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Zorg

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Everything posted by Zorg

  1. Great thanks. Is this module used by Kopernicus in general or only multi star? If it’s the former we can make a fairly straightforward compatibility patch.
  2. I think we would need to see logs from both of you. Is NateDaBeast also using a planet pack and if so is it also multistar? Whats common about all of those parts is that they are solar panels with a mesh switch. Associated with this mesh switch is a module switch that lowers the power output with the smaller panel sizes. If Kopernicus or the planet pack replaces the solar panel modules we can expect this switch to break. I expect the panels to still be functional but they wont be getting reduced output as intended for the smaller sizes. If this is indeed the case we would need to figure something out for compatibility.
  3. Glad to hear. You may find Friznit’s unofficially official wiki a useful resource. I certainly end up referring to it when building stuff half the time https://github.com/friznit/Unofficial-BDB-Wiki/wiki
  4. Buggy and impossible in what sense? and how? More details and possibly screenshots or video are required. Apollo is due to be remade soonish but it hasnt been touched in ages and we havent heard any complaints about the RCS or docking/transposition. Some people do have trouble with CADS/APAS ports but that requires precise alignment.
  5. A quick glance suggests this is because Community Resource Pack hasnt had its compatibility updated to include KSP 1.10.x. However CRP should continue to just be fine in 1.10. Please go to CKAN > Settings> Compatible KSP versions > and enable both KSP 1.10 and KSP 1.9. Everything should install now. BDB generally works just fine with CKAN, and we coordinate with the CKAN team to ensure our metadata files are up to date though its ultimately maintained by the CKAN people rather than in BDB's own repository. This situation was caused by one particular dependency not having had its metadata updated. And yes you can install some mods manually while still using CKAN for other things. Yes you just need to install the Dock Rotate mod alongside the dev branch.
  6. If you wish to make a PR to RealPlume-stock you can make a folder for unkerballed start and submit. Or you can send make the PR to Unkerballed Start. Some mods keep their own files for RP compatibility. If you wish to use older plumes you can download an older version of realplume-stock. The prefabs for the older plumes still exist but you would need to get the engine configs from an older version. Up to you to pick and choose what configs you want from those versions. Thanks, I will remove that patch for the next update.
  7. Cobalt would have the final word on this since he made that engine, its not necessarily straightforward given the engine was made without that setup in mind even *if* he wanted to.
  8. The "showstopper" bug happens when two patches try to patch the same part. In this case it appears you have installed BDB twice into two different locations. Make sure that BDB is only at GameData/Bluedog_DB
  9. That patch requires everything to be buffed to be specifically named in the patch. I guess its not yet been updated for the new RL10s (and Vega as well).
  10. I've not seen any issues in either KSp 1.8.1 no 1.10.1, make sure that your B9 part switch and BDB dev install is up to date. If it is and there is still a problem, please post your module manager log and modulemanager.configcache files.
  11. Oh I didn't realise a 3.125 to 1.875 was being discussed here I just added it in as a variant for the 3.125 to 1.5 adapter using the same textures since why not. Glad you find it useful. This sounded like a familiar problem. The key ``vesselType = Probe`` needs to be added to the part cfg so that the engine mount/avionics unit can actually function independently. It often gets missed in testing due to the presence of a probe core on the payload.
  12. The dual payload adapter? That er actually doesnt work properly. I should probably add in optional nodes to the relevant fairing bases so both a payload and the adapter can be attached.
  13. From what i recall from the last time I read it, the reusable Agena would only have dropped the strap on tanks for missions that needed the margin. Otherwise the whole thing was recovered. Heh so did I, until I made one one part, and then another, and then another (and went back and revamped the first couple )
  14. Yes its the smaller of the the two strap on tank Agenas cobalt added in a few months ago. Its missing a couple of components in this rushed test build. Strap on tanks were also considered for a reusable shuttle Agena which was brought up a few pages back. https://ntrs.nasa.gov/citations/19740024172
  15. Its worth noting that the extraordinarily realistic plume on the Tundra Falcon 9 is not the result of special smokescreen features or anything for plume to plume interaction. The reason the plumes seem to interact with each other and push them away like the real thing is because all 9 engines are a single part and there are dedicated transforms for outer engines and the inner one with specific effects assigned to each. It was the result of tremendous hard work by Nessus and its entirely possible with Waterfall assuming the engine in question is set up in a similar way and you put in the effort to create effects that behave that way. But theres no provided plume interaction physics in Smokescreen nor Waterfall.
  16. Admittedly the Saturn I is an old part and underscaled, I know JSO balances the new stuff by 20% of IRL propellant mass, not sure if Saturn I and SIVB are volume or mass balanced or somewhere in between. However it IS in fact possible to achieve low orbit with this LV with some careful flying in JNSQ. Example 1, here we use Mechjeb PVG guidance and a target orbit of 128x142km. this is the historical orbit for Apollo 7 scaled proportionally to JNSQ except we go for 0 degrees inclination instead of 30ish. As you can see it nearly makes it but falls short by 100 m/s or so which needs to be delivered by the Apollo SPS. This is using the Saturn IB with the original J2 and the base config for the H1 engines. And Apollo set to orbital config, no further tweaks. (ignore the principia navball, has no bearing on achieving low orbit). In this second example we launch in the exact same way but we upgrade the 1st stage engines to the 1973 configuration which represents H1 performance by the time of Skylab. The extra thrust reduces gravity losses in the early ascent a little and you get 12 seconds Isp gain too. This is enough to make up the shortfall and we make our target orbit with 26 m/s to spare in the S-IVB Now for our 3rd and final example we're feeling confident and we fly manually using the original H1 engine configs. This time we're not looking for any semblance of historical parameters, just trying to make orbit. The trajectory is a bit shallower and more aggressive than MJ. The only things in mind were 1) starting a gentle gravity turn at 100m/s pitching over by 5-7 degrees and mostly holding prograde 2) holding attitude at 45 degrees when you've reached that pitch and aiming for an Ap about 1 minute away by MECO 3) Ditch the abort tower as soon as S-IB is ignited (that thing is heavy). This isnt very accurate from what I can gather, but its necessary with the current setup. 4) Trying to keep the Ap about 45s away throughout the S-IVB burn. I probably could have made some efficiency gains by passing the Ap during circulirisation but I lost concentration. Anyway with the un-upgraded all original engines an orbit of 96x114km is achieved with 26 m/s to spare. Now I'm hardly the best player and Im sure the MJ performance could be improved with some tweaks and so too could the manual flying. But the point is it is possible to reach LKO in JNSQ with some careful flying and fudging some details like the tower jettison timing. As you said things should be improved with the revamped parts when they arrive.
  17. BDB RO compatibility patches are within RO itself. If you install RO and BDB together the parts will get configured for real scale. Due to the huge size of BDB and fast development a lot of parts might not be covered. However mcDouble has made extensive efforts to update even the current bdb development branch to RO. Like i said not everything will be covered but the situation is a lot better than it used to be. I dont think there is a solution for RSS without RO but we do also have custom SMURFF configs. I dont know much about it though.
  18. Thats 100% on the way courtesy of Invaderchaos, he's raring to go but I want to be sure I dont need more tweaks to the texture. Probably white as well. Anything weirder if it happens will be in BDBNIC but those two will be in the mod itself.
  19. Ok more serious answer, Im not very interested in them as I don't find those designs very compelling. We've had some weird things in BDB yes but imo all of those designs like Fatlas and LDC were more interesting in terms of concepts and design. I would point out that using the existing assets is nowhere near simple if sticking to BDB standards of quality. Upscaling with existing textures would mean a drop in texel density (pixels per meter) below the minimum level we use and uprezzing textures using photoshop or whatever doesnt work great for things where work is often done at the individual pixel level. Moreover doing them at proper levels of quality means something other than upsizing existing assets, it would need new models with detailing that makes sense for that scale and new textures to match. I certainly wouldnt do them half baked. And like I said I dont find those designs interesting enough to want to do them. Re tweakscale I've kind of run out of motivation to keep updating those configs, they arent difficult but there are a lot of them and I have lots of other things to attend to. If there are any tweakscale users amongst you a PR would be much appreciated before 1.7 drops.
  20. Is that with yesterdays update inlcuding the sep motors on the decoupler? I didnt design them to roll though its possible I misaligned something. Having said that the real boosters rolled away We had some idle thoughts about a fireball simulator but nothing satisfactory at this time. Its a low priority thing I am giving a small amount of thought to though at some point in the future.
  21. Some changes are coming to the decoupler actually including sep motors at the bottom. Once thats added in JSO will take another look at the sep system as a whole.
  22. Best way would be to place the decoupler on the first stage upper tank (it should be higher up right up to the very top edge. Then use the side nodes to attach the two upper tanks for the side cores one by one out of symmetry. Then build out the rest of the boosters.
  23. Yup thats all planned. 4m DCSS already has a 3.125m to 2.5m adapter, a longer one will probably come at a future date together with a stretch of the 4m DCSS to Delta IV size, probably in a post 1.7.0 minor release. The Delta K adapter I might do before the 1.7 release if I get time. https://github.com/CobaltWolf/Bluedog-Design-Bureau/issues/940 1.8.1 for my JNSQ install, bare bones stock on 1.10.1 for most testing right now.
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