Starhelperdude Posted July 29, 2020 Share Posted July 29, 2020 are there plans for the MIDAS and SAMOS Spy Sattelites? Quote Link to comment Share on other sites More sharing options...
derega16 Posted July 30, 2020 Share Posted July 30, 2020 (edited) What is this a crossover episode? Apollo capsule +Dragon2 Aerodynamic+Starliner style LES (with ring of 32 Super-Dracos) that somehow looks like Shenzou Delta-V about 1100 m/s capable of unmanned launch and flight (but not return as drone core is in USII service module) . Now have some problem with LV it suppose to be fusion between saturn and new glenn but near-fully-reuseable with only space craft/payload adapter expended for inflatable heat shield that somehow keeps explode on adapter jettison Edited July 30, 2020 by derega16 Quote Link to comment Share on other sites More sharing options...
alberro+ Posted July 30, 2020 Share Posted July 30, 2020 (edited) 4 hours ago, derega16 said: What is this a crossover episode? Apollo capsule +Dragon2 Aerodynamic+Starliner style LES (with ring of 32 Super-Dracos) that somehow looks like Shenzou Delta-V about 1100 m/s capable of unmanned launch and flight (but not return as drone core is in USII service module) . Now have some problem with LV it suppose to be fusion between saturn and new glenn but near-fully-reuseable with only space craft/payload adapter expended for inflatable heat shield that somehow keeps explode on adapter jettison Delete this right now. Edited July 30, 2020 by alberro+ Quote Link to comment Share on other sites More sharing options...
Friznit Posted July 30, 2020 Share Posted July 30, 2020 (edited) 15 hours ago, biohazard15 said: What part is that short white tank between engine and LDC tanks? That'd be a Rockomax X200-8 fuel tank. Likely with Restock colouring and a bit of tweakscale. I think I'll add an unofficial BDB Delta IV guide to the unofficial part of the unofficial BDB wiki alongside the existing unofficial Restock one. Unofficially, of course. Edited July 30, 2020 by Friznit Quote Link to comment Share on other sites More sharing options...
Zorg Posted July 30, 2020 Share Posted July 30, 2020 17 hours ago, Joe.L said: has anyone got a good tutorial on how to use the correct fuel and what to add with what on each tank, i'm struggling a bit to get it into the air... The vast majority of engines in BDB use Liquid Fuel and Oxidizer (LFO) just like stock engines. There are a few engines that use Liquid Hydrogen and Oxidizer (LH2O) and some that run on Monoprop only. You can see which fuel type the engine uses by right clicking on the part in the part list in the VAB. In BDB most fuel tanks are LFO by default but you can switch it to LH2O if you would rather use an engine that requires it. Some tanks which in real life would be Cryogenic have LH2O by default but if you would rather use a different engine simply switch the fuel in the tank to LFO or whatever. I am assuming you arent using another fuel mod like RealFuels or something. Quote Link to comment Share on other sites More sharing options...
CAPFlyer Posted July 30, 2020 Share Posted July 30, 2020 (edited) On 7/27/2020 at 4:27 PM, Beetlecat said: You're probably running KSP 1.10? That part won't load due to a stock bug (waiting on 1.10.1 for that fix) -- you have to remove that part, or roll your game back to 1.9.1. I think it stopping there may not be the real problem now. I'm on 1.10.1.2939 and I'm getting a *TON* of AVC errors in the log when it stalls at the Solar Antenna (although it's the Ranger part before that actually is where the "issue" starts). Spoiler [LOG 07:02:08.019] KSP-AVC -> System.ArgumentException: Getting control 4's position in a group with only 4 controls when doing repaint Aborting at UnityEngine.GUILayoutGroup.GetNext () [0x000a2] in <fa6f9762ac624af092525d37c9d516c4>:0 at UnityEngine.GUILayoutUtility.DoGetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00150] in <fa6f9762ac624af092525d37c9d516c4>:0 at UnityEngine.GUILayoutUtility.GetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00001] in <fa6f9762ac624af092525d37c9d516c4>:0 at UnityEngine.GUILayout.DoToggle (System.Boolean value, UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00001] in <fa6f9762ac624af092525d37c9d516c4>:0 at UnityEngine.GUILayout.Toggle (System.Boolean value, System.String text, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00008] in <fa6f9762ac624af092525d37c9d516c4>:0 at KSP_AVC.DropDownList.DrawButton (System.String label, UnityEngine.Rect parent, System.Single width) [0x0001d] in <8584149d963f4e09b44fc3fb1513ee6f>:0 at KSP_AVC.IssueGui.DrawActionButton (KSP_AVC.Addon addon) [0x00050] in <8584149d963f4e09b44fc3fb1513ee6f>:0 at KSP_AVC.IssueGui.DrawUpdateIssues () [0x0006e] in <8584149d963f4e09b44fc3fb1513ee6f>:0 at KSP_AVC.IssueGui.Window (System.Int32 id) [0x00030] in <8584149d963f4e09b44fc3fb1513ee6f>:0 [EXC 07:02:08.026] NullReferenceException: Object reference not set to an instance of an object UnityEngine.GUILayoutEntry.ApplyStyleSettings (UnityEngine.GUIStyle style) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUILayoutGroup.ApplyStyleSettings (UnityEngine.GUIStyle style) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUILayoutEntry.set_style (UnityEngine.GUIStyle value) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUILayoutUtility.BeginWindow (System.Int32 windowID, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) I'm going to uninstall AVC and see if that fixes the problem. Edited July 30, 2020 by CAPFlyer New Info Quote Link to comment Share on other sites More sharing options...
CAPFlyer Posted July 30, 2020 Share Posted July 30, 2020 Well, that fixed one problem. Now I'm still getting the drag cube errors on the BDB parts, but it stalls at the Solar Antenna without throwing an additional error other than it's creating the drag cubes, which it did for all the parts prior to it without problem. Quote Link to comment Share on other sites More sharing options...
Shuttle Enthuasist124 Posted July 30, 2020 Share Posted July 30, 2020 does this work with 1.10 Quote Link to comment Share on other sites More sharing options...
Munarmunar Posted July 30, 2020 Share Posted July 30, 2020 1 hour ago, Shuttle Enthuasist124 said: does this work with 1.10 I haven't tried with 1.10.1, but it didn't on 1.10 for me. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted July 30, 2020 Share Posted July 30, 2020 1 hour ago, Shuttle Enthuasist124 said: does this work with 1.10 No. Quote Link to comment Share on other sites More sharing options...
CAPFlyer Posted July 30, 2020 Share Posted July 30, 2020 It doesn't work with 1.10.1 either at this point. I'm finding anything that doesn't have drag cubes defined to cause stack overflow errors. Quote Link to comment Share on other sites More sharing options...
CAPFlyer Posted July 30, 2020 Share Posted July 30, 2020 Okay, maybe this can actually be constructive. Here's the log error I'm getting in 1.10.1.2939 - Quote [EXC 10:36:23.159] NullReferenceException: Object reference not set to an instance of an object ModuleDeployablePart.AssumeDragCubePosition (System.String name) (at <c1858a3f77504bd1aaa946fdccf84670>:0) DragCubeSystem+<RenderDragCubes>d__34.MoveNext () (at <c1858a3f77504bd1aaa946fdccf84670>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Quote Link to comment Share on other sites More sharing options...
Pappystein Posted July 30, 2020 Share Posted July 30, 2020 On 7/29/2020 at 3:43 AM, Bellabong said: There is literally only one part that's "broken" when it comes to RF (the most flexible) at least and that's the Thor/Delta tank extensions. No need to rip out a feature that helps BDB conserve on part count. EDIT: In your case it'd be better to just add your fuel type to B9 tank configs and then patch that config into BDB parts. I will add that I have added 12 different Fuel Oxidizer types to BDB with ZERO issues by doing this. *THIS is the most flexible fuel system because you can add anything to it without having some DEV somewhere else create a new update just for you Thanks @blowfish For making, Maintaining B9PartSwitch! Thanks to both blowfish and the BDB devs for putting up with my silly questions on this. Quote Link to comment Share on other sites More sharing options...
blowfish Posted July 30, 2020 Share Posted July 30, 2020 23 hours ago, biohazard15 said: What part is that short white tank between engine and LDC tanks? it's the short LDC 2nd stage tank Quote Link to comment Share on other sites More sharing options...
UnhorsedGoose Posted July 30, 2020 Share Posted July 30, 2020 (edited) (On 1.10.1) Startup freezes when loading "bluedog.solarAntenna", I'll try to find some logs or something for you real quick Edited July 30, 2020 by UnhorsedGoose Correction Quote Link to comment Share on other sites More sharing options...
UnhorsedGoose Posted July 30, 2020 Share Posted July 30, 2020 Went in log, found the last references to "bluedog.solarAntenna", if you want I can upload the whole log file but here's the last thing it has before I Alt+F4ed due to a lack of progress for 5 minutes PartLoader: Compiling Part 'Bluedog_DB/Parts/Antennas/bluedog_solarAntenna/bluedog_solarAntenna' (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) PartLoader: Part 'Bluedog_DB/Parts/Antennas/bluedog_solarAntenna/bluedog_solarAntenna' has no database record. Creating. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) DragCubeSystem: Creating drag cubes for part 'bluedog.solarAntenna' (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Like I said, it stopped doing anything for a good long while when it was loading "bluedog.solarAntenna" so I decided I'd just restart, still didn't load after that Quote Link to comment Share on other sites More sharing options...
Zorg Posted July 30, 2020 Share Posted July 30, 2020 (edited) 17 minutes ago, UnhorsedGoose said: Went in log, found the last references to "bluedog.solarAntenna", if you want I can upload the whole log file but here's the last thing it has before I Alt+F4ed due to a lack of progress for 5 minutes PartLoader: Compiling Part 'Bluedog_DB/Parts/Antennas/bluedog_solarAntenna/bluedog_solarAntenna' (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) PartLoader: Part 'Bluedog_DB/Parts/Antennas/bluedog_solarAntenna/bluedog_solarAntenna' has no database record. Creating. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) DragCubeSystem: Creating drag cubes for part 'bluedog.solarAntenna' (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Like I said, it stopped doing anything for a good long while when it was loading "bluedog.solarAntenna" so I decided I'd just restart, still didn't load after that Yup its a known issue with KSP 1.10 plus, you can delete the part (which is the only one causing a problem) or some people have suggested deleting partdabase.cfg in your KSP root folder and letting it rebuild might help. We dont have a permanent solution just yet. Is this in KSP 1.10 or 1.10.1? I havent tested in KSP 1.10.1 yet. Edited July 30, 2020 by Zorg Quote Link to comment Share on other sites More sharing options...
UnhorsedGoose Posted July 30, 2020 Share Posted July 30, 2020 Just now, Zorg said: Yup its a known issue with KSP 1.10 plus, you can delete the part (which is the only one causing a problem) or some people have suggested deleting partdabase.cfg in your gamedata and letting it rebuild might help. We dont have a permanent solution just yet. Is this in KSP 1.10 or 1.10.1? I havent tested in KSP 1.10.1 yet. 1.10.1, I can give that a shot real quick Quote Link to comment Share on other sites More sharing options...
CAPFlyer Posted July 30, 2020 Share Posted July 30, 2020 (edited) 3 hours ago, Zorg said: Yup its a known issue with KSP 1.10 plus, you can delete the part (which is the only one causing a problem) or some people have suggested deleting partdabase.cfg in your KSP root folder and letting it rebuild might help. We dont have a permanent solution just yet. Is this in KSP 1.10 or 1.10.1? I havent tested in KSP 1.10.1 yet. It's in 1.10.1.2329 (the most current released build through Steam). I posted on this 3 posts above Goose, including the actual error being generated. The one that Goose posted is a level up from what is actually causing that part to fail. You have to wait a bit and let it error and then force-close the program to get it to generate the actual error. Otherwise, it only shows just that it was generating the drag cubes and nothing more. It also isn't the only part. I commented out the Solar Antenna, and then it did the same thing on the Courier probe core: Quote [LOG 18:57:25.793] DragCubeSystem: Creating drag cubes for part 'bluedog.Courier.Core' [EXC 18:57:25.853] NullReferenceException: Object reference not set to an instance of an object ModuleDeployablePart.AssumeDragCubePosition (System.String name) (at <c1858a3f77504bd1aaa946fdccf84670>:0) DragCubeSystem+<RenderDragCubes>d__34.MoveNext () (at <c1858a3f77504bd1aaa946fdccf84670>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) I have a feeling that those aren't the only two. I think whatever is causing the error with the Solar Antenna and Courier Core will reveal itself as something that exists on some parts and so you can find out which ones will have a problem without having to test via failure. Edited July 31, 2020 by CAPFlyer Add log for Courier Core failure Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted July 31, 2020 Share Posted July 31, 2020 I believe it's parts with animations (deployable solar panels are an animated part) that don't have a defined drag cube in the .cfg that got broken in 1.10. Something about the procedural generation of the cubes for those parts not working. Quote Link to comment Share on other sites More sharing options...
MashAndBangers Posted July 31, 2020 Share Posted July 31, 2020 Apollo - LK Test Project Quote Link to comment Share on other sites More sharing options...
alberro+ Posted July 31, 2020 Share Posted July 31, 2020 Some very nice Delta IV Quote Link to comment Share on other sites More sharing options...
Zorg Posted July 31, 2020 Share Posted July 31, 2020 6 hours ago, CAPFlyer said: It's in 1.10.1.2329 (the most current released build through Steam). I posted on this 3 posts above Goose, including the actual error being generated. The one that Goose posted is a level up from what is actually causing that part to fail. You have to wait a bit and let it error and then force-close the program to get it to generate the actual error. Otherwise, it only shows just that it was generating the drag cubes and nothing more. It also isn't the only part. I commented out the Solar Antenna, and then it did the same thing on the Courier probe core: I have a feeling that those aren't the only two. I think whatever is causing the error with the Solar Antenna and Courier Core will reveal itself as something that exists on some parts and so you can find out which ones will have a problem without having to test via failure. yeah we were looking at the problem parts in the current official release as a matter of priority, dev branch will follow later (we have identified the problem parts of which there are several in dev, just the one in the release). Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted July 31, 2020 Share Posted July 31, 2020 (edited) Centaur III is watching you. It obviously suffers from Covid-19 or something (it even has a goddamn mask!), but it's still watching you. IT'S WATCHING YOU. Edited July 31, 2020 by biohazard15 Quote Link to comment Share on other sites More sharing options...
Zorg Posted July 31, 2020 Share Posted July 31, 2020 Little something new, a 3.125m to 3.5m adapter fairing base to enable you to use the Atlas V 500 series fairing on LDC/Atlas CELV etc. Also the github MASTER branch should have a fix for the none loading issue in KSP 1.10.1 for the current release although there are more problem parts in Dev which havent been dealt with yet. Stock type fairings are functional but the base textures are broken so 1.10.1 compatibility is still a work in progress. We would continue to recommend against updating if you wish to use BDB for now. Quote Link to comment Share on other sites More sharing options...
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