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Zorg

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Everything posted by Zorg

  1. Third time's the charm? I cleaned up my working files with a fresh github copy and spotted one more small error. Should be ok now, he said for the last time.
  2. Um if you have the latest version of the BDB 1.7 dev branch and Simple Adjustable Fairings installed there shouldnt be an issue. Do note that the part icon for the new fairings look quite different as the sides also show up. It's possible you just missed it , try searching for 3E or CT3 and they should show up. Editl: there was also an issue with the 3E fairing due to a name change that I thought I fixed but should actually be fixed now.
  3. The BDB plugin has been recompiled against 1.8.1 on the dev branch so things like boiloff, depth mask, and mirror summetry solar panels etc will be broken in 1.7.x, Basicaly the dev branch and the next release will be 1.8+ only. They require the Simple Adjustable Fairings mod. The basic dll is in the BDB dependency bundle on the github dev branch now (or you can get it separately). There is also a SAF parts pack that uses the old KW Rocketry fairing models that you can grab to fill out the other sizes in the meantime.
  4. Thanks all! I quite dislike stock fairings and although am a big fan of procedural fairings I hope these new ones will provide some nice looking options for people to use. Anyway the CT3 fairing is now up on Github and this one is configurable up to 3 segments. I prioritized making the single segment look good over smooth segmentation so it might look a little odd but I think its ok even lengthened.
  5. I find life is easier when you don't think about KSp2 Anyway... Commercial Titan III fairing coming tomorrow.
  6. Funny you should ask about this, about a week and a half ago I started work on a fairing for Titan III-E as a learning exercise and the end result has now been added in. It works with Simple Adjustable Fairings (the dll is now included in the github bundle for the dev branch). This one is configured to have the nose only or a single side segment available as it doesnt really lend itself to being adjustable. Um we're not necessarily looking to make SAF versions of all the bases but at least a few more fairings are being considered int his style. Most will have more options for lengths than the 3E one.
  7. Yup you can make a pull request to RealPlume-stock
  8. I'm going to be a adding a couple of new plumes, brand new Alcolox and Hydyne plumes in the next update which is coming soon. The alcolox one pictured below I think will be suitable. It also might be better for you to do the pull request once its out to RealPlume-Stock so the plume can be adjusted and maintained on that side. Thats the arrangement @Beale and I came to with Tantares as well.
  9. You want to remove the sound effects added to a specific engine while keeping the realplume? if so @PART[partnamehere]:AFTER[zzzRealPlume] { @EFFECTS { @plumenamehere { @AUDIO { @clip = sound_rocket_hard //(as an example of a stock effect. If its a custom effect you need the path to the file here) } } } } Since RealPlume also scales the volume and you dont like what its done there you could replace the entire audio node @PART[partnamehere]:AFTER[zzzRealPlume] { @EFFECTS { @plumenamehere { !AUDIO {} AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 0.05 0.6 volume = 1.0 1.5 pitch = 0.0 1.2 pitch = 1.0 2.0 loop = true } } } } }
  10. Oh yeah I was thinking of diamant which is actually 0.9375 isnt it . Yeah the optional B9 switch config I made uses the 1.5m models Beale made which arent used by default but I didnt see a 1.5m base there.
  11. Unfortunately stock fairing bases cannot be rescaled with a config (or tweakscale) as far as I know. You will need to use a fairing base from another mod (like BDB or Knes) that has 1.5m parts or perhaps more reasonably use procedural fairngs. PF bases can be scaled to any size.
  12. For Near Future Spacecraft specifically, the orbital engines use standard monopropellant (nothing from CRP). However some of those engines are inspired by real life bi-propellant engines and so the patch in extras give you the option to convert them to run LFO instead of Mono.
  13. This forum thread is about RealPlume and RealPlume-Stock 1) RealPlume is the core mod containing the plume effects 2) RealPlume-Stock has configs to apply them. Real Fuels Stockalike has its own RealPlume configs to apply them to engines (RF-RealPlume Stockalike). To answer your question yes you do still need to install the core RealPlume WITHOUT RealPlume-Stock as well the dependency Smokescreen. The big download link in this threads OP takes you to a bundle that contains 1) and 2). But you can download RealPlume core separately via CKAN or from here: https://github.com/KSP-RO/RealPlume/releases
  14. Notice for BDB v1.7 Dev branch testers The BDB Plugin has now been recompiled against KSP 1.8. As such it will no longer work on prior versions. Boiloff, special solar panel mirroring, depth masking etc will all be broken on earlier versions of ksp. edit: it should be forward compatible with ksp 1.9 though.
  15. Your CryoEngines is installed incorrectly. Right now you have a folder called GameData/CryogenicEngines Inside that you have CryoEngines, CryoTanks etc Everything inside that needs to be in GameData instead. Same for Kerbal Atomics
  16. Yes this was deliberate since SCANsat doesnt support background resource processing. The resource ended up meaningless if the vessel was unfocused. We're thinking of adding the resource back in but into the Corona capsule instead and to have the BDB science experiments for the Keyhole cameras consume that resource. That would make the resource more functionally useful and the no. of capsules on board would more directly represent the data gathering limits of the camera rather than a limit in the part module. This hasnt been implemented yet though. The Keyholes have been updated to use the new visual scanner mode in SCANsat which requires sunlight to function though.
  17. If you're playing with the current release of BDB (v1.6.2) there is no Castor I to Castor II switch. There is a part called bluedog_castorSRB (Title = Dioscuri-1 Solid Rocket Booster/ real_title = Castor I). The comment above the module I think suggests that despite the name its using Castor II stats. The switchable Castor I/II is a brand new part that is in the github BDB-1.7 development branch. The old part is being replaced by this new one which uses accurate stats for the two Castor models. The current release of BDB is not officially supported on KSP 1.6 but this is mainly because the minimum required version of B9 PartSwitch v 2.11.0 is not officially supported for 1.6. Having said that I do believe that it works so if you're not moving your save to a newer version make sure you have that version of B9PS (but not any later versions of B9PS as they definitely dont work). Of course no warranties if things behave badly
  18. There is a version of smokescreen compiled for KSP 1.7.x you can grab it from the link in the Smokescreen OP. KSP 1.7 Smokescreen-RO 2.8.12
  19. JSO recently added a spin table for the Juno I/Jupiter C via compatibility with Dock Rotate. Make sure you are controlling the rocket with the avionics core rather than the probe, spin up (180/s worked for me without introducing too much torque) and head off . Tab over to the payload after staging.
  20. That would be great, do share your results. I think because KS3P does its thing via the unity post processing stack and not a 3rd party injection like reshade, it might be ok. But doesnt hurt to check.
  21. Small update to the download link since it was confusing people as to what to use. I have no separated out the blank configs. The contents of the folder now have the same file names as you would have after installing Clustas patch. Simply replace ALL the files with the contents in the donwload folder. I didnt actually. I presume the KS3P takes precedence and overrides the stock settings. Should probably check at some point if it makes a difference to anything
  22. Our netkan files are actually up to date and should install correctly from CKAN. I made sure during the last update with some help from the people at CKAN. However craft files (and BDB_Extras) are not included with a CKAN install since it will only install the Bluedog_DB folder (and get the dependencies independently).
  23. I just opened up my 1.9 install and the craft files loaded up just fine. I would suggest deleting them and downloading a fresh copy of the craft files (this wont affect your save). If you get an error again could you send a screenshot of the message? Its also worth noting that @Friznit has made an extensive wiki for BDB which covers way more than the craft files: https://github.com/friznit/Unofficial-BDB-Wiki/wiki
  24. Welcome back to KSP! Which version of KSP were you running btw? BDB should be fine from KSP 1.7.3 to KSP 1.9 The craft files were built on KSP 1.7 but they should be forward compatible.
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