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BNSF1995

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Everything posted by BNSF1995

  1. First of all, this will be a boon for BDB. Now we'll be able to properly simulate the surface experiments deployed on the Apollo missions. Second, sorry Infernal Robotics. You've been rendered obsolete. Finally, I'm so glad I'm a Steam user, because it's easier for me to get this DLC through Steam than the Squad Store.
  2. 15 - Cobble together some surplus Apollo hardware and adapt the CM to use the APAS system 11 is very, very unlikely to happen. China isn't part of the ISS program, and China also hates America. Why would it assist a space station with American assets?
  3. Has anyone tried rebalancing this mod for a stock-size solar system? It's impossible to resize it right now because Kopernicus hasn't been updated for 1.4.4.
  4. Took me almost a year to find out about this. God, I should fire up KSP sometime soon...
  5. I second this. The petal adapter also seems a bit wider than the Service Module. That, and I still can't find the sweet spot for getting a CSM to orbit atop a Saturn IB. And with my alternate timeline, the Saturn INT-20 (later renamed the Saturn II) isn't introduced until 1975, debuting on Apollo 38. Even though I know a BDB INT-20 can orbit a CSM no problem, I'm still at Apollo 1, so it doesn't make sense for an INT-20 to be used this early, especially before the S-IC has been tested on Apollo 4.
  6. I did some investigation, and it actually happens when I try decoupling the LM from the SLA. The issue only seems to affect the version for the Saturn IB, and I have no idea why. It may be because the decoupler force is too much, or the landing legs of the LEM clip through the bottom of the SLA, and bad collision detection is causing the legs to collide with the SLA. I'll try experimenting further with the LM and SLA. EDIT: I can now confirm it's caused by the contact sensor probes on the Descent Stage colliding with the SLA.
  7. Thanks! Actually, my "Alternate Apollo" is a sandbox save, and I currently don't have any career or science saves. EDIT: Issue already. When I open the SLA petals, the whole thing explodes.
  8. I have issues with a few of the craft files linked in the OP. Namely that said files have parts that seem to come from a version of BDB that isn't out yet. The craft are the Apollo LEM, AARDV 'Aardvark Bl.1', Saturn-Ic, and Saturn MLV 5-25L. I'm a bit miffed that these craft files are unusable, and it in the case of the LEM, it's put a major obstacle in my quest to simulate the alternate history timeline I've been working on since June 2011 here. The big obstacle is that I've gotten to Apollo 2, which in this timeline is the unmanned LM test that was flown as Apollo 5 in our timeline. I tried doing it with the SIVb fairing in the game, but it isn't a decoupler, and as a result, I couldn't separate the LM from the SIVb for the test. I also need to do this for Apollo 3 (which is an unmanned rendevouz and docking test of the CSM and LM launched on a pair of Saturn IBs) and Apollo 5 (which is Apollo 3, but manned, crewed by the Apollo 9 crew of our timeline consisting of McDivitt, Schweickart, and Scott; as an aside, this timeline's version of Apollo 9 is crewed by Cooper, Worden, and McCandless). I wasn't really planning to use the AARDV or Saturn IC, since in my timeline, the supply craft for American space stations (in this case, Skylab and the ISS) is a cargo variant of the Block II called the Apollo Supply Craft (ASC), which is functionally identical to the Dragon V1, and the Saturn IC was merely a 1972 study by the Marshall Space Flight Center to upgrade the Saturn IB, before it was passed over in favor of the Saturn II (which we know as the Saturn INT-20; other Saturn variants include the Saturn III/INT-17, Saturn IV/INT-21, and Saturn VI, the rocket from the Stephen Baxter novel "Voyage). The parts in question, by the way, are: bluedog.J2S bluedog.F1A bluedog.Apollo.AARDV.Control bluedog.Apollo.AARDV.Cargo bluedog.Apollo.AARDV.NoseAdapter bluedog.Apollo.Block3.HGA Are these parts from an upcoming version of BDB?
  9. I've used this mod, and I have a warning to MechJeb users. You'll have to change your routine during launch. For one thing, turn off auto-staging. Otherwise, after first stage jettison (at least on the Saturn IB), every other stage will stage in quick succession. This may be a result of the "stage fairing" function added in recent versions of MechJeb, and if you turn on auto-staging, it also turns on the fairing option. There's no middle ground. I've found it best to do the staging myself. Also, turn off Corrective Steering. I've found with the Saturn IB that it makes the SIVb gimbal around uncontrollably. Without corrective steering and with RCS on, it stays on course.
  10. How exactly do I install this patch?
  11. Wait a minute... All of the bodies in this mod are named after worlds in the NES Godzilla Creepypasta!
  12. I can confirm this is working in 1.1 without a single error.
  13. Many things: * The other two gas giants * Stock two-man pod based on Gemini * Lagrange points * Rival space agencies belonging to other countries * Politics * Contracts to launch military and commercial payloads * Expanded science options * Ability to recover certain parts, such as SRBs and, after researching it, first stages using droneships * MechJeb as stock * More space station parts * Implement select parts from KWRocketry and NovaPunch * Better space shuttle parts * Better base parts * More moons for Jool
  14. *Sigh* I just HAD to get my copy from the KSP store and not Steam. Now I'll have to wait a bit longer until I can experience stable x64.
  15. Alright, so I attempted to install the patch, but when I did, WinRAR gave me an "access denied" error. Then I tried changing the permissions on the ScienceAlert folder, and got another "access denied" error. EvilReeper, why put such strict security on the mod folder that not even an admin could patch the mod? EDIT: Nevermind. Turns out it was like that because THE GAME WAS STILL RUNNING.
  16. I have a major issue with this pad: when loading a rocket on any of the pads, something happens and all of the parts scatter everywhere. The rocket is made up of nothing but stock and Tantares parts. What's causing this? Could the problem be that I'm using 1.0.5?
  17. When a real-life rocket explodes/disintegrates, and you comment on Facebook or Youtube that it didn't have enough boosters and/or struts. On another note: Kerman is my grandma and great uncle's hometown.
  18. This game isn't in beta anymore. Beta was 0.90. 1.0 was the final product.
  19. For me, I'll have two installations: Kerbal and Human. For the Kerbal installation, I'll be installing: *New Horizons *KW Rocketry *NovaPunch *AEIS Aerospace *Kethane *Karbonite *DMagic Orbital Science *Universal Storage *STX *Tantares *Procedural Fairings *Procedural Parts *Station Parts Expansion *SELV For the human installation: *Realism Overhaul *Real Solar System *RP-0 *FASA *SSP (plus ISS) *Launchers Pack *CST-100 Starliner *Historical Rockets, Probes, and Stations *Houston *All RN packs *Anything else I find Mods to be used by both installs: *MechJeb (I can't fly unless it's an unmanned suborbital test, landing a capsule on Kerbin, or crashing for the hell of it...) *Module Manager *Toolbar *Science Alert *Connected Living Spaces *KAS *KIS
  20. Just as classic career is an option, why not make the classic aero model an option? I know this has been argued to death, but I'm suggesting a compromise: make the current 1.0 aero model the default, and put an option for the classic 0.90 aero model in the options menu.
  21. Here's an idea for 1.0.1: fix x64!
  22. My 1.0.1 wishlist: *A stock 2-man capsule *The option to use the classic aero model *Stock science alert That's all I got so far. If I think of anything else, I'll add it.
  23. Actually, there was a plugin that made MechJeb default on all pods, even addon pods. The same plugin also automatically adds RemoteTech to all. The plugin was at the Space Port, and has not appeared on CurseForge yet, but fortunately, I still have the plugin (I always make it a point to have it backed up so I don't have to attach needless parts to it or be stuck with a pod that has Wheatley attached to the top). Now, how to attach files to posts...
  24. They must be preparing for the crush when 1.0 goes live by moving to a higher-capacity server.
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