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Zorg

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Everything posted by Zorg

  1. Hmm the log isnt very informative. Is that the full thing? Or is it from a session where you quit immediately after loading? Basically for it to be useful you need to have RP installed, take the same craft to Duna, recreate the problem, quit out (preferably without doing much else) and then provide the log from that game session. It would also be helpful to know which engines in particular were on the spacecraft in question.
  2. Im a little busy these few days but I'll look into this when I have a moment. Would also be great if you can include modulemanager.configcache and MMPatch.log That link above requires permission btw. Could you set it to public permissions?
  3. Yeah you can mask off certain situations such as an experiment can be made to only work in low orbit, but not in high orbit or in atmosphere or landed (these are the messages you are seeing). The issue is that it will work in low orbit on every body. You can mask off atmospheres too so an experiment for instance can work while landed on an atmospheric body but it will work on every such body. Within a given situation you can also enable whether it picks up biome specific data or not. What you cannot do is for example set up an experiment that only works on Kerbin and the Mun but not other bodies. The situation masks always apply to every body that satisfies the conditions. I presume only some custom plugin work would get around this.
  4. As Cobalt mentioned, its currently not possible to restrict to specific bodies. You can mask for situations (flying low, in space low etc) and for biomes on a per situation basis but not by bodies.
  5. Some Ranger Lander tests. Theres no canonical build for this but a direct descent without first entering into orbit would be in keeping with the spirit of Ranger. Some options could be 1. 4x Descent Propulsion Units + BE3 solid (Staara10). The solid should improve the safety margin 2. 2x Descent propulsion Units + Star 37. As seen in these images. The Star should take care of half the Dv for landing. But don't fire too early or the propulsion units might not be enough. Some bonus images
  6. Just to expand on what @TimothyC already said, BDB's own tank switcher and CryoTanks do not interact with each other in any way. (at least they shouldn't, I've been using them together for ages) With respect to boiloff, since BDB focuses mainly on historical rockets it does not have a provision for cryo-cooling. So BDB LH2 tanks are only suitable to send a payload on its way and not for long duration missions. If you would rather not deal with it, you can turn it off but yes there is no in game method for eliminating boil off. CryoTanks on the other hand covers use cases that include what can be considered "Near Future" uses such as zero boiloff interplanetary nuclear stages etc. It abstracts the equipment needed for cryo cooling by having a built in cooling function and related EC consumption for the tanks it configures. Tanks that have LH2 in them by default like the CryoTanks own gold foil tanks will have lower EC consumption for cooling and will be turned on by default. Not sure what you mean here? If you are talking about a BDB tank, the boiloff will be unchanged and there should be no EC consumption related to BDB tanks. If you are having further difficulty some screenshots of the situation might be helpful I think.
  7. For Jamestown I would recommend the 3.75m Stockalike Station Parts Expansion redux parts (SSPXr) with the optional metal variants.
  8. tbh we're leaning towards making the change permanent, so far we havent seen any issues and no one has complained so far. I'll try to do some testing with various Atlas models and see how it does but it seems like the change from 37% to 25% doesnt make a huge change to playability.
  9. I hope that if the LR105 thrust adjustment is permanent, it will be a simple matter for you to adjust on your end 0_0 As an aside, in addition to the thrust adjustment, there will be a B9 switcheable upgrade, LR105-NA5 for the early Atlases and LR105-NA7 for SLV3 onwards. The RS56-OSA seems to a rebranding of the NA7 with identical stats so there will be no separate subtype for that.
  10. I would suggest looking at the Realism overhaul repository for data. It’s well researched and has a lot of primary sources in the engine configs. I don’t know the balancing rules for stockalike real fuels configs though as far as thrust and mass are concerned but you can compare the existing configs with their RO equivalents. Compatibility patches are not that hard once you get the hang of it You just need the right data and a good sample config to go off of plus the enthusiasm to do it.
  11. Not entirely sure if that would work. It would be fairly straightforward to write a module manager patch that would remove the key for ignitions limits in the realfuels patches. However engineIgnitor itself inserts its own ModuleEngineIgnitor and the plugin is meant to interact with the stock ModuleEnginesFX. RealFuels on the other hand deletes the entire stock engines module and replaces it with ModuleEnginesRF. While it may work, I doubt it. If Engine Ignitor can handle ModuleEnginesRF that would be a fairly major unadvertised feature.
  12. I've never used RealFuels but my understanding is that it comes with its own ignitions limits within the ModuleEnginesRF? (I assume this is the case as thats how it works in RO). As such I wouldnt expect it to be compatible with EngineIgnitor reignited which is a standalone limited ingitions mod. The RealFuels configs in BDB extras are quite out of date, none of the mod authors use it so it needs someone who uses it to make a pull request to update it. For instance none of the new engines (and there were many) added in BDB 1.6 would have configs. If all you are interested in is ignitions limits, then Engine Ignitor is well supported. Rock3tman did a great job researching and updating those configs for BDB 1.6 and both Cobaltwolf and myself both use it too so we have been updating the EI configs in the dev branch as new engines are added too.
  13. I assume you are talking about inside the VAB and not in flight? I suspect some kind of mod conflict because the animation button should read "Toggle Doors" in the VAB, not Toggle Animation. Could you please provide your 1) modulemanager.configcache inside Kerbal Space Program/Gamedata (in the same level as the modulemanager.dll) 2) Your KSP.log inside Kerbal Space Program/ 3) Your output log (output_log.txt or player.log) after trying this in the VAB If you dont know where this is you can look here Vikram and Beresheet were the Indian and Isreali moon landers both of which er lithobraked on the Moon. Perhaps they should have built them out of balsawood like the Ranger hard lander probe Of course none of the real world Ranger rough landers actually made it either so..
  14. In fact the vast majority of IRL rocket engines do not provide instantaneous thrust. However not all of BDB's engines have the spool up feature. Trimming the orbit with RCS is how precise orbits are achieved in real life. Its best to cut off just a little bit early and then complete last couple of m/s for the burn with RCS. There is an optional patch in BDB_Extras (as of the latest release, BDB v1.6.2) to remove the engine spool up time for people who dont want to deal with it. This is done through the Engine Ignitor Re-ignited mod and will not be native to BDB. The compatibility configs have been included since BDB v1.6.0 so if you install Engine Ignitor you will have pretty comprehensive support for realistic ignition limits for all BDB engines. Hmm will take a look.
  15. I actually included it in the last PR, just rename the extension for "RemoveEC_EngineIgnitor.cfg.disabled" in EngineIgnitor/MM_Configs
  16. On the list for fixes now Er I'm not able to reproduce this. The lights seem to work fine for me. Do you have any mods that control lights or anything?
  17. Are you referring to these engines in the current release or the new combined part in BDB_1.7 gtihub development?
  18. Looks awesome! Um not final yet but heads up: for the moment in 1.7 dev, the LR105 has had its thrust adjusted. Previously it was using 37.5% of IRL thrust scaling and we missed out on adjusting this when we did the big everything to 25% adjustment earlier. If the change doesnt affect Atlas playability greatly this might become permanent.
  19. If you have installed BDB correctly it will look like this: If you're on KSP 1.7.3 you should install from here: https://github.com/CobaltWolf/Bluedog-Design-Bureau/releases/download/v1.6.2/Bluedog.Design.Bureau.v1.6.2.for.KSP.1.7.3.zip If on KSP 1.8.1 you should install from here: https://github.com/CobaltWolf/Bluedog-Design-Bureau/releases/download/v1.6.2/Bluedog.Design.Bureau.v1.6.2.for.KSP.1.8.1.zip
  20. Yes. Every commit made for 1.6 fixes are also committed to 1.7 Dev. Otherwise things would be quite messy
  21. I think FilterExtensions(?) makes hidden parts appear in the VAB parts list. They will be deleted for good (not just hidden) in the next major update but if it bothers you, you can go to Bluedog_DB/Parts/Titan/Old and delete the "Old" folder. Then you will only be left with nice new Titan parts
  22. UPDATE Bluedog Design Bureau v1.6.2 "титан" Transtage delivering an IDCSP constellation New - Add new IDCSP probe and modular decoupler truss made by @Jso - 47 new craft files (Thanks to @Friznit) - New experiment and sciencedefs for KH10 Dorian MOL camera - New experiment and sciencedefs for Skylab ATM (thanks to @GregroxMun) Misc - update .version file - update changelog.txt - update bundled B9PartSwitch to v2.12.1 (the BDB github download for KSP 1.7.3 will still bundle B9PS v2.11.1) - update readme.md - update mini avc.dll and move to new versioning folder Fixes and updates - various realnames fixes - Change realnames patch order - Some realnames fixes for BDB_Extras (thanks to @Pappystein) - Add Titan whoop for some engines which were missing it (RealPlume) - Minor realplume tweaks - Atlas CELV tech balance - LDC structural parts tech balance - Optional patch in extras to remove throttle response lag from engines that have it - Engage sound fixes for some engines - KH10 Dorian MOL camera scansat module changed to low res altimetry - TAC life support update for LEM (thanks to @wallum61) - Fix Gemini station inflatable airlock collider - Texture update for Peacekeeper PBV white variant - More detailed collider for Castor 30 and 30XL (enables attachment under the stage around the nozzle) - Fix missing solar transforms from Helios sunshade and Apollo sub satellite - Enable surface attach for Soltan and LDC nose cones - Fix ring and fork docking port clipping - Fix CELV adapter tank endcap texture Github download here. BDB 1.6.2 Download [Github] BDB 1.6.2 Download [Spacedock] Please note there are two download bundles on github. One with dependencies for KSP1.7.3 and one for KSP 1.8.x The spacedock download only has dependencies for KSP 1.8. If you want to run it on an earlier version of KSP, please download the appropriate version of B9PS (v2.11.1) and Module Manager (4.0.3) separately.
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