Jump to content

DaveyJ576

Members
  • Posts

    477
  • Joined

  • Last visited

Posts posted by DaveyJ576

  1. 1 hour ago, biohazard15 said:

    More like a lot of work for an unique part that has no use beyond Mercury lab.

     

    1 hour ago, Pappystein said:

    No tricky is the best way to describe it.   The Inflatable tube would have to dock at both the CM and the Mercury Lab.   Docking at two places is not a stock KSP thing on it's own.  Then you would have to be able to egress through the dock like it is a door when not using the Inflatable tube on the CM.   Just one big mess that would break the game 99.9% of the time for a visual improvement for the 0.1%.

    I suspected that would be the case. Too bad, but it clearly is not worth the effort by the dev team. Thank you for the explanations!

  2. 10 hours ago, bjornadri said:

    hey it's me again, sorry for being bothersome and i don't know if this is a known bug, but the periscope on the hermes capsule is automatically opening on selecting the capsule, with no button to close it in the right-click menu. thanks in advance!

    Do you have the Comfortable Landing mod installed? I tried it once and had that exact problem. I uninstalled CL and it went away. I really don’t think this is a BDB problem. 
     

    @CobaltWolf, FYI here.

  3. 1001... A BDB Odyssey! :lol:

    Anyway, if NASA had actually built and flown the Big Gemini, it seems to me they would have picked a more dignified name for it other than "Big Gemini". What should it have been called?

    IYXDHNS.png

    @CobaltWolf, @Zorg BTW this is my 2nd test flight, and I can confirm that the 2.5m decoupler works, but it seems to have zero push force in it. The umbilical flaps come open and it seems as if I can see a sliver of light between the heatshield and the decoupler, but it doesn't go anywhere. If I tap the RCS the movement of the spacecraft will then throw off the retro section so I know it has detached.

  4. 1 hour ago, CobaltWolf said:

    First off - THANK YOU! I've said it before, I'll say it again - I don't really have the time or energy to play with these parts extensively. So please, be vocal with your feedback and I'll address things as best I'm able.

    1. Are you referring to ConnectedLivingSpace? If so... uh, does anyone want to try and take a look at the compatibility cfgs for that?
      1. Yes, I completely forgot to add light function to the cargo module window.
      2. The brown hemispherical bit, yeah. I think.
    2. As @OrbitalManeuverssaid, holding ALT makes it possible to node attach them.
    3. The 'cylindrical' SM (as I call it) needs to be remade. I just sorta winged it and threw it together a couple years ago. It's going to be redone fully. Idk if the CCR module works for that, I think the bottom is too wide. In any case, I am planning on remaking it in the next dev cycle at some point. I just felt that making the 'conical' SM was a bigger priority, now that we have the proper sized S-IVB.

    @CobaltWolf, feedback on your feedback about my feedback... :lol:

    1. It doesn't have to be anything fancy. The cargo module simply needs to have habitable volume. It had interior space large enough for at least one astronaut. See diagram below:

    Spoiler

    7t3Nmri.jpg

    It was necessary because automated docking systems were in their infancy and the spacecraft had to be manually flown to docking. It could be something as simple as the blank space that you have in the Skylab workshop. It is a minor point really, but it adds to the immersion factor.

    2. Yeah, I actually didn't know that! Simple stuff from the School of KSP, courtesy of @OrbitalManeuvers!

    3. What I had in mind for that was a B9 part switch for the CCR module that would shrink the bottom edge to the same size as the cylindrical SM. It would be the same concept as the fairing that is used for the Saturn A-1. One fairing that has three different configurations via a part switch. Can this idea be applied to the CCR module so that it will fit both the big cargo module and the cylindrical SM?

  5. @CobaltWolf, @Invaderchaos, @Zorg,

    Some notes for the Big G. Disregard if you already have these for action:

    1. The 2.5m decoupler acted a bit wonky on my flight test. The flaps moved properly, but the retro module didn't detach. I tapped the thrusters a bit and the capsule threw off the retro section. Could the connecter node for the decoupler or the CCR module be set just a tad off? The force setting was at its highest level.

    2. Currently there is no way to transfer crew to the CCC module. There would need to be at least one in there so that the spacecraft could be visually guided to docking. Also, can there be a lights on function for the cargo module when there is crew inside? Are any of the greebles on the bottom of the CCC module intended to be docking radar?

    3. The Banger solids can be attached to the retro module, but you have to use the move and rotate tool to get them into the right spots.

    4. Nitpick alert... Most diagrams I have seen of the Big G show the crew tunnel to the cargo section right in the center of the CCC and CCR sections just like you have it currently. If that is the case, shouldn't the hatch in the 2.5m heatshield correspond to the tunnel location? Minor point really.

    5. One thing I am not sure of... when Big G was to be used with the "Matisse" module on the Titan IIIC, did the spacecraft have a separate retro section for deorbit, or was it intended to use the RCS for deorbit? It is not clear on the diagrams that I have seen. If there is a separate retro module for this config, would it be possible to just get a part switch for the existing CCR module so that it will connect with the Matisse module?

    One other minor request for the S-IVB instrument unit... can we get an all white version for the AS-201 and 202 flights?

    Fantastic work on the Big G. Thank you!

  6. 9 hours ago, Frostiken said:

    Man... is there like, a "diet" version of this mod? There's some really good unique stuff in here, like the deployable litter you can leave all over the surface, but there's also just so damn much crap it really clogs the parts list. I nearly had kittens when I, without even most of the tech tree unlocked, opened the VAB and saw like 891 capsules/command pieces listed, and most of them are these weirdo satellites and stuff. Or the excrementsloads of engines, like, I have enough engines without needing to sort through them.

    Is there a cut down version of this mod that kind of narrows it down to the more unique/niche parts only?

    The mod Janitor's Closet goes a long way towards paring down and managing your VAB parts list, without having to delete any items or folders. I consider it an essential mod.

    On 3/11/2022 at 9:41 AM, DaveyJ576 said:

    Okay, I have been trying out the new ALSEP experiments, and I am encountering an unusual problem. When I go to deploy the experiment, I click the white arrow in the inventory and the experiment appears in front of the Kerbal highlighted in green, ready to drop and activate. So far, so good. When I tap the space bar to actually drop and deploy the experiment, nothing happens. The experiment stays green and floats just above the surface. I can move it back and forth, rotate it, and even tap the Esc key to put it back, but it won't fully deploy. I can fully deploy and use the BG experiments, but not the new ALSEP ones. I have seen others here that can deploy them so the problem must be on my end. I suspect it is something very simple that I am missing. Thanks for your help.

    @CobaltWolf, @Invaderchaos, Can anyone give me a hand with this? I am not very good at interpreting the log file. It has got to be something specific to my setup as many others have been able to deploy the experiments. Thanks!

    Spoiler

    TxyX4OE.png

     

  7. On 3/11/2022 at 9:41 AM, DaveyJ576 said:

    Okay, I have been trying out the new ALSEP experiments, and I am encountering an unusual problem. When I go to deploy the experiment, I click the white arrow in the inventory and the experiment appears in front of the Kerbal highlighted in green, ready to drop and activate. So far, so good. When I tap the space bar to actually drop and deploy the experiment, nothing happens. The experiment stays green and floats just above the surface. I can move it back and forth, rotate it, and even tap the Esc key to put it back, but it won't fully deploy. I can fully deploy and use the BG experiments, but not the new ALSEP ones. I have seen others here that can deploy them so the problem must be on my end. I suspect it is something very simple that I am missing. Thanks for your help.

     

    On 3/11/2022 at 9:57 AM, OrbitalManeuvers said:

    Yeah, I just deployed them all last night to see the newest artwork (which is amazing btw). Do you use any mods that deal with deployed things like KIS? Maybe something is unhappy with the WIP status of the cfgs? Wish I could help more, but sounds like you're doing it right - they work just like BG ones in terms of getting them onto the ground.

     

    On 3/11/2022 at 12:20 PM, CobaltWolf said:

    Have you been able to get them working past that part? I haven't been able to figure it out yet!

    So, I am still having an issue with this. I can do everything except actually deploy the experiment. I deleted BDB and reinstalled the dev branch and it didn't change. No issues with BG components now or prior to installing the latest dev branch with the ALSEP experiments. Below is my mod list and my KSP log.

    Spoiler

    TxyX4OE.png

    @CobaltWolf, @Invaderchaos, do you have any thoughts on why this is happening? Thanks for your help.

  8. Okay, I have been trying out the new ALSEP experiments, and I am encountering an unusual problem. When I go to deploy the experiment, I click the white arrow in the inventory and the experiment appears in front of the Kerbal highlighted in green, ready to drop and activate. So far, so good. When I tap the space bar to actually drop and deploy the experiment, nothing happens. The experiment stays green and floats just above the surface. I can move it back and forth, rotate it, and even tap the Esc key to put it back, but it won't fully deploy. I can fully deploy and use the BG experiments, but not the new ALSEP ones. I have seen others here that can deploy them so the problem must be on my end. I suspect it is something very simple that I am missing. Thanks for your help.

  9. 3 hours ago, Invaderchaos said:

    The late Saturn I Instrument Unit (block II) used on SA-8 through SA-10 (pegasus missions) is now available (as a switch of the default S4 IU) on github, along with the science definition for the pegasus micrometeorite experiment.

    screenshot508.png
    screenshot514.png
    screenshot517.png
    screenshot518.png
    screenshot511.png

    This means content for Pegasus is officially complete! (besides any misc bug that might appear lol)

    Excellent! Thank you for adding the alternate IU. The dev team's commitment to historical accuracy is commendable.

  10. @rogerwang86 I must say that I really like this mod. It adds a whole extra level of immersion to KSP and I really appreciate it! I do have a couple of questions for you:

    1. Launch pads 5 and 6 are configured in such a way that I have to reopen them each time in the VAB before I send a rocket out to them for launch. They won't stay open once I open them. I have studied the KK windows for each pad and it seems as if the only thing that is different between those two and the rest of the pads is the Set Group is different (KXMS vs CKAFS) and the radio button for "Static will show up on anomaly scanners" is not lit. Is there something that was done to these two pads when they were placed in your mod that forces you to reopen them each time? Can that be changed?

    2. I am reasonably familiar with KK and Tundra and I would like to like to add some additional pads. What did you use for roads between the pads? I can't seem to find them in the KK menus.

    Thank you. I appreciate your help.

  11. How does the mass value listed in a config file relate to the actual weight of the part that you see in the VAB? For instance, I have a part that shows a listed weight of 4.442 t when you click on it in the VAB, but in the config file for that part it has a mass value of 3. It doesn't seem to correspond. Does the listed weight when you right click in part in the part listing in the VAB include fuel and monoprop?

    If I wanted to tinker with the weight of the part in the game, what and how do I manipulate the .cfg file to raise or lower the weight of the part during play?

    Thank you.

  12. 2 hours ago, x170doom said:

    anyone having issues with mercury's periscope rn. for some reason when placing mercury in the editor the periscope opens immediately, and both in editor and in game there isnt an option to close it, also for some reason there are 2 "lights on" options, and the one that actually turns the lights on stays as "lights on" whilst the lights are on, while the one that does nothing changes to "lights off"

     

    Do you have Comfortable Landing installed? This is a known issue with that mod and how it relates to the BDB Mercury. I ran into it and it bothered me so I uninstalled it. The famous @linuxgurugamer is currently maintaining the mod and is aware of it, but I don’t think a fix has been developed for it yet. 

  13. 5 hours ago, mcdouble said:

    Wow, that looks nice. I'll have to look into how the inventory configs work but I should be able to do that at some point

    edit: ok it was quite simple, added an inventory module to the ascent stage

    Hmmm... something is amiss here. I downloaded the updated file, but all I see are the inventory slots that come with the Kerbals. There don't seem to be any inventory slots for carrying cargo or experiments.

  14. 8 hours ago, CobaltWolf said:

    zDR9dlT.png

    pvmmUhp.png

    6nSULMp.png

     

    2 hours ago, Invaderchaos said:

    There are no current plans to make Vela, but I mean it’s not a probe that would be “outside of the scope of BDB” but just something there isn’t much of an interest in doing. There isn’t a special urge to make payloads for Titan as we already have a few canonical Titan satellite payloads (IDCSP, Helios (which may be revamped in future), and Clementine). I also feel I have made an over abundance of obscure single part small satellites in recent history, so I probably should take a step back from that for a while :sticktongue:
     

    In other news, Pegasus is just around the corner:

    screenshot433.png

    screenshot438.png
    screenshot437.png

    screenshot440.png

    @CobaltWolf, @Invaderchaos, absolutely amazing work. If I sound like I am repeating myself it is because I am running out of superlatives to use. Thank you for all of this. I look forward to using these on my missions. 

  15. 2 hours ago, DaBaby Kerman said:

    So i'm using conformal decals, and on the Mercury capsule and most of the other capsules have a weird transparent like coming out of them, usually from the RCS ports. Can anyone confirm if it IS conformal decals and if there is a way to fix it?

    Yes, it is definitely Conformal Decals causing the issue. The Mercury spacecraft is very sensitive as to where the decal is placed in relation to the roll thrusters. The decal can not be too close to the thruster or it will cause the stick-like artifact to extend from it. I reviewed how I had placed the decal and found that I actually had them too low and in the wrong positions. I raised and repositioned them in accordance with historical photos and I was successful in eliminating the stick, at least in part. See below:

    Spoiler

    C4wMqmQ.png

    qz6Piro.png

    Each had to be placed individually as mirroring did not put them in the right spot. This allowed me to place the flag in the first image without causing the stick. However, I could not place a flag on the other side where the photos showed it to be without causing the stick. I will just leave it off. To me it is less irritating than seeing that stick. I do not know what causes it, I just found how to eliminate it.

  16. I went back through the last several posts and incorporated the suggested balancing changes. I also added a wee bit of fuel to both the Bumper and the WAC-Corporal. The bottom node edit was also greatly appreciated. Below are the results:

    Spoiler

    sqbNFh4.png

    @AlphaMensaeand his Modular Launch Pads mod provided the tower and umbilicals. Not exactly historically accurate, but you can't expect MLP to have every launch pad! 

    Spoiler

    oV1Ecpz.png

    It flies well and looks great! I flew it manually as the flight profile is pretty simple and MechJeb seems to have issues with this rocket. Depending on the trajectory, I got the probe to between 279 and 296 km on KSRSS. Added a few Conformal Decals, as I thought it looked a little better.

    Spoiler

    5GyAhYX.png

    The upper stage with the Goo experiment. I added a set of extendable long line antennas (I think they are BDB). Anything shorter than these and you don't have the bandwidth to transmit any science before your EC runs out. BTW, another tweak I made was bumping up the EC on all three experiment cores to 30. The original 12 or 15 wasn't nearly enough to transmit science from the higher altitudes. In fact, the original amount would run out before you got to a decent altitude, even without running any science.

×
×
  • Create New...