Andem Posted December 10, 2016 Share Posted December 10, 2016 R.I.P. Quote Link to comment Share on other sites More sharing options...
JoseEduardo Posted December 10, 2016 Share Posted December 10, 2016 11 hours ago, legoclone09 said: Yeah, I think I'll try and get Mercury/Redstone done this weekend, then work on Saturn. I'll need some help with finding specs for the rockets. http://www.b14643.de/Spacerockets/ Quote Link to comment Share on other sites More sharing options...
legoclone09 Posted December 10, 2016 Share Posted December 10, 2016 Just now, JoseEduardo said: http://www.b14643.de/Spacerockets/ Thanks! Quote Link to comment Share on other sites More sharing options...
JoseEduardo Posted December 10, 2016 Share Posted December 10, 2016 Just now, legoclone09 said: Thanks! ah, almost forgot, this part is a bit hidden but has some useful info on a few solid engines and if not all, almost every US and Soviet liquid engine: http://www.b14643.de/Spacerockets/Specials/index.htm Quote Link to comment Share on other sites More sharing options...
legoclone09 Posted December 10, 2016 Share Posted December 10, 2016 8 minutes ago, JoseEduardo said: ah, almost forgot, this part is a bit hidden but has some useful info on a few solid engines and if not all, almost every US and Soviet liquid engine: http://www.b14643.de/Spacerockets/Specials/index.htm legoclone09 but out of likes and every time he likes something you get an imaginary imaginary internet point Quote Link to comment Share on other sites More sharing options...
Pointblank66 Posted December 10, 2016 Share Posted December 10, 2016 (edited) I have a problem using Bluedog DB combined with DMagic Orbital Science. Whenever I install the latter, the antanna's from Bluedog DB don't work anymore, No animation, no function, nothing. They become more or less a aesthetic prop. I am using KSP version 1.1.3 and Bluedog 0.11.2. I can't seem to figure out wether it is bc of DMagic Orbital Science itself, or bc of the plugin from DMModuleScienceAnimateGeneric. Can someone look into this and help me figure out a fix? I also posted this problem on the forum post of DMagic Orbital Science. *EDIT* Edited December 10, 2016 by Pointblank66 Quote Link to comment Share on other sites More sharing options...
Sgt.Shutesie Posted December 10, 2016 Share Posted December 10, 2016 4 hours ago, Pointblank66 said: I am using KSP version 1.1.3 and Bluedog 0.11.2. Found your problem, Dmagic science/animations are for 1.2+, ditto BDB. Quote Link to comment Share on other sites More sharing options...
Pointblank66 Posted December 10, 2016 Share Posted December 10, 2016 22 minutes ago, Sgt.Shutesie said: Found your problem, Dmagic science/animations are for 1.2+, ditto BDB. even when I revert back to 1.1.3 versions of Dmagic and BDB, I still have the same problem Quote Link to comment Share on other sites More sharing options...
Daelkyr Posted December 11, 2016 Share Posted December 11, 2016 1 hour ago, Pointblank66 said: even when I revert back to 1.1.3 versions of Dmagic and BDB, I still have the same problem When you revert, so you also use an old version of Module Manager? Quote Link to comment Share on other sites More sharing options...
Nnimrod Posted December 11, 2016 Share Posted December 11, 2016 (edited) https://web.archive.org/web/20160304202009/http://www.b14643.de/Spacerockets/Diverse/U.S._Rocket_engines/engines.htm https://web.archive.org/web/20160531182419/http://www.b14643.de/Spacerockets/Diverse/Russian_Rocket_engines/engines.htm http://imgur.com/a/ZTkYI I have a question. With this patch, it seems that the changes I made to the ModuleEnginesFX node are being applied to the ModuleEngines node, and changes I made to the ModuleEngines node are being applied to the ModuleEnginesFX node. What am I doing wrong here? @PART[bluedog_Juno_Engine6K]:FINAL { //Old title: Chryslus-6K "Seeker" Liquid Engine //Source mod: Bluedog Design Bureau @name = Robin_engine @rescaleFactor = .8 @mass = .114 %tags = robin @MODULE[ModuleEngines] { @maxThrust = 104 !PROPELLANT[*],*{} PROPELLANT { name = Hydrazine ratio = 0.28571 DrawGauge = True } PROPELLANT { name = IRFNA ratio = 0.71429 } @atmosphereCurve { @key,0 = 0 258 @key,1 = 1 232 } } !MODULE[ModuleTestSubject]{} @MODULE[ModuleEnginesFX] { @maxThrust = 7 !PROPELLANT[*],*{} PROPELLANT { name = Hydrazine ratio = 0.28571 DrawGauge = True } PROPELLANT { name = IRFNA ratio = 0.71429 } @atmosphereCurve { @key,0 = 0 230 @key,1 = 1 190 } } !MODULE[ModuleAlternator]{} !RESOURCE[ElectricCharge]{} } For reference this is the original PART { name = bluedog_Juno_Engine6K module = Part author = VenomousRequiem & CobaltWolf MODEL { model = Bluedog_DB/Parts/Juno/bluedog_Juno_Engine6K } scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.01528846, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -1.084327, 0.0, 0.0, -1.0, 0.0 fx_exhaustFlame_blue = 0.0, -0.5, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -0.5, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -0.5, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -0.5, 0.0, 0.0, 1.0, 0.0, flameout sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout TechRequired = advRocketry entryCost = 3500 cost = 300 category = Engine subcategory = 0 title = Chryslus-6K "Seeker" Liquid Engine manufacturer = Bluedog Design Bureau description = The Seeker is a lightweight upper stage engine, developed to extend the capability of the Chryslus rocket. It shares common hardware with the more powerful Hunter engine. It does not gimbal, but has two verniers. Originally intended for the Chryslus IVA second stage, and the Chryslus IVB third stage. attachRules = 1,0,1,0,0 mass = 0.1 heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 // = 3600 bulkheadProfiles = size1 tags = juno 6 k 6k seeker chryslus EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.8 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_blue_small transformName = vernierEffects emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_medium loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft loop = false } } } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 11.5 heatProduction = 200 fxOffset = 0, 0, 0.574338 EngineType = LiquidFuel PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 301 key = 1 210 key = 6 0.001 } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = vernierTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 2 heatProduction = 150 fxOffset = 0, 0, 1.0 EngineType = LiquidFuel PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 301 key = 1 210 key = 7 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = vernierTransform gimbalRange = 2 } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 6.0 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 30 falloff = 1.7 thrustTransformName = thrustTransform } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } } EDIT: I fixed my problem by doing this ... @MODULE[ModuleEngines*],0 ... ... @MODULE[ModuleEngines*],1 ... instead of this ... @MODULE[ModuleEngines] ... ... @MODULE[ModuleEnginesFX] ... Oh, and here's this as well, reading material https://cdn.loc.gov/master/pnp/habshaer/ca/ca2000/ca2001/data/ca2001data.pdf Edited December 11, 2016 by Nnimrod Quote Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted December 12, 2016 Share Posted December 12, 2016 (edited) Well, this excrements is dead. TWO DAYS, and yet no posts. I'm going to turn out the lights before I leave. Goodnight, sweet thread. EDIT: WHO PUT IN THE WORD SUBSTITUTION YOU IDIOTIC- OK, I'm shutting this down, even if it lives. Edited December 12, 2016 by Rory Yammomoto Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted December 12, 2016 Share Posted December 12, 2016 @Nnimrod you could further "bulletproof" the engine patching by using the thrust transform names as identifiers: ... @MODULE[ModuleEngines*]:HAS[#thrustVectorTransformName[thrustTransform]] ... ... @MODULE[ModuleEngines*]:HAS[#thrustVectorTransformName[vernierTransform]] ... So that the order of the modules does not matter. Quote Link to comment Share on other sites More sharing options...
Nnimrod Posted December 12, 2016 Share Posted December 12, 2016 1 minute ago, Phineas Freak said: @Nnimrod you could further "bulletproof" the engine patching by using the thrust transform names as identifiers: ... @MODULE[ModuleEngines*]:HAS[#thrustVectorTransformName[thrustTransform]] ... ... @MODULE[ModuleEngines*]:HAS[#thrustVectorTransformName[vernierTransform]] ... So that the order of the modules does not matter. Yes, that would be even better! Quote Link to comment Share on other sites More sharing options...
Agustin Posted December 12, 2016 Share Posted December 12, 2016 Is it neccesary to install DmagicScienceAnimate and what does it do? I also already have Community ResourcePack folder (probably other mod installed it) Should I not replace it? Why does it come with Module manager 2.7.1 when there's already a 2.7.5 update? Did I download the latest update ? (it says it's the 101) I have ksp 1.2 installed. Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted December 12, 2016 Share Posted December 12, 2016 1 minute ago, Agustin said: Is it neccesary to install DmagicScienceAnimate and what does it do? I also already have Community ResourcePack folder (probably other mod installed it) Should I not replace it? Why does it come with Module manager 2.7.1 when there's already a 2.7.5 update? Did I download the latest update ? (it says it's the 101) I have ksp 1.2 installed. Yes, it is nessesary to install Dmagic Science Animate. It animates the experiments when you use them and they won't work without it. No, if you have it already it's fine. Same goes with Module Manager, keep the latest update. Our mod is a little out of date in terms of MM. Quote Link to comment Share on other sites More sharing options...
Agustin Posted December 12, 2016 Share Posted December 12, 2016 Is it ok to install latest version of Dmagic Module Science Animate then? Because Iv'e seen it is also outdated. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted December 12, 2016 Author Share Posted December 12, 2016 46 minutes ago, Agustin said: Is it ok to install latest version of Dmagic Module Science Animate then? Because Iv'e seen it is also outdated. Yes, if there are more recent versions available, make sure to grab them Quote Link to comment Share on other sites More sharing options...
TimothyC Posted December 13, 2016 Share Posted December 13, 2016 The stream is live. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted December 13, 2016 Author Share Posted December 13, 2016 8 minutes ago, TimothyC said: The stream is live. Gonna be a short one, only a couple hours Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted December 13, 2016 Author Share Posted December 13, 2016 Made some stuff. Got a bit off track working on Apollo Block V and wound up making something, uh, new... LEM Hab/Lab (living space for 2 kerbs and space to process samples for return) Quote Link to comment Share on other sites More sharing options...
comham Posted December 13, 2016 Share Posted December 13, 2016 Great quality! Quote Link to comment Share on other sites More sharing options...
davidy12 Posted December 13, 2016 Share Posted December 13, 2016 Can't wait to use this baby in place of my Hitch Hiker crew container. Quote Link to comment Share on other sites More sharing options...
Jall Posted December 13, 2016 Share Posted December 13, 2016 (edited) Something new is always appreciated! It looks great! Edited December 13, 2016 by Jall Quote Link to comment Share on other sites More sharing options...
Noah_Blade Posted December 14, 2016 Share Posted December 14, 2016 1 hour ago, CobaltWolf said: Made some stuff. Got a bit off track working on Apollo Block V and wound up making something, uh, new... *SNIP* Reminds me of Orion (Classified) Quote Link to comment Share on other sites More sharing options...
legoclone09 Posted December 14, 2016 Share Posted December 14, 2016 nobody has posted in fifteen hours RIP BDB 9/30/15-12/14/16 Quote Link to comment Share on other sites More sharing options...
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