space_powder Posted May 16, 2018 Share Posted May 16, 2018 Wait, BDB will have Ares parts? Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted May 16, 2018 Author Share Posted May 16, 2018 3 minutes ago, space_powder said: Wait, BDB will have Ares parts? The interplanetary/orbital segments, yes. I plan on letting people use @TiktaalikDreaming's MEM lander for the actual, y'know, landing part... Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 16, 2018 Share Posted May 16, 2018 @Zorg @CobaltWolf Would this work or would it create issues because some BDB tanks have no LqdHydrogen by default (but via part switch or ConfigurableContainers they can have then): @PART[bluedog*Tank*,Bluedog*Tank*,bluedog*Tank,Bluedog*Tank]:NEEDS[CryoTanks] { MODULE { name = ModuleCryoTank CoolingCost = 0.09 CoolingEnabled = False BOILOFFCONFIG { FuelName = LqdHydrogen // in % per hr BoiloffRate = 0.05 } } } @Nertea What would happen if a tank that has only LqdFuel and Oxidizer by default and this Module is added - does this module recognize there is no LqdHydrogen and just disables itself and reenables as soon as LdqHydrogen is found, also by ConfigurableContainers? Quote Link to comment Share on other sites More sharing options...
wallum61 Posted May 16, 2018 Share Posted May 16, 2018 18 minutes ago, space_powder said: Wait, BDB will have Ares parts? 13 minutes ago, CobaltWolf said: The interplanetary/orbital segments, yes. I plan on letting people use @TiktaalikDreaming's MEM lander for the actual, y'know, landing part... @TiktaalikDreaming's MEM lander is a bit too part intensive for my liking, so I prefer @Angel-125's somewhat more stockalike DSEV MEM-style lander. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted May 16, 2018 Author Share Posted May 16, 2018 4 minutes ago, wallum61 said: @TiktaalikDreaming's MEM lander is a bit too part intensive for my liking, so I prefer @Angel-125's somewhat more stockalike DSEV MEM-style lander. I actually forgot Angel made one but that's pretty cool too! Point is, the manned lander stuff is probably outside the wheelhouse of BDB. If only because there really aren't any old school designs besides the MEM. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 16, 2018 Share Posted May 16, 2018 23 minutes ago, wallum61 said: @TiktaalikDreaming's MEM lander is a bit too part intensive for my liking, so I prefer @Angel-125's somewhat more stockalike DSEV MEM-style lander. 17 minutes ago, CobaltWolf said: I actually forgot Angel made one but that's pretty cool too! Point is, the manned lander stuff is probably outside the wheelhouse of BDB. If only because there really aren't any old school designs besides the MEM. I think both have merits. @TiktaalikDreaming's looks really good and is a faithful reproduction of the craft in KSP. While DSEV's Estonian only superficially resembles the MEM, what it lacks in accuracy (and some say art quality) it makes up for in versatility- you can build more than just a conic lander with the parts. As for old school kermanned landers, here's what I found: Most of these I think can be done with existing parts. Quote Link to comment Share on other sites More sharing options...
Barzon Posted May 16, 2018 Share Posted May 16, 2018 59 minutes ago, CobaltWolf said: (Can anyone tell I'm sick and hopped up on cold meds?) Hope you get better soon! Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted May 16, 2018 Author Share Posted May 16, 2018 Sorry, misspoke (or rather, forgot a word) - manned atmospheric landers aren't really in the plans for BDB. Expansions to munar landing and surface operations are most definitely in the plans. Quote Link to comment Share on other sites More sharing options...
Zorg Posted May 16, 2018 Share Posted May 16, 2018 43 minutes ago, Gordon Dry said: @Zorg @CobaltWolf Would this work or would it create issues because some BDB tanks have no LqdHydrogen by default (but via part switch or ConfigurableContainers they can have then): Sorry I don't actually know too much about the ins and outs of module manager to comment on that one, kinda new to all this. I'm mostly looking at existing code and simply trying various things to see if they work. Give it a try on a testing install and see what happens! I'd guess you might have to put a HAS condition for liquid hydrogen to prevent issues. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted May 16, 2018 Author Share Posted May 16, 2018 1 hour ago, Gordon Dry said: @Zorg @CobaltWolf Would this work or would it create issues because some BDB tanks have no LqdHydrogen by default (but via part switch or ConfigurableContainers they can have then): @Nertea What would happen if a tank that has only LqdFuel and Oxidizer by default and this Module is added - does this module recognize there is no LqdHydrogen and just disables itself and reenables as soon as LdqHydrogen is found, also by ConfigurableContainers? 52 minutes ago, Zorg said: Sorry I don't actually know too much about the ins and outs of module manager to comment on that one, kinda new to all this. I'm mostly looking at existing code and simply trying various things to see if they work. Give it a try on a testing install and see what happens! I'd guess you might have to put a HAS condition for liquid hydrogen to prevent issues. Yeah I'm mostly just an artist 56 minutes ago, Barzon Kerman said: Hope you get better soon! Thank you! Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 16, 2018 Share Posted May 16, 2018 (edited) @Zorg dunno why this quote is marked to be from CobaltWolf by the board software... 2 hours ago, CobaltWolf said: I'd guess you might have to put a HAS condition for liquid hydrogen to prevent issues. Well, no, that is the thing. Some tanks have no LqdHydrogen by default but COULD have it by switchers. For example all Titan tanks, there is none which can hold LqdHydrogen by default. But there are Titan-certified engines on LH2 so it's a little weird. Edited May 16, 2018 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
Zorg Posted May 16, 2018 Share Posted May 16, 2018 20 minutes ago, Gordon Dry said: @Zorg dunno why this quote is marked to be from CobaltWolf by the board software... Well, no, that is the thing. Some tanks have no LqdHydrogen by default but COULD have it by switchers. For example all Titan tanks, there is none which can hold LqdHydrogen by default. But there are Titan-certified engines on LH2 so it's a little weird. On second thought I think your patch would work as is. The fuel type is defined in the boiloff module after all and your patch is similar to how CryoTanks targets stock tanks which have LFO by default but switch over to LH2 with B9. If that patch doesnt work I would probably try to target the specific LH2 B9 tank types defined for Bluedog in B9TankTypes.cfg Again not so sure but try a couple of things and see if it works. Good luck! Quote Link to comment Share on other sites More sharing options...
Jso Posted May 16, 2018 Share Posted May 16, 2018 (edited) 5 hours ago, Gordon Dry said: @Zorg @CobaltWolf Would this work or would it create issues because some BDB tanks have no LqdHydrogen by default (but via part switch or ConfigurableContainers they can have then): @PART[bluedog*Tank*,Bluedog*Tank*,bluedog*Tank,Bluedog*Tank]:NEEDS[CryoTanks] { MODULE { name = ModuleCryoTank CoolingCost = 0.09 CoolingEnabled = False BOILOFFCONFIG { FuelName = LqdHydrogen // in % per hr BoiloffRate = 0.05 } } } No. To use CryoFuels boiloff plugin do it like this: Spoiler @PART[bluedog*,Bluedog*]:HAS[@MODULE[ModuleBdbBoiloff]]:NEEDS[CryoTanks]:Final { !MODULE[ModuleBdbBoiloff] {} MODULE { name = ModuleCryoTank CoolingCost = 0.09 CoolingEnabled = False BOILOFFCONFIG { FuelName = LqdHydrogen // in % per hr BoiloffRate = 0.05 } } } To correct some of what @CobaltWolf said, the current plugin on GitHub currently supports: Reduced boiloff rates in the shade. Either planetary shade or by another part of the vessel. Part shade is determined by the game's existing thermal code and can be hit or miss but basically works. Try it. Boiloff is scaled based on distance from the Sun. Rates will be much lower at Duna and Jool, and higher at Eve. This works the same way energy input to solar panels does. If there is a place for it to go in the same stage gaseous hydrogen will be stored rather than vented and lost. You can use it for other purposes or use a resource converter to re-liquefy it back into fuel. I have a prototype resource converter for that but it has issues at high time warp. In time for Ares there will be some form of EC based boiloff prevention. I prefer a single purpose probably heavy and EC expensive part that is added to the vessel and eliminates boiloff rather than having it installed in every tank. How that all pans out is yet to be determined. Edited May 16, 2018 by Jso syntax, grammar Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 16, 2018 Share Posted May 16, 2018 (edited) @Jso neat! Thank you. @Jso Wait, regarding the ModuleManager.ConfigCache no single Bdb tank has the ModuleCryoTank now, but the ModuleBdbBoiloff still is in. Using MM 3.0.7 Edited May 16, 2018 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 16, 2018 Share Posted May 16, 2018 (edited) @Jso @CobaltWolf I did it now the forcibly way with this patch: @PART[bluedog*Tank,bluedog*Tank*,Bluedog*Tank,Bluedog*Tank*]:HAS[!MODULE[ModuleCryoTank]]:NEEDS[CryoTanks]:Final { !MODULE[ModuleBdbBoiloff] {} MODULE { name = ModuleCryoTank CoolingCost = 0.09 CoolingEnabled = False BOILOFFCONFIG { FuelName = LqdHydrogen // in % per hr BoiloffRate = 0.05 } } } A Titan tank that by default only got LiquidFuel and Oxidizer and had no cryo cooling before my patch: When set to LH2 + Oxidizer: This tank already had cryo cooling before my patch, I guess because of the ConfigurableContainers that patched in, now it looks like this: When set to LH2 + Oxidizer: You can see the different switchers and that the 820 variant doesn't show the boiloff amount in the context menu. I will see how it works in flight mode later. Edited May 16, 2018 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
Kablob Posted May 16, 2018 Share Posted May 16, 2018 6 hours ago, CobaltWolf said: The interplanetary/orbital segments, yes. I plan on letting people use @TiktaalikDreaming's MEM lander for the actual, y'know, landing part... Oh, that Ares, at first I thought you meant the Ares I/V and got incredibly confused. Quote Link to comment Share on other sites More sharing options...
Jso Posted May 16, 2018 Share Posted May 16, 2018 1 hour ago, Gordon Dry said: @Jso neat! Thank you. @Jso Wait, regarding the ModuleManager.ConfigCache no single Bdb tank has the ModuleCryoTank now, but the ModuleBdbBoiloff still is in. Using MM 3.0.7 My fault. It's :Final not :Last bluedog*Tank is common but not guaranteed to hit everything. bluedog*,Bluedog* looks all our parts, HAS[@MODULE[ModuleBdbBoiloff]] restricts it to just the parts that need the module replaced. @PART[*] would also work since the HAS[@MODULE[ModuleBdbBoiloff]] is sufficient to restrict it to the appropriate parts. @PART[bluedog*,Bluedog*]:HAS[@MODULE[ModuleBdbBoiloff]]:NEEDS[CryoTanks]:Final Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 16, 2018 Share Posted May 16, 2018 (edited) @Jso by definition of GameData\Bluedog_DB\Compatibility\B9PartSwitch\B9PartSwitchTanks.cfg only tanks would be affected that already have LqdHydrogen as default resource. Switchable tanks (so all of them in different styles because of different switchers kicking in ) with LqdFuel as default would not be affected. Edit: perhaps ^that patch should be altered, to also take IFS and CC into account ?? Edit: because this patch GameData\ConfigurableContainers\Parts\Bluedog_DB_Patch.cfg handles some of the tanks, and these ones then already got boiloff AND cooling, but the others don't, how about this patch? @PART[bluedog*,Bluedog*]:HAS[@MODULE[ModuleB9PartSwitch,ModuleBdbBoiloff],!MODULE[ModuleCryoTank]]:NEEDS[B9PartSwitch,CryoTanks]:Final { !MODULE[ModuleBdbBoiloff] {} MODULE { name = ModuleCryoTank CoolingCost = 0.09 CoolingEnabled = False BOILOFFCONFIG { FuelName = LqdHydrogen // in % per hr BoiloffRate = 0.05 } } } Edit: @Jso @CobaltWolf I wanna be a bad boy and even test this: @PART[bluedog*,Bluedog*]:HAS[@MODULE[ModuleB9PartSwitch,ModuleBdbBoiloff],!MODULE[ModuleCryoTank]]:NEEDS[B9PartSwitch,CryoTanks]:Final { !MODULE[ModuleBdbBoiloff] {} MODULE { name = ModuleCryoTank CoolingCost = 0.09 @CoolingCost *= #$/mass$ // then why not? The bigger the tank, the more EC needed for cooling, right? And very small tanks, if even used for cryo fuels, should cost less EC. CoolingEnabled = False BOILOFFCONFIG { FuelName = LqdHydrogen // in % per hr BoiloffRate = 0.05 } } } Edit: Booting KSP, no MM errors. First glance: Spoiler UrlConfig { name = bluedog_Titan2_FuelTank3 type = PART parentUrl = Bluedog_DB/Parts/Titan/bluedog_Titan2_FuelTank3 PART { name = bluedog_Titan2_FuelTank3 module = Part author = CobaltWolf scale = 1 rescaleFactor = 1 node_stack_top = 0.0,1.1983310748, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0,-1.0626876, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 0.9375, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = advRocketry entryCost = 3825 cost = 1275 category = FuelTank subcategory = 0 title = Titan II-820 Liquid Fuel Tank manufacturer = Bluedog Design Bureau description = Medium length 1.875m fuel tank for the Titan II second stage. attachRules = 1,1,1,1,0 mass = 0.5125 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size1p5, srf tags = titan ii prometheus liquid fuel oxidizer 1.875 1875 tank_cost = 574 MODEL { model = Bluedog_DB/Parts/Titan/bluedog_Titan2_FuelTank3 scale = 1, 0.9396, 1 } MODULE { name = TweakScale type = BluedogStack defaultScale = 1.875 } MODULE { name = AYPart } MODULE { name = ModuleSYPartTracker } MODULE { name = BuoyancyControl enabled = true } MODULE { name = ModuleB9PartSwitch moduleID = fuelSwitch switcherDescription = Fuel baseVolume = 820 SUBTYPE { name = LF/O tankType = bdbLFOX addedMass = -0.5125 addedCost = -950.38 percentFilled = 100 } SUBTYPE { name = LH2/O tankType = bdbLH2O addedMass = -0.5125 addedCost = -950.38 percentFilled = 100 } SUBTYPE { name = MonoProp tankType = bdbMonoProp addedMass = -0.5125 addedCost = -950.38 percentFilled = 100 } } MODULE { name = HotSpotModule } MODULE { name = ModuleB9PartInfo } MODULE { name = GPOSpeedPump } MODULE { name = ModuleCryoTank CoolingCost = 0.046125 CoolingEnabled = False BOILOFFCONFIG { FuelName = LqdHydrogen BoiloffRate = 0.05 } } } } Edit: @Jso @CobaltWolf So with the new patch I built a test arrangement: @Nertea btw there is something wrong with CryoTanks itself, when reverting to launch the boiloff readout is missing, it'S okay on first isntance when on the launchpad Edited May 16, 2018 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
MikeO89 Posted May 17, 2018 Share Posted May 17, 2018 (edited) Can the BDB parachutes like say the ones for the Apollo CSM be made to work with realchutes? Edited May 17, 2018 by MikeO89 Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted May 17, 2018 Author Share Posted May 17, 2018 40 minutes ago, MikeO89 said: Can the BDB parachutes like say the ones for the Apollo CSM be made to work with realchutes? They can but Realchutes wont keep them spaced apart if memory serves. Quote Link to comment Share on other sites More sharing options...
Kerbal01 Posted May 17, 2018 Share Posted May 17, 2018 On 5/10/2018 at 11:36 PM, HooHungLow said: Titan IV & Delta II you do know there are proper nosecones with separation motors already in the pack, right? Quote Link to comment Share on other sites More sharing options...
HooHungLow Posted May 17, 2018 Share Posted May 17, 2018 16 minutes ago, CobaltWolf said: They can but Realchutes wont keep them spaced apart if memory serves. Yes. Quote Link to comment Share on other sites More sharing options...
Kerbal01 Posted May 17, 2018 Share Posted May 17, 2018 (edited) @CobaltWolf @MinimumSky5 to get the proper 6-3 burn sets you need to use Editor extensions for the 9x symmetry and the 22.5 degree angle snap for the right positioning. I can upload a craft to kerbalx if you want, I already figured it out. https://kerbalx.com/Kerbal01/Delta-7925H Edited May 17, 2018 by Kerbal01 Quote Link to comment Share on other sites More sharing options...
HooHungLow Posted May 17, 2018 Share Posted May 17, 2018 1 minute ago, Kerbal01 said: you do know there are proper nosecones with separation motors already in the pack, right? You don’t say? You should look at my Dyna-Soar post a page or so back , I use them on the other titan SRBs , but the titan IV has plain-er nose cones , I did add the separation motors though and they look more realistic that way, rather than the titan III cones that have different lines. Quote Link to comment Share on other sites More sharing options...
MinimumSky5 Posted May 17, 2018 Share Posted May 17, 2018 @Kerbal01 I found it easier to use the stock 3x symmetry 3 times, because it made setting up the staging much easier. Fine angle snapping looks good enough in flight, and I'm not certain that my save could handle any more mods, even small ones. Quote Link to comment Share on other sites More sharing options...
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