golkaidakhaana Posted October 13, 2020 Share Posted October 13, 2020 3 minutes ago, Gremillion said: Hey I looked for like an hour and am too dumb to figure out how to install those wicked cool fairings, can someone point me at the post that explains it? In the gamedata folder of the development versions is a folder called "SimpleAdjustableFairings" , you put this in your gamedata folder . Quote Link to comment Share on other sites More sharing options...
davidy12 Posted October 13, 2020 Share Posted October 13, 2020 4 minutes ago, Gremillion said: Hey I looked for like an hour and am too dumb to figure out how to install those wicked cool fairings, can someone point me at the post that explains it? As penance, here's a cooperationverse TKS-Barbarian with RD-275s: CURSED Quote Link to comment Share on other sites More sharing options...
Gremillion Posted October 13, 2020 Share Posted October 13, 2020 3 minutes ago, golkaidakhaana said: In the gamedata folder of the development versions is a folder called "SimpleAdjustableFairings" , you put this in your gamedata folder . Thank you sir. Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted October 13, 2020 Share Posted October 13, 2020 On 10/12/2020 at 8:28 PM, CobaltWolf said: Also - last call for bugs for the v1.7 update! You don't report it, we don't fix it! Was Gemini-B retro module fixed? I don't see anything about it on Github. The bug is that you can't mount retro motors in 6x symmetry on it - it reverts to 4x. Quote Link to comment Share on other sites More sharing options...
Pappystein Posted October 13, 2020 Share Posted October 13, 2020 (edited) 1 hour ago, biohazard15 said: Was Gemini-B retro module fixed? I don't see anything about it on Github. The bug is that you can't mount retro motors in 6x symmetry on it - it reverts to 4x. Biohazard, I don't think that is a bug so much as a limitation of how KSP itself was built. Because KSP does symmetry around the part. And the 6 Retros are INSIDE it, OFF Center, and each has a unique angle. There might be an easier way but I build em one STAR at a time. Now I haven't checked the Awesome FAQ about the sequential fireing of SRMs for Mercury and Gemni. I hope there is a good document on it that explains how to set it up and run it (cause thusfar I have failed in my job of doing JUST THAT!) Edited October 13, 2020 by Pappystein Quote Link to comment Share on other sites More sharing options...
KeaKaka Posted October 13, 2020 Share Posted October 13, 2020 16 minutes ago, Pappystein said: the sequential firing of SRMs for Mercury and Gemini. just fire them all at once. I'm sure the kerbals will agree G-forces aren't too bad Quote Link to comment Share on other sites More sharing options...
Delta dart Posted October 13, 2020 Share Posted October 13, 2020 How are we supposed to attach big g to the titan 3m because I have made the whole thing from the wiki and am wondering what to put under the docking port to attach it to the titan because on the wiki it looks like some tube. Quote Link to comment Share on other sites More sharing options...
Mudwig Posted October 14, 2020 Share Posted October 14, 2020 (edited) @Delta dart I don't think there's a dedicated adapter for it. I just use a 1.875m Centaur interstage with the Big-G service module. Going from 1.875 to 2.5 meters can be done with the Delta III interstage if you're using the Apollo SM, though I'm not sure if the SPS would fit legth-wise. Edited October 14, 2020 by Mudwig Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted October 14, 2020 Share Posted October 14, 2020 (edited) 5 hours ago, Pappystein said: Biohazard, I don't think that is a bug so much as a limitation of how KSP itself was built. Because KSP does symmetry around the part. And the 6 Retros are INSIDE it, OFF Center, and each has a unique angle. There might be an easier way but I build em one STAR at a time. To (kind of) fix this bug, you need: A) change "stackSymmetry = 3" to "stackSymmetry = 5" in cfg B) notify the user that it would be kinda wonky (you must place the motor at the node which is adjacent to a black box) This probably can be fixed at dev side (some trouble with nodes, probably?). For now, I use a MM patch. If it can't be fixed, I don't see why BDB crew can't change stackSymmetry to 5 and put a warning notice into part description. And NO, you CAN"T build them one at a time - because of sequential firing, which requires all the motors to be in symmetry. Edited October 14, 2020 by biohazard15 Quote Link to comment Share on other sites More sharing options...
Jso Posted October 14, 2020 Share Posted October 14, 2020 12 hours ago, biohazard15 said: Was Gemini-B retro module fixed? I don't see anything about it on Github. The bug is that you can't mount retro motors in 6x symmetry on it - it reverts to 4x. Not a bug. 6x was too hard to work with so we changed it to 4x. The official way to build it is to install each engine separately, and then stage as you see fit. Since the nodes are not symmetrical, the engines are installed at the wrong angles when using symmetry. The thrust vectors should all point through the capsule CoM. The whole thing is admittedly not ideal, and you can't use sequential fire, but we have no better solution. Quote Link to comment Share on other sites More sharing options...
Zorg Posted October 14, 2020 Share Posted October 14, 2020 (edited) I don't know if we posted these here yet but in case its been missed BDB 1.7 will feature these fantastic custom Apollo A7L suits made by @benjee10. These will only work in KSP 1.10 onwards. Also take note the the dev branch has been discontinued. Latest updates are now on Master. Edited October 14, 2020 by Zorg Quote Link to comment Share on other sites More sharing options...
GoldForest Posted October 14, 2020 Share Posted October 14, 2020 (edited) 58 minutes ago, Zorg said: Also take note the the dev branch has been discontinued. Latest updates are now on Master. https://media.tenor.com/images/d3f6b4a79c16af001dfb8bd5a4bf808a/tenor.gif Edited October 14, 2020 by GoldForest Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted October 14, 2020 Share Posted October 14, 2020 (edited) 4 hours ago, Zorg said: I don't know if we posted these here yet but in case its been missed BDB 1.7 will feature these fantastic custom Apollo A7L suits made by @benjee10. And with a big fat Kerbal head inside ... These are awesome Edited October 14, 2020 by OrbitalManeuvers Quote Link to comment Share on other sites More sharing options...
Dat Kerbal Dude Posted October 14, 2020 Share Posted October 14, 2020 (edited) 5 hours ago, Zorg said: I don't know if we posted these here yet but in case its been missed BDB 1.7 will feature these fantastic custom Apollo A7L suits made by @benjee10. These will only work in KSP 1.10 onwards. Also take note the the dev branch has been discontinued. Latest updates are now on Master. Delicious suits,i can finally make a Apollo 1 incident replica. perhaps you can make these suits work on 1.9.1 with..... TextureReplacer? Edited October 14, 2020 by Dat Kerbal Dude oh, i just ran out of likes,stopid likes limit(no offense). Quote Link to comment Share on other sites More sharing options...
Guest Posted October 14, 2020 Share Posted October 14, 2020 5 hours ago, Zorg said: I don't know if we posted these here yet but in case its been missed BDB 1.7 will feature these fantastic custom Apollo A7L suits made by @benjee10. These will only work in KSP 1.10 onwards. Also take note the the dev branch has been discontinued. Latest updates are now on Master. @benjee10 could also add those oxygen tubes as seen here. Quote Link to comment Share on other sites More sharing options...
Zorg Posted October 14, 2020 Share Posted October 14, 2020 1 minute ago, gabo04 said: could also add those oxygen tubes as seen here Its worth noting that people making these suits have to work within the limitations of the Kerbal model. We can only use textures, cant add more geometry. Some types of features might not look so good when attempted just on the texture with a bump map. 6 minutes ago, Dat Kerbal Dude said: perhaps you can make these suits work on 1.9.1 with..... TextureReplacer? if anyone can get it working with TR please send me the configs and I will add it to the extras folder. Quote Link to comment Share on other sites More sharing options...
Guest Posted October 14, 2020 Share Posted October 14, 2020 1 minute ago, Zorg said: Its worth noting that people making these suits have to work within the limitations of the Kerbal model. We can only use textures, cant add more geometry. Some types of features might not look so good when attempted just on the texture with a bump map. OK. I hope that changes for KSP 2. Quote Link to comment Share on other sites More sharing options...
Gojira Posted October 14, 2020 Share Posted October 14, 2020 Oh my God I love that new suit. Quote Link to comment Share on other sites More sharing options...
davidy12 Posted October 14, 2020 Share Posted October 14, 2020 7 hours ago, Zorg said: I don't know if we posted these here yet but in case its been missed BDB 1.7 will feature these fantastic custom Apollo A7L suits made by @benjee10. These will only work in KSP 1.10 onwards. Also take note the the dev branch has been discontinued. Latest updates are now on Master. First taste of Mün/Kerballo/Sarnus and I LOVE IT Quote Link to comment Share on other sites More sharing options...
Invaderchaos Posted October 14, 2020 Share Posted October 14, 2020 1 hour ago, Zorg said: Its worth noting that people making these suits have to work within the limitations of the Kerbal model. We can only use textures, cant add more geometry. Some types of features might not look so good when attempted just on the texture with a bump map. if anyone can get it working with TR please send me the configs and I will add it to the extras folder. I think I got it working with TR. I will have to look over it more though Quote Link to comment Share on other sites More sharing options...
Guest Posted October 14, 2020 Share Posted October 14, 2020 5 minutes ago, Invaderchaos said: TR What is TR? Quote Link to comment Share on other sites More sharing options...
Gojira Posted October 14, 2020 Share Posted October 14, 2020 TextureReplacer. Quote Link to comment Share on other sites More sharing options...
Guest Posted October 14, 2020 Share Posted October 14, 2020 Just now, Gojira said: TextureReplacer. OK. Thanks. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted October 14, 2020 Share Posted October 14, 2020 4 hours ago, Dat Kerbal Dude said: Delicious suits,i can finally make a Apollo 1 incident replica. perhaps you can make these suits work on 1.9.1 with..... TextureReplacer? Can you explain how you quoted Zorg's message but with resized images? I feel like I'm not the only one who needs this info Quote Link to comment Share on other sites More sharing options...
Doc Shaftoe Posted October 14, 2020 Share Posted October 14, 2020 The changes for Texture Replacer compatibility aren't hard, you just need to change a few file names and flip some images vertically. 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.