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KSP2 Release Notes
Everything posted by Pappystein
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I have had this problem before with single bell engines, including stock, in addition to on the Landvermisser . It seems the Landvermisser is more susceptible than others. Possibly do to the odd shape/placement of the engines. I WILL not use CKAN (because I don't want all the extra "artifacts" that CKAN leaves behind when you remove/update a mod) So the ultimate solution in my case was time-consuming. DELETE KSP and start over with a whole new install of the game! (obviously back up your save first!) THIS has often times solved the above issue for me... BUT I will admit I have not tried the Landvermisser in 1.3 yet (Just re-downloaded the master file a few minutes ago.) IF you use your STEAM install as your MOD install for KSP you can try to validate your files first.
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I would add two things to this. 1) if you don't want to use smart parts you should probably stage the SRMs like real life. all 9x at the same time. Whether or not you have some that are air ignited! 2) I too do the SRMs in 3x symmetry 3x times. BUT you almost HAVE to have Editor Extensions installed to safely eject the larger GEM rockets from the 1.5m Thor EELT body
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I don't know about ALL the parts but the Multi-body is in the BDB Extras folder (MM stretch to preexisting parts.) The Pegasus Upper Stage is the Saturn I engine assembly with a larger tank on top, The Rover appears to be made of KAS/KIS assembled parts including KIS stowage boxes. The Inter-stage has a Procedural Fairing base so I am guessing PF is required and last by not least the Artemis landers themselves.....NCAA
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Out of Curiosity, Did you try to put Control surfaces ON the gemini capsule and balance them like an Aerospace plane before you added the Airfoil? also did either of you build any sort of keel on the bottom of the capsule? Some mass on the bottom SHOULD help attenuate the floppsie/bouncy flight you both describe. I will re-emphasize ***SHOULD*** I should add, I have NOT played with this and the only gliding Gemini I have flow was in that OTHER mod... Pre 1.02
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
Pappystein replied to blowfish's topic in KSP1 Mod Releases
Thanks for the explanation... I hope you have a series of Blinding Eureka moments and it becomes the easiest code you have ever written -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
Pappystein replied to blowfish's topic in KSP1 Mod Releases
So if B9PartSwitch does not allow select-able CFG / Select-able Upgrades IS there a method to do so? I have looked into SSTU and while it is an awesome mod, it is a bit daunting and requires a full download of the SSTU mod. To be Honest, I was hoping B9PartSwitch handled this because it seems to be the easiest and quickest/simplest of any mods I have looked at for any sort of Functionality changes... Also given how quickly you have updated it to solve issues... one of the most efficiently supported nope not any sort of gratuitous brown-nosing here just the truth! The Upgrade process as laid out by Squad would sort-of work. But I have several rockets that really can't take advantage of the improved versions of the engines and further If I want to go back to older variants I can't I know I am wandering off Topic but since the discussion was started here I thought I would/should ask. -
@Gordon Dry Um, that is the Saturn IV tank..... I think you are looking for the later Saturn IVB tank. The tank you have found is used in conjunction with 6x RL-10 Hydrolox engines and not the J-2. The tank named is for Saturn I and not Saturn IB/Saturn V. It sounds like you have not unlocked the Saturn IB/V parts yet
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
Pappystein replied to blowfish's topic in KSP1 Mod Releases
Ok so I am just starting to play with B9PartSwitch. A couple questions 1) Is there a way that B9 Part switch can switch between different Configs on the same model? I am looking for a way to eliminate duplicate parts... I am thinking for the LR-87-5/7/9/11/11A family. I could see going the route of SSTU but that adds a lot of complexity because whole models are swapped in and out. In the case of the LR87 family... not much changes visually at the KSP level thus no need for additional models/parts..... If swapping is possible. Obviously the Part Upgrade path is an alternative but it brings about it's own problems (I may WANT the older version down the line.) 2)what order does B9PartSwitch process CFG files that affect it? Is there a way to "patch" the B9PS Cfg files with other files similar/with MM? I am trying to add four Hypergolic fuels in three combinations to multiple mods that each have their own B9PartSwitch Fuel. Both mods (Bluedog_DB and FueltankPlus) use MM files to add the B9PartSwitch to their Tanks... The B9 process is NOT built into the core Cfg files of any of the tanks in question. Thanks for help with NOOB questions! -
@Rory Yammomoto Re: the picture of the Gemini pod under a paraglider wing.... IIRC @linuxgurugamer has a small modlet to support deploy-able wings..... IIRC it is for exactly what you asked for (the Gemini Para-glider) Now whether, @CobaltWolf or @Beale or whoever else is currently MAKING parts for TRAILS has the TIME to make such a beast or has the WANT to make such a beast is fully up to them. I too would love to Inline Balutte an approach and then para-glide to a landing at KSC... on whatever planet I have KSC on... But until a part designer wants to make the parts and someone code all the programming together to need this...l will wait.
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And another AJ-10 engine gets updated! The -5, -7 and -9 are all physically, basically the same (in-fact the -11 is the same as them too!) Cobalt has modeled the ablative insulation to the -11 engines however. Easiest way is to do MM files... The below assumes you are using Azeroine50 and NTO as used in the @Shadowmage's SSTU mod... if you want the poorer stock Fuels you will want to just change the fuel references and the fuel flow rates to the appropriate 1.1:0.9 ratios and change the ":NEEDS[SSTU&Bluedog_DB]" to just "NEEDS[Bluedog_DB]"... @CobaltWolf I don't THINK I stole any used or wanted to use in the future names from you with those engines....... I hope
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@Gordon Dry I have been doing MM patches for a while. Some are easy some are hard. FAR will be a little harder than others but once you understand the basics... they tend to just be patch X needs more time to finish than patch Y. The real problem is if your MM file is interacting with PlayerX's MM file. or vice-versa. For FAR compatibility I doubt that will be much of an issue since the only other AERO out there IIRC is NuStockAero. If you are trying to do what I am (replace one fuel system with a completely different one....) well it can become mind-boggling. The key I think is to find the best text editor you can legally use... Look through MM files that are similar to what you are looking for. And then Run with it and see what you can do. You might need help and the forums I listed yesterday are full of nice people who are GREAT at explaining things so even *I* can understand them. I would suggest not STARTING with FAR patches but make something simple... like a copy of an engine you already use and give it a higher ISP... then see it in the game.... If it works COOL... If it doesn't well it wasn't a lot of time invested and you can still try to make it work. This is how I started and I have almost 100 individual MM files in my personal collection in just 3 months.... Mostly focused on Titan and Delta/Thor and Agena
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So, you want less realistic aerodynamics? OK I guess... <--- Sorry that is MY opinion on FAR. BlueDog Database has been around since at-least, 2015, did you notice ANY parts that had FAR support in the BlueDog_DB? Did you read this forum to see what previous requests for FAR support have begot? Did you look in the BlueDog Compatibility folder to see what mods BlueDog_DB actually supports and interacts with? It appears by your post in the plugin workshop that many mods you use DO NOT support FAR but you still have FAR installed in the misguided belief that it improves the game... Just to be clear... unless ALL the MODS you use FULLY supports FAR in every aspect... you are better off in NuStock aero. There will be less headaches and you will have a similar flying experience.... I could go all night as to why this is the case but suffice to say FAR, NuStock Aero... Both have advantages, Both have Disadvantages.... Here is the problem with your request, @CobaltWolf, @Jso et al made a patch for this one part...they would have to make a patch for EVERY part in the BlueDog DB that was exposed to aerodynamic forces... or could be. That is a lot of work for people who do this for FREE and who don't get enough of their own play time in game... They chose to sacrifice their own game playing time to build this awesome mod for you to play with. You are asking them to devote man months of work to add capability that they personally do not seem to want or care about. Now, I am not a developer of this or any mod (that has been published.) So I don't speak for the above listed developers. However I think you would be better off going to the FAR forum and asking nicely what YOU could do to make MM patch files to support FAR. Then offering your own blood sweat and tears to make the files for all the aerodynamically important parts for BlueDog DB, and allowing CobaltWolf et al to post it in their Extras folder. IF or WHEN my own work is to a level I think others would appreciate... I plan on doing this. Now, If you haven't popped your lid because I am saying your request is un-realistic and suggesting that you do the work yourself.. I will give you a couple forum links where likely nicer people than me are often willing to teach people like you and me how to do this work ourselves when we ask nicely and show we have already tried what is listed in the appropriate forums before. I hope you have read my post completely and understand that I am trying to give you a way to get these "edits" in game... It is just not for free with you sitting by and waiting for someone else to do it.
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Until the mighty @Galileo Planet mod is working it is purely a stock system. I played around with Sigma Dimensions a bit and could not orbit most of the BDB rockets in a 2.5x system. Delta II could only orbit a .1 ton (100kg) object into LKO.) I am currently using Sandbox to build my lifters so I can just focus on payloads once Galileo Planet pack is back up and at full steam. Too be clear I COULD have orbited the station out further I had the Delta V for a Trans Lunar Injection and possibly a circulation burn at either Mun or Minimus. I had a feeling the Muo/Atlas V would not be able to so I stopped at a million meters altitude.... I may even play around and make a GSO station.... Identical launch profiles any time I need to lift something to the station. Winner for Most unique way to launch an Apollo Mk2 capsule into space using only Saturn parts! Thanks for not making the Telescope mount physically part of the model. I assume that is one of the parts you will work on in the future? Base model looks pretty good. No Gemini door however . I am kidding of course You didn't use a Saturn II INT-18 to launch it?
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Just posted this in the BDB forum... my mission would not have worked if not for SSTU so I though I would spread the screenshot tax around here as well...
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So I was not the only one to do so but several people asked @CobaltWolf how hard it would be to shorten the Saturn's mighty J-2 Hydrolox engine to make the proposed Sea Level variant. The only real changes Cobaltwolf had to implement were minor modeling resizes and not a whole new model/texture which can take DAYS to do when he has NOTHING ELSE to do. You have already seen Cobaltwolf's singular picture of his Saturn II INT-18 rocket... It flew nicely and looked pretty.... Well I decided I needed to pay my screenshot tax again. I did a test with two similar size/mass station modules with the Saturn-II INT-18 vs the Atlas-V aided by 5x GEM46 rockets. Mods involved are B9 Procedural wings, SSTU and BDB (primarily) SSTU provided a couple engines and the station core parts (I love the Russian DOS type parts for some reason...) The bulk of the Rocket was BDB to the core... Including the experimental and un-supported S-IVC engine mount. The goal was to recover SRMs, Stage 1 and Stage 2.... Forgot to put chutes on stage 1.... And stage 2 (S-IVC) had a critical part failure on landing at 4.1m/s in the ocean..... This seems to be common with BDB parts that are rescaled (should this be put in the bug tracker?) The Saturn II had enough Delta V to park the DOS station core in a perfectly circular and perfectly adjusted 0 degrees of inclination orbit at 1 million meters... Enough delta V was left in the S-IVC stage that I could have almost landed it without chutes at KSP.... But I didn't try to as the plan all along was a water landing.... The Muo-V, even after giving it a larger Centaur G or T upper stage and 5x GEM-46 could only reach 640km..... And no chance of recovering the 2nd stage due to almost 0 delta V at the end of the orbital burn.
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ok So first off thanks @linuxgurugamer for reviving this and other mods. Have a question about How to use/ troubleshooting a weird situation (advanced.) I launched a BDB based Atlas Vega probe to the Mun today. On it was a ProbesPlus lander. I land on the Mun but my Vega Probe (which is my comms network to get science back to Kerbin) is deleted by FMRS or Staged Recovery. I have the latest of all my mods. Please note that nothing in the "communication/rewards" about recovery or loss of said probe... I will post a set of screen shots in a bit as well as a full modlist and Log if required. Is this an expected behavior??? My Vega Probe was in a 91km X 81km Orbit of the Mun at ~0 degrees inclination. Had solar, lots of comms (it is a relay probe after-all) and enough battery power for 5 orbits with no solar (but I had huge solar panels on it.) Game version is 1.3 X64 on a machine with 32gb of ram and no extra programs except web-browser running.
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Well Galileo's update to 1.3 is a ways off but I can tell you my experience with 1.22.... Don't use Sigma Dimensions to rescale the first time you fly. I run BDB + SSTU (with mods to make BDB tanks and Engines closer in functionality to SSTU) as well as this and DMagic Orbital Science. The Grind was much harder in my game than standard stock so..... No I don't think your combination is over balanced.
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I think you are right Minepagan, I had similar but not the same issues with KJR in the past (back in late 0.90 IIRC.) It was then KJR interacting with some other DLLs weirdly that caused it.... With the new advanced tweakables it is better in my opinion NOT to use KJR. I have not had KJR on KSP since 1.2. Sure with out KJR spindle rockets are hard to fly until you unlock the ability to autostrut but..... no game issues.
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I will cotton onto what @Jimbodiah stated. I have not done a Cost vs benefit calculation Visa-v the types of tanks/engines... but I too run Hypergolic for landers and unmanned probes/sats. I run LH2 for all my upper stages except Vega and transtage (From BDB converted to work with SSTU containers and fuel.) I run LFO or Hydrolox first stages .... Hydrolox only if I have a SRM/SRB 0th stage. I have found these combinations to give the best over all performance and keep my careers from floundering like many players complain about (the grind.)