golkaidakhaana Posted June 20, 2020 Share Posted June 20, 2020 Just now, Not a Spy said: is there a way to hide these parts or something of the sort? Janitor 's closet(?) or have a look around in the files and delete specifically those parts . I don't actually know myself because I use the dev branch Quote Link to comment Share on other sites More sharing options...
Not a Spy Posted June 20, 2020 Share Posted June 20, 2020 Just now, sslaptnhablhat said: Janitor 's closet(?) or have a look around in the files and delete specifically those parts . I don't actually know myself because I use the dev branch oh and just wondering, where can i get such dev branch? Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted June 20, 2020 Share Posted June 20, 2020 Just now, Not a Spy said: oh and just wondering, where can i get such dev branch? In the OP , under "development" . Don t use it in saves you care about because it might break things . Quote Link to comment Share on other sites More sharing options...
Not a Spy Posted June 20, 2020 Share Posted June 20, 2020 Just now, sslaptnhablhat said: In the OP , under "development" . Don t use it in saves you care about because it might break things . ok, is it clear of rust? cause thats all i need Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted June 20, 2020 Share Posted June 20, 2020 2 hours ago, Not a Spy said: is there a way to hide these parts or something of the sort? Yes: Download the latest version. OK, download the latest Dev-Version from Github. In this version the old parts are removed. Or delete the folder "Old" in Gamedata\Bluedog_DB\Parts\Titan\. Quote Link to comment Share on other sites More sharing options...
Not a Spy Posted June 20, 2020 Share Posted June 20, 2020 1 minute ago, Cheesecake said: Yes: Download the latest version. OK, download the latest Dev-Version from Github. In this version the old parts are removed. Or delete the folder "Old" in Gamedata\Bluedog_DB\Parts\Titan\. i did the later and for everyone here:i love this mod! Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted June 20, 2020 Share Posted June 20, 2020 1 minute ago, Not a Spy said: i did the later and for everyone here:i love this mod! I think everyone love this mod. There are no other possibilities. Quote Link to comment Share on other sites More sharing options...
Not a Spy Posted June 20, 2020 Share Posted June 20, 2020 1 minute ago, Cheesecake said: I think everyone love this mod. There are no other possibilities. agreed if you current rocket doesn't do it, SATURN V BABY! Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted June 20, 2020 Author Share Posted June 20, 2020 13 hours ago, Not a Spy said: is there a way to hide these parts or something of the sort? Easiest is to go to Gamedata/Bluedog_DB/Parts/Titan and delete the "Old" folder. Permanent fix, don't need to mess around with downloading a development version. Quote Link to comment Share on other sites More sharing options...
Pappystein Posted June 20, 2020 Share Posted June 20, 2020 15 hours ago, Not a Spy said: agreed if you current rocket doesn't do it, SATURN V BABY! and if Saturn V doesn't do it go Saturn MLV! Quote Link to comment Share on other sites More sharing options...
Not a Spy Posted June 20, 2020 Share Posted June 20, 2020 1 minute ago, Pappystein said: and if Saturn V doesn't do it go Saturn MLV! i managed to take 500 tons into keosync with Saturn MLV in stock scale anyway i have two questions for the devs 1-it would ber nice if there were some basic adapter pats, like a 5.626 meter to 5 meter adapter and stuff of the sort, and shorter fuel tanks so that people could make some interesting launch vehicles 2-what are the herakles parts for? Quote Link to comment Share on other sites More sharing options...
timpatk Posted June 20, 2020 Share Posted June 20, 2020 Sorry to bother you guys! i've seen alot of people many pages back playing with the updated mercury and gemini parts. Is these parts as of now only available to people helping with the dev? Thanks! Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted June 20, 2020 Share Posted June 20, 2020 1 hour ago, Not a Spy said: what are the herakles parts for? Large Diameter Core (LDC) Titan. Quote Link to comment Share on other sites More sharing options...
VASMIR Posted June 20, 2020 Share Posted June 20, 2020 Hey guys. I'm doing a recreation of the Ares Mars Mission from the book Voyage in KSP with the JNSQ mod. My take on Ares is a bit different, but it still uses Saturn MLV vehicles, and it's central core is based around a modified S-II stage - with lateral S-II's acting as boosters for the Trans - Mars - Injection. So far I've built all of the components needed for the ship, but a big problem is LH2 boiloff. I have CryoTanks installed, but the tanks for "Ares" all use BDB parts - mainly the S-II stage. Are there any ways I can null the boiloff thing? I put a bunch of radiators on the ship and LH2 still boils away. Or do I have to redesign the ship around CryoTanks instead? Love your mod by the way. Quote Link to comment Share on other sites More sharing options...
powellxcix Posted June 20, 2020 Share Posted June 20, 2020 7 minutes ago, VASMIR said: Hey guys. I'm doing a recreation of the Ares Mars Mission from the book Voyage in KSP with the JNSQ mod. My take on Ares is a bit different, but it still uses Saturn MLV vehicles, and it's central core is based around a modified S-II stage - with lateral S-II's acting as boosters for the Trans - Mars - Injection. So far I've built all of the components needed for the ship, but a big problem is LH2 boiloff. I have CryoTanks installed, but the tanks for "Ares" all use BDB parts - mainly the S-II stage. Are there any ways I can null the boiloff thing? I put a bunch of radiators on the ship and LH2 still boils away. Or do I have to redesign the ship around CryoTanks instead? Love your mod by the way. Under the options menu there's a slider or selection box for LH2 boil off. I'm pretty sure you can reduce it, and you can certainly turn it off from there. I've had to mess around with it for my Ares build as well. Best of luck! Quote Link to comment Share on other sites More sharing options...
derega16 Posted June 20, 2020 Share Posted June 20, 2020 (edited) 2 hours ago, Pappystein said: and if Saturn V doesn't do it go Saturn MLV! If it still doesn't work, tweaksacling quadcoupler, make V-4X(U) Or Nova GD-E which technically can be built with BDB solids+ Cryoengine+Heavily Twakscale abuse for the fuel tank. But I am not sure that tweaksacling tanks that big (13-15m in KSP sacle) make it too heave to lift of even under 4 biggest SRB ever made http://www.astronautix.com/n/novagd-e.html Edited June 20, 2020 by derega16 Quote Link to comment Share on other sites More sharing options...
Not a Spy Posted June 21, 2020 Share Posted June 21, 2020 11 minutes ago, derega16 said: If it still doesn't work, tweaksacling quadcoupler, make V-4X(U) Or Nova GD-E which technically can be built with BDB solids+ Cryoengine+Heavily Twakscale abuse for the fuel tank. But I am not sure that tweaksacling tanks that big (13-15m in KSP sacle) make it too heave to lift of even under 4 biggest SRB ever made http://www.astronautix.com/n/novagd-e.html and if that doesn't work strap protons to the side Quote Link to comment Share on other sites More sharing options...
derega16 Posted June 21, 2020 Share Posted June 21, 2020 (edited) Zeus V This time 5 HG-3 First stage with two 4 E-1 Boosters, 6 RL 10B-2 Second stage. Payload 50t LKO Basically my Zeus family is HG-3 based rocket with liquid boosters numbering depended on number of HG-3 on the first stage What have been made so far Zeus I 2.5 stage 1 HG-3 4 H-1 Firststage using Fatlas engine mount on Titan LDC tank ,2 RL-10 Second 10t LKO Zeus V this Zeus VII 7 HG-3 core 2x 1 F-1 booster 70t LKO Maybe make Zeus III next,what I think is Titan LDC core with 3 HG-3 with strap on booster maybe use whole Titan III 1st stage but not sure about TWR yet aiming for 20-30t payload Second stage Raised orbit to 300x300 for safe depature burn to Moho (first attempt I tried at 100x100...Perigee end up in atmosphere while burning and the whole thing burned) Payload 12.38t Moho relay and lander From left to right 1. Solar electric insertion stage and relay dV 5.5 km/s 2.Lander breaking stage dV 1.4 km/s 3. Biome hopper lander dV 1.3 km/s Edited June 21, 2020 by derega16 Quote Link to comment Share on other sites More sharing options...
Jso Posted June 21, 2020 Share Posted June 21, 2020 2 hours ago, VASMIR said: Hey guys. I'm doing a recreation of the Ares Mars Mission from the book Voyage in KSP with the JNSQ mod. My take on Ares is a bit different, but it still uses Saturn MLV vehicles, and it's central core is based around a modified S-II stage - with lateral S-II's acting as boosters for the Trans - Mars - Injection. So far I've built all of the components needed for the ship, but a big problem is LH2 boiloff. I have CryoTanks installed, but the tanks for "Ares" all use BDB parts - mainly the S-II stage. Are there any ways I can null the boiloff thing? I put a bunch of radiators on the ship and LH2 still boils away. Or do I have to redesign the ship around CryoTanks instead? Love your mod by the way. If there's someplace for it to go, LqdHydrogen boiloff will be converted to the Hydrogen resource and stored rather than dumped. With a resource converter you can liquify the Hydrogen (gas) back to LqdHydrogen and return it to the tank. We don't provide a part that does that, but there may be one out there or you can roll your own. It should be very heavy and consume a great deal of EC. Be warned there are issues with resource converters and high time warp so it may be a long trip. You can mitigate boiloff with sunshields or orienting so the sun is not directly on the tanks. Radiators may help to some degree, but they are really to avoid overheating, not refrigeration at 20K. Or as was suggested you can turn off boiloff. Quote Link to comment Share on other sites More sharing options...
VASMIR Posted June 21, 2020 Share Posted June 21, 2020 14 minutes ago, Jso said: If there's someplace for it to go, LqdHydrogen boiloff will be converted to the Hydrogen resource and stored rather than dumped. With a resource converter you can liquify the Hydrogen (gas) back to LqdHydrogen and return it to the tank. We don't provide a part that does that, but there may be one out there or you can roll your own. It should be very heavy and consume a great deal of EC. Be warned there are issues with resource converters and high time warp so it may be a long trip. You can mitigate boiloff with sunshields or orienting so the sun is not directly on the tanks. Radiators may help to some degree, but they are really to avoid overheating, not refrigeration at 20K. Or as was suggested you can turn off boiloff. Thanks for the advice. How would I go about turning off boiloff? I was looking through the CFGs and I couldn't find any references to it. Also what mods would help with the first option? That seems like the most realistic option in all honesty. I remember reading ULA's plans on using the boiloff of hydrogen in their ACES stage to somehow help cool down the rest of the tank Quote Link to comment Share on other sites More sharing options...
Jso Posted June 21, 2020 Share Posted June 21, 2020 1 hour ago, VASMIR said: How would I go about turning off boiloff? It's under BDB in the save game's difficulty options. 1 hour ago, VASMIR said: Also what mods would help with the first option? That seems like the most realistic option in all honesty. I remember reading ULA's plans on using the boiloff of hydrogen in their ACES stage to somehow help cool down the rest of the tank I don't know of a mod but that doesn't mean there isn't one. This is an MM config I used a while back for testing. The first part uses the stock resource converter, the second uses a custom converter module I made to attempt to address some issues with the stock module. It's been over a year since I've looked at this stuff so no promises. I'd do a quick Mun and back trip or something to test it, and I recommend not exceeding 100x timewarp. Both parts contain a buffer for the Hydrogen gas. Spoiler +PART[ISRU] { @name = bluedog_ZBO @title = Ares ZBO-3600 @description = This mobile processing plant takes vented hydrogen gas and liquifies it. When operated by a skilled engineer, you will be able to operate with better efficiency. These modules operate best at their ideal operating temperatures, and features auto-shutdown in the event of excessive overheating. Radiators can be used to help manage excessive heat. !MODULE,* {} MODULE { name = ModuleOverheatDisplay } MODULE { name = ModuleResourceConverter ConverterName = LqdHydrogen StartActionName = Start ISRU [LH2] StopActionName = Stop ISRU [LH2] AutoShutdown = true TemperatureModifier { key = 0 100000 key = 200 50000 key = 300 10000 key = 400 500 key = 550 50 key = 4000 0 } GeneratesHeat = true DefaultShutoffTemp = .8 ThermalEfficiency { key = 0 1 0 0 key = 500 1 0 0 key = 675 0.1 0 0 key = 3000 0 0 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.1 SpecialistBonusBase = 0.4 UseSpecialistHeatBonus = true SpecialistHeatFactor = 0.1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 //Efficiency = EB * [SBB + (SEF * EE)] //EB: EfficiencyBonus //SBB: SpecialistBonusBase //SEF: SpecialistEfficiencyFactor //EE: ExperienceEffect (No Specialist:EE=0; Zero Star Specialist:EE=1; Five Star Specialist:EE=6) INPUT_RESOURCE { ResourceName = Hydrogen Ratio = 788.0978865 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 60 } OUTPUT_RESOURCE { ResourceName = LqdHydrogen Ratio = 1 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = ModuleAnimationGroup deployAnimationName = activeAnimationName = ProcessorLarge_running deployActionName = Deploy <<1>> retractActionName = Retract <<1>> toggleActionName = Toggle <<1>> moduleType = Converter autoDeploy = true } MODULE { name = ModuleCoreHeat CoreTempGoal = 350 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.1 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.05 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0.01 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 1 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0.01 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 700 //At what core temperature do we shut down all generators on this part? MaxCoolant = 750 //Maximum amount of radiator capacity we can consume - 50 = 1 small } RESOURCE { name = Hydrogen amount = 0 maxAmount = 1000000 } } +PART[ISRU] { @name = bluedog_ZBO2 @title = Ares ZBO-3600-B @description = This mobile processing plant takes vented hydrogen gas and liquifies it. When operated by a skilled engineer, you will be able to operate with better efficiency. These modules operate best at their ideal operating temperatures, and features auto-shutdown in the event of excessive overheating. Radiators can be used to help manage excessive heat. !MODULE,* {} MODULE { name = ModuleBdbLiquifier } RESOURCE { name = Hydrogen amount = 0 maxAmount = 1000000000 } } Quote Link to comment Share on other sites More sharing options...
DylanSemrau Posted June 21, 2020 Share Posted June 21, 2020 On 6/19/2020 at 10:56 AM, CobaltWolf said: What Zorg was getting at is if you want to make replicas in stock balance, you need a rescaled system. The alternative would be to have all the BDB parts be extremely underpowered, compared to both parts from other mods and stock parts. I know I have so many bugs and such to take care of with Gemini still but... e v e r y o n e l i k e d t h a t Quote Link to comment Share on other sites More sharing options...
Not a Spy Posted June 21, 2020 Share Posted June 21, 2020 (edited) 3 hours ago, derega16 said: [snipped for brevity] no way that rocket is just 50 tons... oh, and cann i get an image of all them cool rockets? Edited June 21, 2020 by Vanamonde forgot something Quote Link to comment Share on other sites More sharing options...
derega16 Posted June 21, 2020 Share Posted June 21, 2020 55 minutes ago, Not a Spy said: no way that rocket is just 50 tons... oh, and cann i get an image of all them cool rockets? It is not dV limited but TWR limited due to terrible SL thrust of HG-3 and this is on JNSQ not stock scale the payload capability is always far lower in 2.7 scale, it about the same as Saturn H03. Payload might be better with stretched upperstage and better boosters as it have just 1.1 with 50t payload on dV side it have about a little bit more than 6k with that payload. Quote Link to comment Share on other sites More sharing options...
Not a Spy Posted June 21, 2020 Share Posted June 21, 2020 1 minute ago, derega16 said: It is not dV limited but TWR limited due to terrible SL thrust of HG-3 and this is on JNSQ not stock scale the payload capability is always far lower in 2.7 scale, it about the same as Saturn H03. Payload might be better with stretched upperstage and better boosters as it have just 1.1 with 50t payload on dV side it have about a little bit more than 6k with that payload. ah, yeah i feel ya there i have a million rockets that could take a kiloton but are limited by horrible twr Quote Link to comment Share on other sites More sharing options...
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