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[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.14.0 "металл" 30/Sep/2024)


CobaltWolf

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1 minute ago, DeadJohn said:

Here's my mod list from the player.log I posted earlier.

There are only a few there that I don't have or recognize. Not sure if this will help at all but here's mine.

Spoiler

000_ClickThroughBlocker
001_ToolbarControl
B9PartSwitch
CommunityResourcePack
CustomPreLaunchChecks
DynamicBatteryStorage
EnvironmentalVisualEnhancements
JNSQ
KerbalEngineer
KerbalKonstructs
Kopernicus
ModularFlightIntegrator
OSSNTR
RationalResources
RealPlume
RealPlume-Stock
scatterer
ScienceAlert
SituationModuleInfo
SmartParts
SmokeScreen
SurfaceLights
TundraSpaceCenter
WhoAmI
WildBlueIndustries
DMagicScienceAnimate
SimpleAdjustableFairings
Bluedog_DB
CommunityCategoryKit
AnimatedAttachment
AnimatedDecouplers
CameraTools
CustomConfigs
EngineLightRelit
PoodsSkyboxes
Sigma
JanitorsCloset
TriggerTech
Firespitter
Coatl Aerospace
ReentryParticleEffectRenewed
XyphosAerospace
EngineIgnitor
MandatoryRCS
UniversalStorage2
Hephaistos
TarsierSpaceTech
HullCameraVDS
ConformalDecals
Shabby
AuroraSpaceCenter
CommunityTechTree
ModularLaunchPads
ReStock
ReStockPlus
DistantObject
KSCFloodlight
HideEmptyTechTreeNodes
Bumblebee
masTerTorch
KRASH
TechTreeKompacted
 

 

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I have been reading up on the Saturn I and the fact that it could not lift a full-up Apollo CSM to orbit. That was the main reason they upgraded to the Saturn IB. So I got to thinking about what kind of Apollo could the Saturn I actually lift? I remembered a children's book that I had a long long time ago that showed a Saturn I orbiting an Apollo CM with only a solid fuel retro pack attached to the heatshield, similar to Mercury. So I started to play around with that concept and this is what I came up with:

y4mXmYDvqut2YbDLhHAAdpJOsuObqMfBc5i2HVWI

y4m5JYVZn95heNwmAigSOTxz_-tk-t927wwASlr3

This is a Block 1 CM with the SM decoupler attached. Four monoprop tanks, two batteries, and a cluster of 8 Gemini solids, along with Gemini RCS thrusters and a whip antenna. Fully flight tested to 110 km. I call it the Apollo Block 0. In essence it is a three man Mercury.

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Hello everyone, 2 OGO experiments, "OGO-EP2 Gravimetric Scanner" and "OGO-OPEP Mass Spectrometer" 
the animation does not work. Can someone help what the problem is?

OGO-EP2 Gravimetric Scanner

MODULE
    {
      name = DMModuleScienceAnimateGeneric
      animationName = deploy
      animSpeed = 2

      endEventGUIName = Retract Gravimetric Scanner
      showEndEvent = false
      startEventGUIName = Deploy Gravimetric Scanner
      showStartEvent = false
      toggleEventGUIName = Toggle Gravimetric Scanner
      showToggleEvent = true
      showEditorEvents = true


      experimentID = gravityScan
      experimentActionName = Log Gravity Data
      resetActionName = Discard Gravity Data
      dataIsCollectable = true
      hideUIwhenUnavailable = false
      interactionRange = 1.2
      rerunnable = true
      resettable = true
      resettableOnEVA = true
      useActionGroups = True
      useStaging = False
      xmitDataScalar = 1.0
      usageReqMaskExternal = -1

      totalScienceLevel = 0.4

   
      customFailMessage = The experiment can't be performed here.
      deployingMessage = Close proximity to the craft scrambles the gravimeter's sensors, deploying the scanner now.
      
      experimentAnimation = true
      
      experimentWaitForAnimation = true
      waitForAnimationTime = 3
      //resourceExperiment = ElectricCharge
      //resourceExpCost = 0
      
      keepDeployedMode = 0
      
      oneWayAnimation = false
      asteroidReports = true
      externalDeploy = true


    MODULE
    {
        name = ModuleEnviroSensor
        sensorType = GRAV
    }

 

OGO-OPEP Mass Spectrometer

MODULE
    {
    name = DMModuleScienceAnimateGeneric

    animationName = deploy

    experimentID = bd_massSpec

    experimentAnimation = true
    experimentWaitForAnimation = true
    waitForAnimationTime = -1
    keepDeployedMode = 2

    deployingMessage = Close proximity to the craft scrambles the spectrometer's sensors, deploying the scanner now.
    customFailMessage = The mass spectrometer is not suitable for use during atmospheric flight, try again in space.

    animSpeed = 2
    endEventGUIName = Retract Mass Spectrometer
    showEndEvent = false
    startEventGUIName = Deploy Mass Spectrometer
    showStartEvent = false
    toggleEventGUIName = Toggle Mass Spectrometer
    showToggleEvent = true
    showEditorEvents = true

    experimentActionName = Log Mass Spectrometry Data
    resetActionName = Discard Mass Spectrometry Data

    useStaging = False
    useActionGroups = True
    hideUIwhenUnavailable = False
    rerunnable = True

    xmitDataScalar = 1.0
    dataIsCollectable = True
    collectActionName = Take Data
    interactionRange = 1.5
    externalDeploy = True
    usageReqMaskExternal = 8
    asteroidReports = True
    asteroidTypeDependent = True

    sitMask = 48
    bioMask = 1
    }

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@Zorg

Question on BDB Wiki's 
Launching and Trajectories - Mechjeb PVG Ascent

Quote

"Target Apoapsis - set to 0 for circular but we are aiming for 100x300km in this example so I set to 300"

so, do I set the Periapsis to 130 and set the Apoapsis to 0 for a circular orbit or ?
confused

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Just now, Adam-Kerman said:

@Zorg

Question on BDB Wiki's 
Launching and Trajectories - Mechjeb PVG Ascent

so, do I set the Periapsis to 130 and set the Apoapsis to 0 for a circular orbit or ?
confused

Yep- that gives more circular orbits in my experience than, say, 130x130.

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4 hours ago, Adam-Kerman said:

@Zorg

Question on BDB Wiki's 
Launching and Trajectories - Mechjeb PVG Ascent

so, do I set the Periapsis to 130 and set the Apoapsis to 0 for a circular orbit or ?
confused

yes thats correct. It might sound a bit odd when you see it first but it makes sense when you think about it as a description of the final orbit. The periapsis is the lowest point of the orbit, and if the apoapsis is set smaller (can be any number smaller than Pe) its disregarded.

The apoapsis field exists for eccentric final orbits. So you can say set 100km for Per and 500km for Ap and it will basically finish your launch trajectory into an 100x500km eccentric orbit. Can be fun to launch directly into a transfer orbit etc.

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On 1/3/2021 at 4:50 PM, DeadJohn said:

Problem solved by uninstalling KRnD (Kerbal Research & Development).

That mod's thread warns us that "Please note that this mod is not 100% compatible with other mods which modify parts at runtime (eg TweakScale,  InterstellarFuelSwitch, Firespitter, B9PartSwitch)".

I assume this means you have solved the issue?       Glad to hear it

 

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24 minutes ago, computercat04 said:

Is there a specific fuel tank that goes with the Timberwind engine?

Soon?(TM)   :) 

I assume proper mounts and tanks for Timber-wind on Titan, Timber-wind on Saturn and the like....   Will come when they come.   We know Cobaltwolf IRL is "fun" ATM, so I can only suggest patience.

according to this chart there are several potential rockets to be integrated on..    Which require multiple parts and time to do.

SNTP_Upper_Stage_Applications.png

 

And I am surprised that Timberwind is even in BDB...  It is after all the propulsion for an Exopheric Kinetic or chemical Laser Kill vehicle for SDI (aka STAR WARS)

 

Edited by Pappystein
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Is it possible to retract the solar wings of Skylab's ATM (Kane-OCO-PP Solar Panel)?

I'm trying to do so with a level 1 engineer on an EVA.

A study on Skylab mods for Shuttle use relied upon two solar wings being 'cranked' back manually to secure enough maneuvering space for a shuttle docking.

Do I need a higher level engineer or is the manual retract mechanic not available in game.

 

I'm using KSP 1.8.1 with a lot of mods so mod conflicts could be involved.

r9VfvLb.png

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Good evening! Wonderful mod you guys have here. Following the manual (albeit old) and referencing some videos, I made a full Saturn V with proper staging thanks to you guys! Tweaked the gimble limits and it barely even wobbles! Looks great and stages nicely.
 

However, I’m having one problem staging doesn’t seem to solve, though. When it comes time to open the upperstage fairing on the way to the moon,  I can’t seem to get the service module to disconnect from the lunar module. (I turn on RCS on the service module to perform the rendezvous after opening the fairing, but it turns on RCS for both craft as if they are one vessel already, even though they are in proper launch orientation). The problem seems to lie in how the parts are assembled: when I put the lunar module below the service module in the VAB, it keeps automatically putting a fairing over the CSM engine bell as if the two vessels are connected. I tried putting a small coupling, but this breaks the rocket, and I have found no other way to mount the lunar module to the fairing, as the lunar descent engine doesn’t have the green mounting bubble. Has anyone had this issue? I’d love to get it to work properly. I hope I’ve described it well enough. 

(Also: Sorry if this has been addressed before, I googled as much as I could and perused this thread but there are just too many pages and I didn’t find anything). 
 

Best,

Joe

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