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Zorg

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Everything posted by Zorg

  1. I'm not seeing this. The most likely cause is either an out of date on incorrectly installed B9PartSwitch (I presume the engine itself isnt actually running and producing thrust but the plume effects are showing?). Please double check your b9partswitch. If there is still a problem after that please post your ksp log (how to get log below)
  2. Patch out the rotation line in the MODEL node: https://github.com/CobaltWolf/Bluedog-Design-Bureau/commit/bbb129bdc5c82d96e4c94eaf17bbca5fe5e2352f Of course you are free to do this but I recommend going with the change so that your install is "in synch" so to speak Little background:
  3. No to both. Unfortunately the mod authors only have the time and motivation to maintain patches for the mods we ourselves use. Everything else comes from our user community. We would always appreciate pull requests to update or add those configs. We've had a couple of declarations of intent from people to write those but so far we haven't had a pull request for either. How do you mean? If you mean about the vertical axis some parts were rotated in the dev branch for consistent and correct VAB orientation several weeks ago.
  4. Even though there have not been much in the way of an official update in the last several months, a lot of work is ongoing on the github development branch. Literally hundreds of parts have been added since the BDB 1.6 release And yes this includes an amazing new Gemini and service module Cobalt made with the proper split service module setup and retro solids that can be setup to automatically fire sequentially using custom code. If you're interested you can try this stuff out in the dev branch though of course all at your own risk as its under development. https://github.com/CobaltWolf/Bluedog-Design-Bureau/tree/v1.7.0-Development
  5. Im pretty sure it is. Only did a brief test. If there is any trouble I suggest rolling back dependencies like B9 to the appropriate version but I dont think it will be necessary.
  6. UPDATE - BDB v1.6.3 for KSP 1.10.1 Fixes Fixed drag cubes so BDB loads in KSP 1.10.1 Remove miniavc.dll since its been broken and discontinued Misc Update bundled B9PartSwitch, Community Resource Pack, Dmagic Science Animate and Module Manager. Update .version file OLD TITAN FOLDER IS NOW HARD DEPRECATED and removed entirely Removed variants from stock type fairings. Download from links below. Should be available on CKAN once its indexed in a few hours. Spacedock download Github download
  7. see my reply to pappystein above. If you run into the problem what you can do is delete the solar panel module in the config so that it loads, then go to partdatabase.cfg and find its drag cube. Restore your deleted module and add in the drag cube node to the config. iirc RL--10 itself has been tested with methane but I don't recall a designation. Pretending its a CECE methalox seems fine to me as well though.
  8. The dev branch should now be compatible with KSP 1.10.1. all parts should load. (this is more for people who already use the dev branch, a hotfix for BDB v1.6 is coming for those who use the release). We have also killed off part variants for stock fairings. So fairing bases only have the default white fairing on them. But who needs them anyway right Let us know of any other issues that crop up in 1.10.1 with dev. Don't forget to update dependencies.
  9. Uploaded Delta II composite 10ft fairings in both regular and "10L" variants. This rounds out the Delta fairings including Straight Eight, 9.5ft Metal and the two composite fairings.
  10. Nothing so dramatic, I didnt follow the whole thing but there have been some changes to how drag cubes are calculated. So some parts that had multiple modules that might be expected to provide the procedural cubes were stepping on each other now from what I understood, for example parts containing deployable solar panel + some animation module. Only a few parts are affected and they are being fixed now with predefined drag cubes.
  11. What they actually promised they would fix was the fairings. I guess they didnt consider whatever changes they made to the drag cube system to be a bug. We are just going to manually add in drag cubes and that seems fine. On the other hand the stock fairing modules are no longer "broken" and dont nullref but the updated fairing module seems to care about the fairing base when you add a variant to the fairing side itself. So there's weird stuff going on with textures.
  12. Little something new, a 3.125m to 3.5m adapter fairing base to enable you to use the Atlas V 500 series fairing on LDC/Atlas CELV etc. Also the github MASTER branch should have a fix for the none loading issue in KSP 1.10.1 for the current release although there are more problem parts in Dev which havent been dealt with yet. Stock type fairings are functional but the base textures are broken so 1.10.1 compatibility is still a work in progress. We would continue to recommend against updating if you wish to use BDB for now.
  13. yeah we were looking at the problem parts in the current official release as a matter of priority, dev branch will follow later (we have identified the problem parts of which there are several in dev, just the one in the release).
  14. Yup its a known issue with KSP 1.10 plus, you can delete the part (which is the only one causing a problem) or some people have suggested deleting partdabase.cfg in your KSP root folder and letting it rebuild might help. We dont have a permanent solution just yet. Is this in KSP 1.10 or 1.10.1? I havent tested in KSP 1.10.1 yet.
  15. The vast majority of engines in BDB use Liquid Fuel and Oxidizer (LFO) just like stock engines. There are a few engines that use Liquid Hydrogen and Oxidizer (LH2O) and some that run on Monoprop only. You can see which fuel type the engine uses by right clicking on the part in the part list in the VAB. In BDB most fuel tanks are LFO by default but you can switch it to LH2O if you would rather use an engine that requires it. Some tanks which in real life would be Cryogenic have LH2O by default but if you would rather use a different engine simply switch the fuel in the tank to LFO or whatever. I am assuming you arent using another fuel mod like RealFuels or something.
  16. Everything except the main engine (which is a rescaled CryoEngines part) is BDB The orange tanks are Titan LDC parts in the SOFI variant.
  17. Yeah the RL10 was capable of multiple ignitions from very early in its life. The most ignitions in an actual mission I could find a source for was 7 ignitions on the second Helios mission (Titan III-E with Centaur D1T). https://www.asme.org/wwwasmeorg/media/resourcefiles/aboutasme/who we are/engineering history/landmarks/36-rl-10-rocket-engine.pdf I vaguely recall Tory Bruno stating how many burns they can do these days on a customer request in some video but I can't recall exactly which video. Realism Overhaul has 10 ignitions for most variants and 15 for the more recent ones. I like to have primary sources but RO configs are usually well researched. We will be updating the engine ignitor mod compatibility for the new RL10s.
  18. Indeed we actively maintain compatibility patches for Engine Igniter. Do note that throttle limits are unchanged, so everything will deep throttle just like before. If you hit 0 throttle though you've used up the ignition.
  19. I'm still on 1.8, tbh I've not really settled on whether to use TUFX post processing AA or the games in built hardware driven AA. I think the in game AA is less performance intensive and less prone to artifacts while the TUFX ones are a bit heavy handed though they seem more effective and dampening down really bad aliasing on stuff like stringers on tanks. But no idea about 1.9
  20. The issue with the engine switch I believe is probably because the B9 switcher is modifying ModuleEnginesFX. I patching it to target ModuleEnginesRF or whatever it is RF uses should work rather than killing the MODULE fields. Those engines combine different generations and models of various engines and killing the subtype MODULE fields which contain the stat switches, and thus having the same stats for all subtypes would be a shame. Unlike the volume switching issue I am quite certain the module switching with B9 should work with realfuels engine modules. You should be able to modify any other parameters as well such as propellant resources which would be handy for things like the Lr87 which combine kerolox and hypergolic subtypes in some models. The only possible snag might be different ignition limits for different subtypes but Blowfish did add special handling to work with the standalone EngineIgnitor mod so its likely it might work or be made to work with RF ignition limits.
  21. I've not investigated how RF plays with it but a lot of what BDB is doing nowadays is with the B9 module switching functionality. Its possible that it can play nice with realFuels modules? Also Blowfish, the developer of B9PS is a close collaborator and he has shown a willingness to add features if people request a clearly defined and valid use case. With respect to tanks I presume the 'volumeAdded' field used when mesh switches happen to different sizes is not taken into account with realfuels modules? Again not too familiar with RF but if you have problems getting it to work I would suggest getting some advice from Blowfish. Worst case scenario I think would be to set up some custom b9 tank types containing the appropriate real fuels resources for those parts. That way they will be functional with the correct fuel types for those tanks though I suppose without the flexibility of the real fuels tank switcher module.
  22. Make absolutely sure both SAF and B9PS are fully up to date, versions meant for ksp 1.9 will work on ksp 1.8 as well keep in mind. The BDB github has the correct versions of those or you can download direct from the relevant thread/github.
  23. Lol maybe it was alt+P sorry. I usually open it from the toolbar menu button added by the toolbar mod. I'll double check and make sure the OP is correct. Um anyway just change maximum activeParticles it really depends on your system. Try something like 6000 and launch something that you might use that has several engines. And if it seems too much bring it down to 4000 or 2000. I have mine set to 10,000 iirc.
  24. Its part of the in game GUI for smokescreen (the plugin which powers RealPlume). Press Ctrl+P (cmd+P on mac) and it will bring up the smokescreen panel. Simply bump it up to find the best balance between visuals and how the plumes look. these instructions are on this threads OP to. I'll highlight that section for more visibility actually. I'm not responsible for the defaults for smokescreen (the plugin which powers realplume), but you can suggest to Sarbian about changing the defaults if you wish. I expect he had good reason to settle on the default value (2000 iirc) since a lot of people play on low powered systems.
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