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Friznit

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Posts posted by Friznit

  1. 2 hours ago, pTrevTrevs said:

     

    I built it in the SPH around one of the structural panels from Making History. The hinges which allow the back and front to unfold are from the SOCK Canadarm, and those sections themselves are built around a backbone of cubic struts. The rover wheels are also Making History, and the greebles on the rover are mostly from BDB. The foil-covered boxes on the front are Pioneer Orbiter parts, the deck at the back holding the surface scanner is the Skylab/Spacelab science pallet, the high-gain antenna is from Strawman (best I could do, given the circumstances), and the seat backings are Ranger batteries. I folded the whole thing up according to the real LRV's design, slapped a decoupler on the bottom, attached a structural panel and a regular hinge, saved the whole thing as a subassembly, and imported it to the VAB where I mated it to the LM's descent stage.

    @CobaltWolf, next time somebody asks you to make the LRV, direct them to this post and tell them that if I can figure this out so can they.

    I'd happily add it to the wiki guide but then half the fun is figuring these things out for yourself!

  2. 3 hours ago, reviest said:

    Really enjoying this mod! Thank you for this work! Quick question: when playing career I'm missing parts from unsupported mods. Is there a way to add them into my career (I have no problems seeing parts when in sandbox)?

    That's a "feature" until Skyhawk makes a generic workaround patch for unsupported mods.   You can add them yourself if you copy one of the mod support configs and allocate the parts to the appropriate tech node.  The configs are very intuitive and I'm sure Pull Requests would be very welcome!

  3. 10 minutes ago, JebNotFound said:

    So, the other day I was trying to load one of my JNSQ saves, and it warned me that my ISS was missing some parts, which were all parts from this mod.

    Did some parts get removed?

    I spent a whole lot of time and effort building the ISS, and I am not gonna restart it.

    Please help! :( 

    It's fixable with a text editor.  A few parts changed names, so you need to edit the craft file and update the relevant parts to the new names.  Note that's the part "name" in the config file, not the "title" that shows up in game.

  4. 1 hour ago, Aussie Toad Stool said:

    Can someone explain what the 1.5 rescale patch is? I keep hearing about it and I'm wondering how to use it or what it does.

     

    1 minute ago, Cheesecake said:

    Which 1.5 rescale patch? Do you mean the 1.5m-B9PartSwitch-config? Soyuz have a diameter of 1.25m but it is too small so you can change to a 1.5m diameter.

    See bottom of this page: https://github.com/friznit/Unofficial-Tantares-Wiki/wiki/Vostok

  5. 10 hours ago, RoadWarrior9 said:

    I'm new to these forums and all posts have to be approved by a moderator which is really annoying. Hopefully this is the 5th post and they will free me...

    How do you attach a file to a post? Don't see any way to put a csv file here. You have to be careful when changing config settings used by the lab. I have done it in my playthrough and it worked for me but have seen posts where the labs already deployed have been borked and had to be relaunched.

    Google sheets might be an easier way to share a spreadsheet.  I've just added this to my game so will have a play.  It'll be easy enough to relaunch the science lab part of my mini station if needed.  If I was into roleplaying I'd think of the first launch as a proof of concept.  It's currently full of pilots because that's what the contract demanded.

  6. 5 hours ago, MoeKitsune said:

    I, for one, would love to see this in KSP, but I think it should be optional. This probably isn't everyone's cup of tea, but having it available for those who like it would make career mode more interesting.

    Seconding this.  It would work particularly well with a BDB-specific tree, as there are many duplicate experiments and it would encourage sending more advanced probes on follow up missions.  Early probes provide a partial and proportionally lower % of the science available for a given experiment (which is OK, as you don't need so much science in the early tree anyway) and you need to send a follow up with more advanced tech to capture the remaining science.  Finally a use for all those magnetometers!

  7. On 11/11/2021 at 4:24 AM, Grimmas said:

    Thanks for the tip, I'll definitely take a look at that! (Edit: It does seem fairly complete at first glance, can't tell for sure without playing it though. I see some of those experiments are even crazier than mine, running ten years plus :) Also a great idea that Bellabong had was to add radiation emitters for the RTGs, I didn't even consider this so far but I'll definitely have to look into doing something similar as well once I unlock some. If I had known about that patch beforehand I might not have gone to the trouble of writing my own, but that ship has now sailed :) ).

    My patches are in a playable state - I am playing with them enabled - they are just not entirely complete as I keep adding things as I progress through the tech tree. They should be more or less complete for the science stuff though, turning Keyhole, GATV, OFO, OSO, OAO, Nimbus, Hexagon, MOL, and most of the Probe Expansion parts into Kerbalism experiments (HDD upgrades aren't finished - some work, some do not, some are simply not added yet). I'll see about packaging everything and perhaps making a release post this weekend.

    It doesn't work 1:1 as in BDB because I haven't found a mechanic in Kerbalism to limit the total returns to merely a part of the total science value, something that's common with the early camera experiments in BDB, and in some parts I took some creative liberties (for instance I buffed SIGINT (mapping, surveillance) returns but turned them into ultra-long experiments that can only be done on the homeworld's biomes).

    Thanks for the heads up, I actually had a few animations already fixed and it helps to know what others need fixing. I've now fixed the ones you mention above. The only part that I couldn't get to animate so far is the N-00K nuclear package from GATV. If you see any others please let me know.

    @Grimmas the link to your fork no longer works - are you still working on it?  I sense that yours is probably the most active and up-to-date fork and I'd be happy to help finishing it off for the latest Saturn revamp branch if you need a hand.

  8. 5 minutes ago, SkW3rL said:

    Hey @Sir Mortimer, I'm not sure if I have done something wrong, if I stumbled across something that needs to be looked at, or I'm just too dumb to figure this out. While playing I noticed for the Radiation scan with the Geiger Counter, I am provided a situation for Kerbin: Space (Global). I cannot figure out how to achieve this. Looking through the configs it appears the "global" situation is for bodies w/o biomes (I may misunderstand  this as well). This is obviously not game breaking, more curiosity than anything and verification that I can or cannot achieve this situation. Photo below.

    https://imgur.com/hAV6nt1

    Thanks for your help, I love this mod!

    You have to go beyond the radiation belts and magnetosphere to get into global space (press 1,2,3 on the numpad whilst in map view to see them - helps to zoom out a bit)

  9. 17 minutes ago, Pappystein said:

    Aside from the Saturn C-2 having two completely different versions (pre Silverstein and post Silverstein commission) and the missing NASA S-III from said C-2 and the S-IVC   that is a good collection of data there Friznit

    Yes the ETS S-IVC should really be the S-IVD :D     NASA designed/designated a S-IVC as a 14.7 (ksp scale) meter long stage with a single J-2S engine.   That would latter be rolled into the MLV as the MS-IVB-1A or -3 (at 14.67m KSP scale)    Please note lengths be very subjective in space documents so... 

     

    I am going to, this weekend, submit a FOIA for the Prelim design of the Saturn C-2 from 1960 to hopefully get more insight and design information on the Saturn S-III stage.

     

    Yep, the C-series table is mostly from the usual interweb source, I've not gone through the source docs to correct it all yet.  I need to add all the early INT stuff, then figure out a way to simplify everything down to something accessible to a KSP player who just wants to build the bloody things!

  10. I spent my day reading source docs on the various Saturn derivative studies in the 60s and summarised them all on the wiki here https://github.com/friznit/Unofficial-BDB-Wiki/issues/60#issuecomment-945790528

    I will probably simplify that a whole lot for the actual wiki build guide, given that most of them are simply different B9 Partswitches on the fuel tanks and engine plates.

  11. 1 hour ago, pTrevTrevs said:

    NIMBUS GANG

    NIMBUS GANG

     

    Seriously though Nimbus is hella useful; I like to use its frame to build a lunar communications relay for far-side landings, or to carry high-powered scanning equipment that can’t fit on a standard Lunar Orbiter bus. Will elaborate more once I get to Apollo 17/18 in my career.

    Nimbus is my go to satellite bus for early career.  Super useful!

  12. I like it!  @Morphisor and I have a similar opinion on early career development.  In a regular CTT career game you unlock the first 3 or 4 tiers so quickly that you end up skipping half the BDB rockets unless you're roleplaying (or following the History of Spaceflight contract pack), even with massively nerfed science gains, which then inevitably makes the late game a dreadful grind.  I'd love to have a tech tree where the early nodes are more expensive and the BDB parts more spread out.  It'd provide more mileage for the early rockets and probes.

  13. 4 minutes ago, Grimmas said:

    @Zorg @CobaltWolf So, recently I've been playing a lot with BDB/JNSQ/Kerbalism and I found myself writing MM patches to update Kerbalism support for BDB parts (which you can find here - still a work in progress but a lot is already done). Kerbalism originally comes with a science compatibility patch for BDB but it is now very out of date. I've added special Kerbalism support for GATV, Keyhole, SIGINT, and many of the Probe Expansion science experiments, and am currently working on HDD data/sample storage upgrades for command modules.

    I was originally considering whether to contribute it to Kerbalism, but I got no reaction from that side yet, plus they prefer not to add any new experiments, so for now I can only either leave it in my own repo or propose a PR to BDB later on. But this update comes with many patches, some are somewhat complex as they depend on understanding what Kerbalism is doing. It could be hard to maintain, plus I obviously do not offer any support... I am updating it for now but may stop at any time. So I'm leaning towards leaving it separate and publishing it as part of that repo (which contains some of my other patches as well, the Kerbalism update just happens to be the lion's share) or even splitting it off into a separate mod. But please let me know your thoughts on this. 

    And regardless of where this ends up ultimately, I am also interested in hearing from anyone about the experiments' balance in this patch, as I'm not that great at balancing stuff (mostly related to experiment length and data size). 

    Great to see someone tackling this - it's much needed.  For info there's a slightly more up to date config in @Bellabong fork of Kerbalism.  Might help for you to compare notes and balancing https://github.com/Bellabong/Kerbalism/blob/master/GameData/KerbalismConfig/Support/Bluedog.cfg  

    I think you're right in that these configs are best kept on the Kerbalism side (or standalone if they don't want them).   The BDB team relies on the complex mods to maintain compatibility patches for BDB rather than the other way round, as it's simply not feasible to maintain them all at the BDB end.

    I'm running a KRSS-BDB-Kerbalism career game so would be happy to help stress test your config when it's in a playable state.

  14. 10 hours ago, Marchosaur said:

    Help! I believe this has something to do with Parallax (Which I have installed). Is Parallax incompatible with this current mod version and do I need to remove the mod to fix this graphical issue?

    Using KSRSS 0.7

    This is the Moon Btw

     

    Removing Parallax will revert to the standard textures, which work fine.  I'm guessing this is an issue with the parallax config shipped with KSRSS, but I haven't dug very deep into it.

  15. 40 minutes ago, TaintedLion said:

    Okay I'm back again with the CSM/Saturn 1B problem. Still cannot get it into orbit. Tried removing ablator, supplies, SM is on orbital mode, tried different Mechjeb PVG settings, still falls short.

    Are you using BDB-NIC?  It was causing an issues with the old (current release) Apollo parachutes which created excess drag on the Saturn 1B.  Other rockets have sufficient oomph to power through so it's less noticeable.  I don't know if this is still the case with the new Saturn revamp branch.

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