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KSP2 Release Notes
Posts posted by Friznit
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I use CTT all the time - works fine with BDB.
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On 4/6/2020 at 3:19 AM, DeadJohn said:
What satellite is the Barquetta based on? It's a versatile core for tiny relays, but the more I look at it the more I think @akron stuck a joke into the mod. Is it supposed to be a guitar amplifier? I couldn't find any discussion of that in the thread.
If you look in the craft files, it's used for the Mars Odyssey inspired satellite. See also: https://github.com/friznit/Unofficial-BDB-Wiki/wiki/Satellites
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Molyut-1? I love how Tantares and MOL parts go together so well.
A space station from friendlier times...
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Stick in a Saturn I INT-16 for good measure - it really was a bonkers idea! Do let me know if you see any significant errors in the wiki or craft files (dimensions can get a bit confusing because I don't use the Saturn rescale patch). You'll note that when you get to MLV I've deliberately simplified things a little because information (and parts) become a bit more scarce.
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1 hour ago, Leszek said:
So I just downloaded the latest version from spacedock and started a new career. I am ready to orbit with Mercury Atlas and find the parts don't match up.
I have checked the Wiki:
https://github.com/CobaltWolf/Bluedog-Design-Bureau/wiki/Atlas
for clues but it doesn't seem to have any. I went back through this thread to page 624 and didn't find anything. (Though it is a lot of content and I may have just not seen it.) I searched Bossart and Hermes to see all the related parts but there isn't anything obvious. Now I am sure this has come up before and probably I am just being an idiot, so please have mercy. How do I build a Mercury Atlas now?
Edit: Specifically the Mercury capsule doesn't line up withe Atlas.
The wiki on BDB github is pretty out of date. Check the "unofficial" one (linked in the op and in my sig block) for more up to date guides. Note that anything related to Dev branch stuff will be listed in the Issues tab until it's released.
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Just now, dave1904 said:
Hehe, I would get banned for saying the things I would do for that
That's all BDB Titan LDC parts except the engine which is the ReStock Skipper, slightly tweakscaled to fit (I would use CryoEngines Etna but I've not unlocked it in this career yet). Zorg did an alternative build using mostly restock tanks which I stuck on the wiki here
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11 minutes ago, dave1904 said:
I know you guys only do historic rockets and atlasv was an exception but now that the Delta IV is coming to her end I would consider her historic :p
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How do you mine minerals?
I'm playing JNSQ in CRP mode (KSP 1.8.1). I've scanned with ScanSat and there's a 2% abundance of minerals but the the excavators don't appear to have the capability to mine it - only Ore (Surface Harvester). The Gold Digger excavator appears to be missing for some reason too (could that be related to restock?)
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36 minutes ago, MashAndBangers said:
no idea how they got pancake mix into space without us noticing...
That was probably the left overs from one of my failed high G aerobraking tourist contracts
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3 hours ago, Alex33212 said:
Downloaded it a bit ago, can confirm the parts work in 1.8.1 @moguy16
However, a few minor bug reports:- 1.5m cylindrical shroud is labelled as another 1.25m shroud
- Vostok-style shroud has the secondary-bay interactions available even when not in the radiators configuration (side note: how do those radiators work?)
- Soyuz-style shroud has secondary-bay options, despite not having secondary bays
All together though, this is a really fantastic update! The two different 1.25m -> 1.5m shrouds are especially nice, as I can now play around with some 1.5m parts without needing to grab BDB or Tantares (which both seem like excellent part packs, don't get me wrong; I just prefer to make stuff unrelated to real history, and the parts in those seem a bit too specialized for me to work with ^^;), and the details on the new parts are all amazing!
You really should try them. They're both built with "lego-ability" in mind and there are lots of ahistorical parts included to make whacky rockets. They go exceptionally well with US2.
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18 minutes ago, Morphisor said:
Thanks, you are right about the advance funds, completely forgot about those.
As for KH-1, I'll look into it, may do a workaround within the contract instead, don't wanna bloat the count if it isn't necessary.
First contract I saw was to launch a Keyhole into polar orbit of the Sun then return the capsule to Kerbin, which feels a bit...odd? I might give it a go just to see if I can.
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Snacks consumption can be set in difficulty settings. It's only the optional extras (Air, Stress etc) that you have to edit the configs directly.
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Use the Replace All in All Opened Docs feature in Notepad++
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1 hour ago, Zorg said:
Guess who's a
glutton for punishmenthelpful soulhttps://github.com/CobaltWolf/Bluedog-Design-Bureau/issues/754
You were right the first time. I just updated all the Tantares craft files too
Zorg inevitably pointed out a flaw in my plan. For LV's which are optimised for higher orbits, such as Titan IVB with a Centaur, I should have factored in the mass of the upper stage. That adds around ~4600Kg to their payload capacity and in fact, maybe even better with no upper stage. I'll redo the graph in due course.
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I got frustrated hunting around for the right launch vehicle to use for whatever bonkers payload I'd mashed up so started roughing out the max payload for each of my craft files to get into JNSQ LKO using KER. Then I turned it into a graph. And added pictures. There's no science to it and some may not actually work all that well but it's enough to get in the right ballpark when choosing an LV.
Added to the BDB wiki under "Payload & Performance" at the bottom
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I tested without CommNetManager installed and all seems to be working fine. The only minor issue I've found was there in the old release too. If you reload a vessel with an activated addon module (HCU etc), the PAW resets the button to "Activate" even though the module is already active, and you can no longer deactivate it.
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7 hours ago, linuxgurugamer said:
I'm wondering if anyone has had a chance to test my beta? I'm going to be setting up a new thread for this, but until then, am watching this one
Almost home! I'll setup a test this afternoon.
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Nice one. I hadn't appreciated this uses features of CommNet. Presumably that's the line of sight checking bit?
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Spoiler
//Module Manager patch to add some Snacks Support for Mir station parts. Rationale:
//1. Add Snacks Processor to Aquila 18-B2 Crew Compartment B to simulate the Kristall material processors, plus space for a little Ore for input resource
//2. Add Soil Recycler and Air Scrubber to Aquila 18-B1 Crew Compartment A to simulate station-wide ECLSS on Kvant-2, Spektr, Priroda plus space for a little Soil and Stale Air
//3. Add Stress Relief to Eridani 27KB Crew Module to simulate Mir Core living compartment//Snack Processor (Aquila 18-B2 Crew Compartment B used for Kristall)
@PART[aquila_crew_s1p5_2_2]:NEEDS[SnacksUtils]
{
MODULE
{
name = SnackProcessor
ConverterName = Snack Processor
StartActionName = Start Snack Processor
StopActionName = Stop Snack Processor
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
UseSpecializationBonus = true
SpecialistEfficiencyFactor = 0.1
ExperienceEffect = ScienceSkill
EfficiencyBonus = 1.0
//Ore masses 0.01 metric tons per unit
INPUT_RESOURCE
{
ResourceName = Ore
Ratio = 0.002
FlowMode = STAGE_PRIORITY_FLOW
}INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 30
FlowMode = STAGE_PRIORITY_FLOW
}//Snacks masses 0.001 metric tons per unit
//1 Ore = 5 Snacks, not all of the ore is usable...
OUTPUT_RESOURCE
{
ResourceName = Snacks
Ratio = 0.001
DumpExcess = false
FlowMode = STAGE_PRIORITY_FLOW
}
}
RESOURCE
{
name = Ore
amount = 0
maxAmount = 200
}
}//Soil Recycler; Calibrated for 4 kerbals (Aquila 18-B1 Crew Compartment A used for Kvant-2, Spektr, Priroda)
@PART[aquila_crew_s1p5_2_1]:NEEDS[SnacksUtils]
{
MODULE
{
name = SoilRecycler
ConverterName = Soil Recycler
StartActionName = Start Soil Recycler
StopActionName = Stop Soil Recycler
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
ExperienceEffect = ConverterSkill
EfficiencyBonus = 1.0
RecyclerCapacity = 4
INPUT_RESOURCE
{
ResourceName = Soil
Ratio = 0.00004630
FlowMode = ALL_VESSEL
}INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 3
FlowMode = STAGE_PRIORITY_FLOW
}OUTPUT_RESOURCE
{
ResourceName = Snacks
Ratio = 0.00004630
DumpExcess = false
FlowMode = ALL_VESSEL
}
}RESOURCE
{
name = Soil
amount = 0
maxAmount = 400
}
}//Air Scrubber (Aquila 18-B1 Crew Compartment A used for Kvant-2, Spektr, Priroda)
@PART[aquila_crew_s1p5_2_1]:NEEDS[SnacksFreshAir]
{
MODULE
{
name = SnacksConverter
ConverterName = Air Scrubber
StartActionName = Start Air Scrubber
StopActionName = Stop Air Scrubber
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = false
INPUT_RESOURCE
{
ResourceName = StaleAir
Ratio = 0.00074
FlowMode = ALL_VESSEL
}INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 0.4
FlowMode = ALL_VESSEL
}OUTPUT_RESOURCE
{
ResourceName = FreshAir
Ratio = 0.000296
FlowMode = ALL_VESSEL
}
}RESOURCE
{
name = StaleAir
amount = 0
maxAmount = 400
}
}//Stress Relief (Eridani 27KB Crew Module used for Mir Core Module)
@PART[Eridani_Crew_2]:NEEDS[SnacksStress]
{
MODULE
{
name = SnacksConverter
ConverterName = Entertainment Center
StartActionName = Start Entertainment
StopActionName = Stop Entertainment
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = false
minimumCrew = 1
requiresHomeConnection = true//This condition is set whenever the kerbal enters the part and the converter is active, and
//when the converter is started. Since it's registered as a SKILL_LOSS_CONDITION, the kerbals will lose their
//skills while the converter is running.
conditionSummary = RelaxingINPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 1.6
FlowMode = STAGE_PRIORITY_FLOW
}ROSTER_INPUT_RESOURCE
{
ResourceName = Stress
AmountPerDay = 2
}
}
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Fwiw, I used this extensively in my last career (1.7.3) and it worked just fine 90% of the time. There were some oddities with other mod packs, where vessels didn't "rebuild" correctly after teleporting (US2 bays for example) but otherwise it was generally fine. I'll run it up on my test install tonight.
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It's just tweakscale configs for mods that don't add it themselves already, such as Near Future Solar.
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58 minutes ago, iteranthypatic said:
Is there some way that I can add those features to these parts? Are there some lines I'm supposed to add to them?
Pretty much only WBI will support all of Snacks to the fullest, though it's straight forward to add functionality to other parts with a simple Module Manager patch. You can see examples in the MM_stock.cfg in Snacks Module Manager patches folder. For example, to add Air Scrubbers to parts :
Spoiler@PART[name_of_part_to_add] { MODULE:NEEDS[SnacksFreshAir] { name = SnacksConverter ConverterName = Air Scrubber StartActionName = Start Air Scrubber StopActionName = Stop Air Scrubber AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = StaleAir Ratio = 0.00074 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.4 FlowMode = ALL_VESSEL } OUTPUT_RESOURCE { ResourceName = FreshAir Ratio = 0.000296 FlowMode = ALL_VESSEL } } //Add space for a small amount of StaleAir resource to get converted back to Air RESOURCE:NEEDS[SnacksFreshAir] { name = StaleAir amount = 0 maxAmount = 100 } }
You can do something similar with Snack Recycler or just adding the various life support resources.
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MMMMmmmmmm shiny British things. My wiki senses are tingling....
[1.12.X] Tantares - Stockalike Soyuz and MIR [16.1][28.05.2024][Mars Expedition WIP]
in KSP1 Mod Releases
Posted
Coincidentally I just backed up all mine to the Tantares wiki repo on Github, so you can get them there.