds is in fact a modified Titan IV fairing. Presumably the modifications are mainly doing away with the centaur/IUS specific interfaces on the base section. IRL it is in fact stackable above the base section like SAFs are in game. The "smooth" fairing you refer to is likely the composite fairing which came in two fixed length options for the 5m size. It is planned but probably for a minor release after the initial 1.7 release. Making a delta IV specific base section for the titan IV fairing is also under consideration but that would likely depend on whether I can find texture space for it somewhere. The delta IV version of this also has the tip painted black but again we're talking a lot of texture space for a variant that would not be particularly visually distinctive.
  19. @NateDaBeast, @hemeac, @Morphisor, @R-T-B Just to let you all know we found a nice solution for the solar panel problem. I was told by blowfish we can actually use wild cards in the module identifier so the BDB module switch will now correctly detect either the stock or the kop module without conflicts and without complicated patches. https://github.com/CobaltWolf/Bluedog-Design-Bureau/commit/3c10d37446a69e9306c8d7070c20f87fc4ce5094
  20. I think the problem here is the MM patch order. https://github.com/KSP-RO/RealPlume/blob/master/GameData/RealPlume/000_Generic_Plumes/Deprecated/Kerolox-Lower.cfg Prefab plumes are applied at AFTER[zRealPlume] and it will only apply to a PART that has the requisite PLUME node inserted prior to that point. Your realplume patches are running at AFTER[zzzUnKerballedStart] which is well after that point. Unless you have a specific reason to run your patch so late in the patch order, moving up the realplume patch should resolve the issue if I'm correct.
  21. You can share the configs you made and I can help as much as I possibly can. However keep in mind I am only looking after "RealPlume" which only contains the presets and "RealPlume-stock" which gives those presets to stock parts and stockalike mods. Realism overhaul is a giant mountain of configs with which I am mostly unfamiliar. But without seeing your configs and or logs its impossible to say what exactly is going on with your installs.
  22. Yeah the old Ranger was mostly incomplete. All new fancy parts have been made and are in the github development branch. We are trying to push out a new release as soon as we can. Looks like Friznit might have jumped the gun a little by putting the new Rangers on the probe page here https://github.com/friznit/Unofficial-BDB-Wiki/wiki/Satellites. The new upcoming stuff is meant to be confined to the "Issues" section https://github.com/friznit/Unofficial-BDB-Wiki/issues/43 until the next release.
  23. To be honest looking closer I am now a little unsure of what to do. What BDB wants to do: several solar panels switch the output for certain B9 subtypes. In the IDENTIFIER node it looks for ModuleDeployableSolarPanel https://github.com/CobaltWolf/Bluedog-Design-Bureau/blob/v1.7.0-Development/Gamedata/Bluedog_DB/Parts/ProbeExpansion/OAO/bluedog_OAO_solarUpper.cfg SUBTYPE { name = OAO1 addedMass = -0.0025 MODULE { IDENTIFIER { name = ModuleDeployableSolarPanel } DATA { OUTPUT_RESOURCE { name = ElectricCharge rate = 2.5 } } } } The problem here is I cannot patch the name of the module in the IDENTIFIER node with a NEEDS on Kopernicus since it appears that some planet packs like JNSQ are disabling the switch to the Kop version of the module with useKopernicusSolarPanels = False BDB itself choosing to use useKopernicusSolarPanels = False is not ideal as presumably this would cause problems with systems like Beyond Home with which we want to be compatible. With JNSQ carrying out its avoidance maneuver at LAST[JNSQ] and Kopernicus doing its actual solar module conversion at FINAL I guess the only thing we can do is engage in the dreaded Z wars and have a patch for LAST[zBluedog_DB] or something so that we can detect whether useKopernicusSolarPanels = False is being used or not and patch the solar b9 switches accordingly before Kop does its thing at FINAL. This seems messy and I really dont like it but I think it will work. I think this patch if its done like this should be in BDB so that we can keep it up to date easily as potential new parts are added. However If anyone has a simpler solution or any other bright ideas for BDB to work with all planet packs I would appreciate any thoughts.
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