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Friznit

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Everything posted by Friznit

  1. 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.
  2. 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.
  3. Terrific! It would be super useful to have an option to add a secondary scale with 1:0.625 scale conversion, so you can easily compare RL:KSP measures for diameter and length.
  4. 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.
  5. I don't have Conformal Decals in this install yet. It was deliberately minimalist to get a stable version of KSRSS and Kerbalism working before I add flavour mods. Harmony appears to be have insinuated it's way into being a hard dependency and I'm at a loss as to why
  6. I'm getting a game breaking NRE spam which appears to be related to the navball being open after I have placed a manoeuvre node. I have no idea what the root cause is though the logs appear to suggest something related to Harmony. Incidentally, it appears that Harmony is a dependency for KSRSS, since it won't load without it but it's not mentioned anywhere in the installation instructions that I can see? Logs here: https://drive.google.com/file/d/1gZAdrCL747gZ0PiY3NGMARwl2dC6A4OB/view?usp=sharing
  7. Molniya is listed under Vostok on the wiki but essentially it's the same build as the other R7s with the exception of a Block L fourth stage (instead of say, Fregat for Soyuz). I don't think the Block L's S1.5400 is available in game though, but any small vacuum engine should do.
  8. The bottom of the pic is just an old kitbash I did using restock tanks and proc fairings. Even after the BDB Saturn revamp update it'll only really be possible to build some of the Saturn development studies with BDB parts - A-1, C-1 (Saturn 1 Bl. 1), C-2, C-5 and the original Super Jupiter should be doable once the engine mounts are finished. You could probably kitbash some 8m diameter tanks (5m at KSP scale) using Restock tanks or tweakscale to knock up C-3 and C-4 with a little artistic license.
  9. The Nova studies were just studies really. There were at least two - one pre-Saturn and another post-Saturn focussed on manned Mars missions. The Saturn C-series development concepts, that included C-8 for direct ascent to the moon, had nothing to do with either of the Nova studies, although the latter study considered Saturn-derived vehicles for obvious reasons given it was the biggest rocket around at the time. Unfortunately there's quite a lot of confusion and misinformation on the interwebs - most often due to images of the early pre-Saturn concepts being used to illustrate post-Saturn era Nova study and because the C-8 looks remarkably similar in profile to one of the later Nova concepts.
  10. ScanSat needs more love. It's a fantastic mod that adds new gameplay reasons to actually launch satellites that do something other than comms relays. These are rough kitbashes of a bunch of KSP satellites inspired by ScanSat parts, which are of course inspired by real satellite parts in the first place. Have you ever noticed how many real satellites are blocky squares and how many KSP probes are round? Liberal use of the Near Future suite of mods as well as a bit of Probes+ and probably some BDB too, though I've resisted too much tweakscale this time. And a hefty dose of artistic license.
  11. The craft files need updating - it's on my To Do list. In the meantime you can rebuild the modules following the guide here: https://github.com/friznit/Unofficial-Tantares-Wiki/wiki/ISS (though the actual name of the Octans docking port might have changed here too so you'll need to find the equivalent part!)
  12. This^. I need to update the build guides and images quite a bit. I believe the intended build now is to attach the thrusters and docking port to the bottom of the crew compartment directly.
  13. Mostly yes with the exception that it doesn't support depth mask, which is used by some restock parts and increasingly by other mods, mostly on things like experiment parts.
  14. https://github.com/friznit/Unofficial-Tantares-Wiki/wiki/ISS Some of the part names in the guide have likely changed (which is also why old craft files aren't working). If you could rebuild the craft using the guide and point out which of the parts listed is incorrect, that would be super helpful. I'll work through them all given time but any help would speed up the updates.
  15. I suspect you're using the Agena A interstage? That fits onto the tapered tank without an adapter but the straight Agena B/D interstage needs a structural adapter. Functionally either approach works of course, it's simply how close to the real rocket you want it to look. Edit: just flew a quick KH4 mission on Thor Agena D (TAT) on my heavily modded install (JNSQ and all the things) - with a manual launch it's certainly a bit twitchy in the lower atmosphere like all small rockets but if you keep the gravity turn gentle and nudge the prograde down it's fine.
  16. I'll add Voskhod to the wiki. Can you let me know what else needs adding or updating? Specifically if any of the revamped parts have name changes or new builds post-revamp. I've captured a few but it's a game of spot the difference and trawling the localisation file to figure out what the new part names relate to so help would be welcome!
  17. Thanks but while the overall wiki is mine, that page is all @Zorg so he should rightly get the credit for an excellent guide!
  18. I have no idea how to cool some of these bigger engines without cheesing it with multiple Heat Control micro-graphene radiators clipped into the body of the spacecraft. Anything else looks aesthetically awful or can't fit into a fairing for launching into orbit. Am I missing an intended design technique? I would be grateful for some inspiration!
  19. Great screenshots. 2.5x KSRSS seems to be flavour of the month and BDB is like a match made in heaven. I think I might follow suit and roll back to 1.11 though, too many problems getting it to work in 1.12 career. I'm considering a more roleplay career next - perhaps restricting myself to USAF only launches...
  20. Mine was working until a couple of days ago. Not sure what got updated (KK, Kopernicus or KSRSS) but Kape Kernaveral is underwater again. Made for some interesting pics of a sea launched Saturn though.
  21. I like the idea, feels much more involved than EPL's approach to popping bases into existence. Coupled with a 3D printer-style mod (such as OSE Workshop) it would provide a lot more gameplay opportunities off Kerbin.
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