Gordon Dry Posted June 11, 2017 Share Posted June 11, 2017 btw, the PF-base 1.875m for BDB switches back to 1.5m when right-clicking it in VAB - is it because the tech tree not far enough? I ask because the normal BDB fairing base works without this flaw. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted June 12, 2017 Author Share Posted June 12, 2017 7 hours ago, Gordon Dry said: I found a logical flaw. 7 hours ago, TheRagingIrishman said: I just put up PR #322 which changes it to NEEDS:[SigmaDimensions] to fix this problem. 3 hours ago, Jso said: Merged. Thanks! Thank you so much for finding this and fixing it so quickly! @Jso there is an issue with the normal maps on the Apollo capsule in the last release (I think!), with messes significantly with the lighting on the pod. As much as I don't want to have to touch that old part againm I will have to try and reexport them ASAP. We can push a hotfix with that and anything else we need. 2 hours ago, Gordon Dry said: btw, the PF-base 1.875m for BDB switches back to 1.5m when right-clicking it in VAB - is it because the tech tree not far enough? I ask because the normal BDB fairing base works without this flaw. We still have a PF patch..? (I didn't expect there to be a Kerbal smiley for that!) Anyways, I wanted to finish the textures for the main Skylab segments this weekend and get them polished, perhaps for inclusion in the above mentioned hotfix. However, I was a bit busy presenting my senior film after 9 months of work! Since this is my thread, I'm going to share it even though it's off topic. Quote Link to comment Share on other sites More sharing options...
debaker02 Posted June 12, 2017 Share Posted June 12, 2017 Hi, First, I am relatively new to BDB. You deserve a serious pat on the back. I just had Kamericans and Krussians collaborate to land on mun lol. Second: I noticed that your BDB resupply components can only carry ore? From my reading on the lists here, it seems that this is an interim move? Would it be possible for those parts to provide a choice between ore, and the various fuel types? I use freighters to bring fuel to my orbital stations for resupply, it would be cool to use your parts for that. Or, could you point me to a file to hack I can make the change local? Your awesome, David Quote Link to comment Share on other sites More sharing options...
Jso Posted June 12, 2017 Share Posted June 12, 2017 1 hour ago, debaker02 said: Second: I noticed that your BDB resupply components can only carry ore? From my reading on the lists here, it seems that this is an interim move? Would it be possible for those parts to provide a choice between ore, and the various fuel types? I use freighters to bring fuel to my orbital stations for resupply, it would be cool to use your parts for that. Or, could you point me to a file to hack I can make the change local? Since there is a wide variety of other parts that carry fuel it wasn't added to reduce clutter in the menus. If you've got a life support mod those resources will show up in the cargo containers, but you can set them up to carry anything you want. Under the Bluedog_DB\Compatability folder the supply.cfg for the individual life support mods sets up the cargo containers. This bit of MM will add LFO and MonoProp. Just stick it in your own cfg somewhere in GameData (I make a folder called zzzMyMods for personal configs). Spoiler // Define templates for new cargo items B9_TANK_TYPE { // A unique template name name = MyCargoLFOX // Leave alone tankMass = 0.0015 tankCost = 1.5 // List of resources for this template // unitsPerVolume should total 1 for stock resources. 5 for most CRP resources. RESOURCE { name = LiquidFuel unitsPerVolume = 0.45 } RESOURCE { name = Oxidizer unitsPerVolume = 0.55 } } B9_TANK_TYPE { name = MyCargoMonoProp tankMass = 0.0015 tankCost = 1.5 RESOURCE { name = MonoPropellant unitsPerVolume = 1 } } // Add the templates to the parts @PART[bluedog*,Bluedog*]:HAS[@MODULE[ModuleB9PartSwitch]:HAS[#moduleID[cargoSwitch]]]:NEEDS[B9PartSwitch]:AFTER[Bluedog_DB_1] { @MODULE[ModuleB9PartSwitch] { SUBTYPE { // This is the display name for the menu name = LFO // Your template name from above tankType = MyCargoLFOX // Leave alone addedMass = #$../../tank_mass$ @addedMass *= -1 addedCost = #$../../tank_plus_fuel_cost$ @addedCost *= -1 } SUBTYPE { name = MonoProp tankType = MyCargoMonoProp addedMass = #$../../tank_mass$ @addedMass *= -1 addedCost = #$../../tank_plus_fuel_cost$ @addedCost *= -1 } } } Quote Link to comment Share on other sites More sharing options...
debaker02 Posted June 12, 2017 Share Posted June 12, 2017 59 minutes ago, Jso said: Since there is a wide variety of other parts that carry fuel it wasn't added to reduce clutter in the menus. If you've got a life support mod those resources will show up in the cargo containers, but you can set them up to carry anything you want. Under the Bluedog_DB\Compatability folder the supply.cfg for the individual life support mods sets up the cargo containers. This bit of MM will add LFO and MonoProp. Just stick it in your own cfg somewhere in GameData (I make a folder called zzzMyMods for personal configs). Reveal hidden contents // Define templates for new cargo items B9_TANK_TYPE { // A unique template name name = MyCargoLFOX // Leave alone tankMass = 0.0015 tankCost = 1.5 // List of resources for this template // unitsPerVolume should total 1 for stock resources. 5 for most CRP resources. RESOURCE { name = LiquidFuel unitsPerVolume = 0.45 } RESOURCE { name = Oxidizer unitsPerVolume = 0.55 } } B9_TANK_TYPE { name = MyCargoMonoProp tankMass = 0.0015 tankCost = 1.5 RESOURCE { name = MonoPropellant unitsPerVolume = 1 } } // Add the templates to the parts @PART[bluedog*,Bluedog*]:HAS[@MODULE[ModuleB9PartSwitch]:HAS[#moduleID[cargoSwitch]]]:NEEDS[B9PartSwitch]:AFTER[Bluedog_DB_1] { @MODULE[ModuleB9PartSwitch] { SUBTYPE { // This is the display name for the menu name = LFO // Your template name from above tankType = MyCargoLFOX // Leave alone addedMass = #$../../tank_mass$ @addedMass *= -1 addedCost = #$../../tank_plus_fuel_cost$ @addedCost *= -1 } SUBTYPE { name = MonoProp tankType = MyCargoMonoProp addedMass = #$../../tank_mass$ @addedMass *= -1 addedCost = #$../../tank_plus_fuel_cost$ @addedCost *= -1 } } } Thanks so much! Quote Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted June 13, 2017 Share Posted June 13, 2017 (edited) On 6/11/2017 at 8:16 PM, CobaltWolf said: ...[a]nyways, I wanted to finish the textures for the main Skylab segments this weekend and get them polished, perhaps for inclusion in the above mentioned hotfix. However, I was a bit busy presenting my senior film after 9 months of work! Since this is my thread, I'm going to share it even though it's off topic. You bastar d. You prioritize your real life over us? How dare you. /s Edited June 13, 2017 by Rory Yammomoto Quote Link to comment Share on other sites More sharing options...
Foxxonius Augustus Posted June 13, 2017 Share Posted June 13, 2017 On 6/11/2017 at 8:16 PM, CobaltWolf said: ~snip~ However, I was a bit busy presenting my senior film after 9 months of work! ~epicness snip~ Way to go man! Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 13, 2017 Share Posted June 13, 2017 I just found these in the log during load: PartLoader: Compiling Part 'Bluedog_DB/Parts/Delta/bluedog_DeltaK_FairingTank/bluedog_DeltaK_FairingTank' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartLoader: Encountered exception during compilation. System.FormatException: Input string was not in the correct format at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator66.MoveNext () [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartCompiler: Cannot compile part and a little later DragCubeSystem: Creating drag cubes for part 'bluedog.DeltaK.FairingTank.PF' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at PartLoader.GetDatabaseConfig (.Part p) [0x00000] in <filename unknown>:0 at PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) [0x00000] in <filename unknown>:0 at DragCubeSystem.LoadDragCubes (.Part p) [0x00000] in <filename unknown>:0 at Part+<Start>c__Iterator3A.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 (Filename: Line: -1) Full log:https://www.dropbox.com/s/zl0qzcrzsxjetgt/2017-06-14-1 KSP.log.zip?dl=1 Quote Link to comment Share on other sites More sharing options...
Jso Posted June 14, 2017 Share Posted June 14, 2017 11 hours ago, Gordon Dry said: I just found these in the log during load: Can't really troubleshoot a setup with that many mods installed. Try a clean install with just BDB, the latest Procedural Fairings and Firespitter, and the PF configs. The Firespitter core included in that download is for 1.1.3 I think. Perhaps I should update that. I haven't had an opportunity to play with procedural fairings with 1.3 so I have no clue if those configs still work. Quote Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted June 14, 2017 Share Posted June 14, 2017 I have a request - A smaller RD-180 for use in Atlas III rockets. Atlas V's engine is too big to use in the Atlas III, which some people may want to use. Shrinking the width of the engine from 250 centimeters to 187.5 centimeters would make the engine usable in this function. (Plus we could re-engine the Titan IV with RD-180s - create a new 'meta' rocket.) Quote Link to comment Share on other sites More sharing options...
Tuko Posted June 14, 2017 Share Posted June 14, 2017 I'm seeing massive wiggling("Wet Noodle" effect) with some of the larger rockets especially the Sarnus SV in KSP. Does anyone have any idea what is causing this and if it can be corrected? Quote Link to comment Share on other sites More sharing options...
Quabbo Posted June 14, 2017 Share Posted June 14, 2017 Hi guys, I've got some problems with BDB atm... I was running the v1.1.5b version with KSP 1.2.2 - but when KSP wants to load the Apollo Block 2 Active Docking Mechanism after Loading Asset Bundle Definitions the game just crashes. Is there any way you can help me, or I helping you helping me? (helpception) Quote Link to comment Share on other sites More sharing options...
Jso Posted June 14, 2017 Share Posted June 14, 2017 44 minutes ago, Tuko said: I'm seeing massive wiggling("Wet Noodle" effect) with some of the larger rockets especially the Sarnus SV in KSP. Does anyone have any idea what is causing this and if it can be corrected? Turn on advanced tweakables in settings. Right click on the parts that wobble and pick autostrut to heaviest part. For Saturn just do it to the LES and the fuel tanks above the first stage and you should be ok. The big heavy solids will need it as well on Titan rockets. Quote Link to comment Share on other sites More sharing options...
Tuko Posted June 14, 2017 Share Posted June 14, 2017 11 minutes ago, Jso said: Turn on advanced tweakables in settings. Right click on the parts that wobble and pick autostrut to heaviest part. For Saturn just do it to the LES and the fuel tanks above the first stage and you should be ok. The big heavy solids will need it as well on Titan rockets. Thanks Quabbo, I'm surprised there isn't a way to build rigidity into the parts. The Bluedog Parts are by far the best ones I've seen and after building the rockets as per the PDF document I was really surprised to see the wobbling performance going nuts, lol. I never used the advanced tweakables before and appreciate the help. Also, I'm playing in career mode and just curious if adding autostrut increases the cost of the part? Quote Link to comment Share on other sites More sharing options...
Cadet_BNSF Posted June 14, 2017 Share Posted June 14, 2017 Is the new update name really Russian for texture? Or is it just transliterated into Russian? Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted June 14, 2017 Author Share Posted June 14, 2017 9 hours ago, Rory Yammomoto said: I have a request - A smaller RD-180 for use in Atlas III rockets. Atlas V's engine is too big to use in the Atlas III, which some people may want to use. Shrinking the width of the engine from 250 centimeters to 187.5 centimeters would make the engine usable in this function. (Plus we could re-engine the Titan IV with RD-180s - create a new 'meta' rocket.) It's on the roadmap... I can only work on so much at once. 2 hours ago, Quabbo said: Hi guys, I've got some problems with BDB atm... I was running the v1.1.5b version with KSP 1.2.2 - but when KSP wants to load the Apollo Block 2 Active Docking Mechanism after Loading Asset Bundle Definitions the game just crashes. Is there any way you can help me, or I helping you helping me? (helpception) Can you verify that everything you're using is the 1.2.2 version? There have been a lot of issues with mixing 1.3 and 1.2.2 versions and it causing random crashed on random parts. 1 hour ago, Jso said: Turn on advanced tweakables in settings. Right click on the parts that wobble and pick autostrut to heaviest part. For Saturn just do it to the LES and the fuel tanks above the first stage and you should be ok. The big heavy solids will need it as well on Titan rockets. 1 hour ago, Tuko said: Thanks Quabbo, I'm surprised there isn't a way to build rigidity into the parts. The Bluedog Parts are by far the best ones I've seen and after building the rockets as per the PDF document I was really surprised to see the wobbling performance going nuts, lol. I never used the advanced tweakables before and appreciate the help. Also, I'm playing in career mode and just curious if adding autostrut increases the cost of the part? I don't think it adds to the cost, and on top of it all, it doesn't add to the part count for physics purposes. Of course, I personally just use KJR since it basically autostruts everything and saves me the time of doing it myself. 1 hour ago, Cadet_BNSF said: Is the new update name really Russian for texture? Or is it just transliterated into Russian? It's just transliterated I do it because it amuses me and, well, simply transliterating is funnier to me then honestly translating. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted June 15, 2017 Author Share Posted June 15, 2017 Had a busy day today... Quote Link to comment Share on other sites More sharing options...
Quabbo Posted June 15, 2017 Share Posted June 15, 2017 9 hours ago, CobaltWolf said: Can you verify that everything you're using is the 1.2.2 version? There have been a lot of issues with mixing 1.3 and 1.2.2 versions and it causing random crashed on random parts. Well, my Module Manager wasn't... Thanks and keep up the good work Quote Link to comment Share on other sites More sharing options...
Tuko Posted June 15, 2017 Share Posted June 15, 2017 14 hours ago, CobaltWolf said: I don't think it adds to the cost, and on top of it all, it doesn't add to the part count for physics purposes. Of course, I personally just use KJR since it basically autostruts everything and saves me the time of doing it myself. I'm using KSP 1.3, does KJR compatible with KSP 1.3? Quote Link to comment Share on other sites More sharing options...
DiscoSlelge Posted June 15, 2017 Share Posted June 15, 2017 5 minutes ago, Tuko said: I'm using KSP 1.3, does KJR compatible with KSP 1.3? yes Quote Link to comment Share on other sites More sharing options...
minepagan Posted June 15, 2017 Share Posted June 15, 2017 1 hour ago, Tuko said: I'm using KSP 1.3, does KJR compatible with KSP 1.3? much compatible. such strength. wow. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 15, 2017 Share Posted June 15, 2017 (edited) Would you provide a patch to include FARControllableSurface into the following part? Bluedog_DB/Parts/EarlyRockets/bluedog_redstoneCS/bluedog_redstoneCS I would much appreciate that. Reason: Edited June 15, 2017 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
Pappystein Posted June 15, 2017 Share Posted June 15, 2017 2 hours ago, Gordon Dry said: Would you provide a patch to include FARControllableSurface into the following part? Bluedog_DB/Parts/EarlyRockets/bluedog_redstoneCS/bluedog_redstoneCS I would much appreciate that. Reason: 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. Quote Link to comment Share on other sites More sharing options...
Jso Posted June 16, 2017 Share Posted June 16, 2017 12 hours ago, Pappystein said: snip rant Down boy. 15 hours ago, Gordon Dry said: Would you provide a patch to include FARControllableSurface into the following part? Bluedog_DB/Parts/EarlyRockets/bluedog_redstoneCS/bluedog_redstoneCS I would much appreciate that. We would need someone who uses FAR to provide a working patch. If I'm reading the FAR docs correctly all the lifting surfaces will need an adjustment. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 16, 2017 Share Posted June 16, 2017 I asked here and on other mod's threads because I had the idea (perhaps I'm totally wrong) that there are people out there who know how to write / change MM patches like sleepwalking. So it would be a matter of a few minutes to do so. But perhaps these kind of professionals are rare and have so many requests that it overwhelms ... I'm still not sure if the learning curve for MM patches is steep or not - which ofc depends the kind of patch to be done. In this special case, a simple copy&paste from other mod's patches for FAR on control interfaces could not be enough - I already guessed and your last sentence seems to confirm that. But I think - afaik myself - I will start doing patches ... Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.