Rodger Posted July 11, 2017 Share Posted July 11, 2017 On 08/07/2017 at 9:06 AM, MaverickSawyer said: Hmm... the mini decoupler seems to have a SEVERE lateral kick to the left (in the VAB) when firing.. Yeah I can confirm this, here's a before/after decoupling a small booster which is placed in 90° symmetry: http://i.imgur.com/L7sC3kp.png and after http://i.imgur.com/XtUPgfM.png And the 1.875m Titan radial decoupler seems to have it's two surface attachment nodes swapped. This is what happens when you just place a booster on one without any rotating of parts: http://i.imgur.com/zaVSH7k.png Note the booster inside the core stage. Placing the decoupler on the corealso seems to place it a bit under the surface of the core. And even if I rotate everything to make it look right, I get explosions when staging away spent boosters using these decouplers. So not all bad! Quote Link to comment Share on other sites More sharing options...
Enorats Posted July 11, 2017 Share Posted July 11, 2017 Noticed that Near Future Tech now has a launcher pack and I figured I'd try it out with the rest of the NFT mods and Kerbal Atomics/Cryogenic Engines. Before I do though, I thought I'd ask.. is BDB compatible with NFT and its cryo engines/boiloff mechanic? Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted July 11, 2017 Share Posted July 11, 2017 It is! I've used the Inon engine in place of the Cryo Engines 1.25m vacuum engine for a while now... it provides significantly better dV for an otherwise identical craft. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted July 11, 2017 Author Share Posted July 11, 2017 37 minutes ago, Enorats said: Noticed that Near Future Tech now has a launcher pack and I figured I'd try it out with the rest of the NFT mods and Kerbal Atomics/Cryogenic Engines. Before I do though, I thought I'd ask.. is BDB compatible with NFT and its cryo engines/boiloff mechanic? 21 minutes ago, MaverickSawyer said: It is! I've used the Inon engine in place of the Cryo Engines 1.25m vacuum engine for a while now... it provides significantly better dV for an otherwise identical craft. Uhh, yeah I think we are. If @MaverickSawyer says we are, it's his fault if something breaks now 12 hours ago, Rodger said: Yeah I can confirm this, here's a before/after decoupling a small booster which is placed in 90° symmetry: http://i.imgur.com/L7sC3kp.png and after http://i.imgur.com/XtUPgfM.png And the 1.875m Titan radial decoupler seems to have it's two surface attachment nodes swapped. This is what happens when you just place a booster on one without any rotating of parts: http://i.imgur.com/zaVSH7k.png Note the booster inside the core stage. Placing the decoupler on the corealso seems to place it a bit under the surface of the core. And even if I rotate everything to make it look right, I get explosions when staging away spent boosters using these decouplers. So not all bad! Huh, I'll have to look into it. The Titan decoupler was fixed last night (Sunday?). Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted July 11, 2017 Share Posted July 11, 2017 Just now, CobaltWolf said: If @MaverickSawyer says we are, it's his fault if something breaks now Ehehehehe... Sure. I'll let you know if anything breaks and shove it your way. In all seriousness, I JUST flew a mission earlier today using the Inon on an LH2/Ox tank, so yes, it's working well together. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted July 11, 2017 Author Share Posted July 11, 2017 (edited) 6 minutes ago, MaverickSawyer said: Ehehehehe... Sure. I'll let you know if anything breaks and shove it your way. In all seriousness, I JUST flew a mission earlier today using the Inon on an LH2/Ox tank, so yes, it's working well together. Ok ALRIGHTY BOIS, LISTEN UP So, as of... like 20 minutes ago we are 'soft locked' for content for the next release - everything I personally wanted to make sure was included. I'm still working on updating textures and stuff for the next couple days, specifically trying to bring the probe parts up to snuff, but it is what it is. @Jso is out of commission, so I need help combing the dev builds of the mod looking for trouble. In the meantime, here's the last two new parts for this release. @Drakenex, I know you've been waiting a LONG time for this... Edited July 11, 2017 by CobaltWolf Quote Link to comment Share on other sites More sharing options...
Enorats Posted July 11, 2017 Share Posted July 11, 2017 Awesome. Totally didn't want to have to choose between the two, lol. Now if only I can figure out what's broken my sun's light in this kopernicus/sigma dimensions 2.5x rescale I'll be good to go. A project for tonight I guess. Quote Link to comment Share on other sites More sharing options...
Enorats Posted July 11, 2017 Share Posted July 11, 2017 Lol, it's kinda sad that I knew what that was just based on the pictures and that this mod is recreating Apollo era architecture. Then again, I suppose there weren't all that many things it could have been. Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted July 11, 2017 Share Posted July 11, 2017 40 minutes ago, CobaltWolf said: Ok ALRIGHTY BOIS, LISTEN UP So, as of... like 20 minutes ago we are 'soft locked' for content for the next release - everything I personally wanted to make sure was included. I'm still working on updating textures and stuff for the next couple days, specifically trying to bring the probe parts up to snuff, but it is what it is. @Jso is out of commission, so I need help combing the dev builds of the mod looking for trouble. In the meantime, here's the last two new parts for this release. @Drakenex, I know you've been waiting a LONG time for this... (pic snip for space saving) *unholy squeals of delight* Will this add any new experiments? Quote Link to comment Share on other sites More sharing options...
Enorats Posted July 11, 2017 Share Posted July 11, 2017 I think they had micrometeorite impacts, radiation detection, and a camera.. so BDB already has the parts needed in that regard. Quote Link to comment Share on other sites More sharing options...
Pappystein Posted July 12, 2017 Share Posted July 12, 2017 (edited) 4 hours ago, CobaltWolf said: Ok ALRIGHTY BOIS, LISTEN UP So, as of... like 20 minutes ago we are 'soft locked' for content for the next release - everything I personally wanted to make sure was included. I'm still working on updating textures and stuff for the next couple days, specifically trying to bring the probe parts up to snuff, but it is what it is. @Jso is out of commission, so I need help combing the dev builds of the mod looking for trouble. In the meantime, here's the last two new parts for this release. @Drakenex, I know you've been waiting a LONG time for this... So to quote a REALLY OLD video game..... " Mein Leben!" <Deleted un-needed whining!> But I REALLY like the texture update for the Agena parts.... and that probe is too cute and actually will fit under an approved Agena payload fairing! Edited July 12, 2017 by Pappystein Quote Link to comment Share on other sites More sharing options...
Karamon Posted July 12, 2017 Share Posted July 12, 2017 Will it work with RO ? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted July 12, 2017 Share Posted July 12, 2017 Is this known or already mentioned? DragCubeSystem: Creating drag cubes for part 'bluedog.Apollo.Block3.Capsule' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) IndexOutOfRangeException: Array index is out of range. at ModuleAnimateGeneric.AssumeDragCubePosition (System.String name) [0x00000] in <filename unknown>:0 at DragCubeSystem+<RenderDragCubes>c__Iterator1F.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <RenderDragCubesCoroutine>c__Iterator1E:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <SetupDragCubeCoroutine>c__Iterator20:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CompileParts>c__Iterator66:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: Line: -1) or this? [Part bluedog.agenaMediumTank] [ModuleB9PartSwitch 'fuelSwitch'] Switched subtype to LF/O (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 FerramAerospaceResearch.FARPartGeometry.GeometryModification.StockJettisonTransformGeoUpdater..ctor (.ModuleJettison engineFairing, FerramAerospaceResearch.FARPartGeometry.GeometryPartModule geoModule) [0x00000] in <filename unknown>:0 at FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.SetupIGeometryUpdaters () [0x00000] in <filename unknown>:0 at FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.Start () [0x00000] in <filename unknown>:0 (Filename: Line: -1) and ... A mesh on Bluedog Procedural Conic Fairing did not exist and was removed (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ... [Part]: PartModule ModuleColliderHelper at bluedog.perfectron, index 14: index exceeds module count as defined in cfg. Looking for ModuleColliderHelper in other indices... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ...no ModuleColliderHelper module found on part definition. Skipping... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) SmartRename.OnAwake 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Part]: PartModule ModuleColliderHelper at bluedog.retrotron, index 14: index exceeds module count as defined in cfg. Looking for ModuleColliderHelper in other indices... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ...no ModuleColliderHelper module found on part definition. Skipping... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) SmartRename.OnAwake 1 [Part]: PartModule ModuleColliderHelper at bluedog.radialengine, index 14: index exceeds module count as defined in cfg. Looking for ModuleColliderHelper in other indices... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ...no ModuleColliderHelper module found on part definition. Skipping... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) and a few more of these "index exceeds". Log:https://www.dropbox.com/s/ei6y6xdxjbn1dh9/2017-07-11-2 KSP.log.zip?dl=1 Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted July 12, 2017 Author Share Posted July 12, 2017 8 hours ago, Karamon said: Will it work with RO ? Not really. Some of the engines and the Apollo parts are configured. RO configs are managed by those people so if you want them, you'll need to bug them on their thread. 3 hours ago, Gordon Dry said: Is this known or already mentioned? and a few more of these "index exceeds". Log:https://www.dropbox.com/s/ei6y6xdxjbn1dh9/2017-07-11-2 KSP.log.zip?dl=1 Gordon, you have so much stuff in your install that I don't think I'd even be able to begin untangling that to find issues. Honestly, as long as the game runs I'm not too worried about log errors at the moment. The big thing is making sure parts behave as intended - the radial decouplers issue, for instance, is being fixed right now. Quote Link to comment Share on other sites More sharing options...
Karamon Posted July 12, 2017 Share Posted July 12, 2017 19 minutes ago, CobaltWolf said: Not really. Some of the engines and the Apollo parts are configured. RO configs are managed by those people so if you want them, you'll need to bug them on their thread. Ok thx , liked those engines when i was running RSS with SMURFF , your real plume configs are amazing Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted July 12, 2017 Author Share Posted July 12, 2017 1 minute ago, Karamon said: Ok thx , liked those engines when i was running RSS with SMURFF , your real plume configs are amazing Thank @VenomousRequiem, that's all her. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted July 12, 2017 Author Share Posted July 12, 2017 Who likes probes? Quote Link to comment Share on other sites More sharing options...
Deltac Posted July 12, 2017 Share Posted July 12, 2017 15 minutes ago, CobaltWolf said: Who likes probes? Pomegranates are delicious! I get mine rocket delivered everyday Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted July 12, 2017 Share Posted July 12, 2017 *quietly grabs the Vanguard, wraps it in a pomegranate skin, and throws it at Deltac* Quote Link to comment Share on other sites More sharing options...
Drakenex Posted July 12, 2017 Share Posted July 12, 2017 (edited) On 7/11/2017 at 6:19 PM, CobaltWolf said: @Drakenex, I know you've been waiting a LONG time for this... but is finally here!! Thanks a lot!!!! Shameless request: because I'm patient guy and I've always helped you whenever I can (hehehe), how difficult could be to push into the pipeline ETS Spacelab solar panels? Edit: no LO on github Edited July 12, 2017 by Drakenex Quote Link to comment Share on other sites More sharing options...
Kerbal01 Posted July 13, 2017 Share Posted July 13, 2017 On 7/11/2017 at 4:35 AM, Rodger said: Yeah I can confirm this, here's a before/after decoupling a small booster which is placed in 90° symmetry: http://i.imgur.com/L7sC3kp.png and after http://i.imgur.com/XtUPgfM.png And the 1.875m Titan radial decoupler seems to have it's two surface attachment nodes swapped. This is what happens when you just place a booster on one without any rotating of parts: http://i.imgur.com/zaVSH7k.png Note the booster inside the core stage. Placing the decoupler on the corealso seems to place it a bit under the surface of the core. And even if I rotate everything to make it look right, I get explosions when staging away spent boosters using these decouplers. So not all bad! Same issue, glad to know its not something I did. Rotating the 1207's around so they face as they should seps cleanly but is a little sketchy. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted July 13, 2017 Author Share Posted July 13, 2017 15 hours ago, Drakenex said: but is finally here!! Thanks a lot!!!! Shameless request: because I'm patient guy and I've always helped you whenever I can (hehehe), how difficult could be to push into the pipeline ETS Spacelab solar panels? Edit: no LO on github Shoot, I made the commit locally on the Github desktop app but forgot to sync it up to the server. Should be available now. And Spacelab parts are coming eventually, I decided to focus on just getting the basic Skylab out for this release. I think I'm trying to get Atlas and LDC Titan done for the next release (should be faster than the last few) and then get Big G, Gemini Lander, Spacelab done along with revamping MOL and the ETS Apollo stuff. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted July 13, 2017 Author Share Posted July 13, 2017 I made something cool... Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted July 13, 2017 Share Posted July 13, 2017 (edited) I've got something not too different already on orbit. Hooray for Github betas. EDIT: Forgot I had taken a screencap of it last night... Edited July 13, 2017 by MaverickSawyer Quote Link to comment Share on other sites More sharing options...
Jay The Amazing Toaster Posted July 13, 2017 Share Posted July 13, 2017 Ok lemme just... There we go... CONGRATS!!! Quote Link to comment Share on other sites More sharing options...
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