editor99 Posted May 21, 2021 Share Posted May 21, 2021 14 hours ago, SpaceFace545 said: Alan Shepard's first spaceflight was simulated with a massive bungie cord. I mean, 60's NASA, right? Quote Link to comment Share on other sites More sharing options...
derega16 Posted May 21, 2021 Share Posted May 21, 2021 (edited) What if all other NASA capsules flown on Titans. Mercury Titan I(This thing can barely get to LKO) Apollo Titan III Orion Titan V (I use LDC with shuttle boosters proporsal as I can't find engine for LH2+UA1207 version, but this version have absolutly terrible TWR) Edited May 21, 2021 by derega16 Quote Link to comment Share on other sites More sharing options...
Pappystein Posted May 21, 2021 Share Posted May 21, 2021 57 minutes ago, derega16 said: What if all other NASA capsules flown on Titans. Mercury Titan I(This thing can barely get to LKO) Apollo Titan III Orion Titan V (I use LDC with shuttle boosters proporsal as I can't find engine for LH2+UA1207 version, but this version have absolutly terrible TWR) Interesting builds. I haven't tried to use SRMs on the LDC Titan. Couple comments as some of these builds are actually proposed builds: 1) Mercury Titan I would likely have had 2 or 4 Algol SRMs, it wouldn't be a Zero stage like on the latter Titans, but would have increased the TWR enough to have stage separation near vacuum. The USAF's MISS program proposed that as a potential launcher. well more mentioned it than proposed it. Your Titan V Orion. Are you using LFO or Hydrolox for the Core stages? I run 5x J-2S on the first stage and 2x LR87 LH2 VAC engines on the LDC core and find it plenty powerful with plenty of d/v Quote Link to comment Share on other sites More sharing options...
derega16 Posted May 21, 2021 Share Posted May 21, 2021 2 minutes ago, Pappystein said: Your Titan V Orion. Are you using LFO or Hydrolox for the Core stages? I run 5x J-2S on the first stage and 2x LR87 LH2 VAC engines on the LDC core and find it plenty powerful with plenty of d/v I used "Enlarged Titan VI with SRMU version" just double the engine count on both stage . The correct Hydrolox version should use something with similar thrust to a M-1SL (Astronautic said 1m lbs.) but smaller/lighter. I tried M1-SL but it is too heavy. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted May 21, 2021 Share Posted May 21, 2021 (edited) Hi, I'm getting massive amounts of Waterfall NREs, like 80MB worth. I was told to come ask about it here, though I honestly don't know exactly why. So here's asking for help and apologizing for asking for help First one is from flying the Vulcan by Superpenguin. https://drive.google.com/file/d/1VURJENsfdoVEuyb5YOpzDXKCyYu66jDb/view?usp=sharing Second one is from flying an LDC with 2 SRBs and a Methalox engine from CryoEngines https://drive.google.com/file/d/1Is2bbmKj5xuSK1c7MW0jf91F4uEGkswF/view?usp=sharing While I have no expectations of help with the flood of NREs, I do want to ask if it's possible to use BDB without Waterfall? Or is it strictly required now? B9 is very unhappy without it. EDITED UPDATE: Nertea gave me the clue I needed to figure this out. The Decker engine seems to cause NREs in waterfall. In case anyone else runs into waterfall issues, it doesn't matter if you activate an engine or not - if it's on the craft and has a config issue, Waterfall can complain. This is waterfall 0.6.3 and BDB-github: Spoiler Edited May 21, 2021 by OrbitalManeuvers updated info Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted May 21, 2021 Author Share Posted May 21, 2021 On 5/19/2021 at 7:46 PM, TaintedLion said: I doubt this is high on your list of priorities right now, but what would you say to the possibility of parts from the TV series For All Mankind, like the Jamestown base, or the three-person LM (LSAM)? On 5/20/2021 at 2:00 PM, derega16 said: Talk about alternate history, what about stuff from other, like space time odyssey's Spacebase, maybe not fully reusable Saturn Shuttle as it will be ridiculously hard to make it to work in KSP My general policy for fictional stuff like that is they're meant to be a prop, and usually not plausible enough design-wise to do. On 5/20/2021 at 8:52 AM, Starhelperdude said: lol, how about a augustus cargo pod-like variant for the apollo CM? That's what the AARDV is for Unless you needed the return capability... Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted May 21, 2021 Share Posted May 21, 2021 What about a deployable LRV that can be mounted on the side of the LEM? Or it comes in parts that we can build using the 1.11 construction mode? Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted May 21, 2021 Author Share Posted May 21, 2021 1 hour ago, TaintedLion said: What about a deployable LRV that can be mounted on the side of the LEM? Or it comes in parts that we can build using the 1.11 construction mode? No. ...But if it happened it'd be the second one. Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted May 22, 2021 Share Posted May 22, 2021 13 hours ago, CobaltWolf said: ...But if it happened it'd be the second one. Second one? Is there a first one I'm unaware of? Quote Link to comment Share on other sites More sharing options...
Zorg Posted May 22, 2021 Share Posted May 22, 2021 18 hours ago, OrbitalManeuvers said: Hi, I'm getting massive amounts of Waterfall NREs, like 80MB worth. I was told to come ask about it here, though I honestly don't know exactly why. So here's asking for help and apologizing for asking for help First one is from flying the Vulcan by Superpenguin. https://drive.google.com/file/d/1VURJENsfdoVEuyb5YOpzDXKCyYu66jDb/view?usp=sharing Second one is from flying an LDC with 2 SRBs and a Methalox engine from CryoEngines https://drive.google.com/file/d/1Is2bbmKj5xuSK1c7MW0jf91F4uEGkswF/view?usp=sharing While I have no expectations of help with the flood of NREs, I do want to ask if it's possible to use BDB without Waterfall? Or is it strictly required now? B9 is very unhappy without it. EDITED UPDATE: Nertea gave me the clue I needed to figure this out. The Decker engine seems to cause NREs in waterfall. In case anyone else runs into waterfall issues, it doesn't matter if you activate an engine or not - if it's on the craft and has a config issue, Waterfall can complain. This is waterfall 0.6.3 and BDB-github: Hide contents Thanks will check on this. Quote Link to comment Share on other sites More sharing options...
Pappystein Posted May 22, 2021 Share Posted May 22, 2021 1 hour ago, TaintedLion said: Second one? Is there a first one I'm unaware of? I think he meant of the two options you proposed Quote Link to comment Share on other sites More sharing options...
Zorg Posted May 22, 2021 Share Posted May 22, 2021 20 hours ago, OrbitalManeuvers said: Hi, I'm getting massive amounts of Waterfall NREs, like 80MB worth. I was told to come ask about it here, though I honestly don't know exactly why. So here's asking for help and apologizing for asking for help First one is from flying the Vulcan by Superpenguin. https://drive.google.com/file/d/1VURJENsfdoVEuyb5YOpzDXKCyYu66jDb/view?usp=sharing Second one is from flying an LDC with 2 SRBs and a Methalox engine from CryoEngines https://drive.google.com/file/d/1Is2bbmKj5xuSK1c7MW0jf91F4uEGkswF/view?usp=sharing While I have no expectations of help with the flood of NREs, I do want to ask if it's possible to use BDB without Waterfall? Or is it strictly required now? B9 is very unhappy without it. EDITED UPDATE: Nertea gave me the clue I needed to figure this out. The Decker engine seems to cause NREs in waterfall. In case anyone else runs into waterfall issues, it doesn't matter if you activate an engine or not - if it's on the craft and has a config issue, Waterfall can complain. This is waterfall 0.6.3 and BDB-github: Reveal hidden contents I'm unable to reproduce this issue thus far. On my mostly clean 1.11.2 test install I can launch both variants of the Vega engine without nullrefs. Also BDB can be used without Waterfall (either stock or realplume) but what do you mean B9 is unhappy without it? I just tested it and BDB launches fine without waterfall with no errors. I would suggest reinstalling BDB and all its dependencies. If the problem continues I think I would need to see the module manager log and config cache. Quote Link to comment Share on other sites More sharing options...
Lisias Posted May 22, 2021 Share Posted May 22, 2021 On 5/19/2021 at 10:07 PM, Crimor said: Of course, since it's a dependency for tweakscale nowadays, still didn't do anything with BDB. To tell you the true, KSP-Recall it's a dependency for a modded KSP. TweakScale is only the one being vocal on it. (lots of Add'Ons need KSP-Recall to work on KSP 1.11.x - check github and see for yourself!) On 5/19/2021 at 10:07 PM, Crimor said: It's likely due to an ongoing compatibility issue between tweakscale/recall and b9ps Or a third-party patch or DLL those presence triggers something on B9PS that's only perceivable using TweakScale or Recall. Last "problem" I fixed on Recall was due a third party doing checks about the storable volume of the Resourceful volume and borking due it being zero, and the "fix" was to use a so small value that would be rounded down to zero by KSP, but since was still non-zero, that third party DLL stopped complaining. This can be something like this again. Quote Link to comment Share on other sites More sharing options...
dave1904 Posted May 22, 2021 Share Posted May 22, 2021 (edited) The Titan IIIE simple adjustable fairing is not shielding the payload. I noticed it because the rocket loved to flip over since the payload is causing tons of drag. I've tested all the other 2m+ SAF adapters on the same payload and they are working properly. Spoiler Spoiler Spoiler Last image shows the payload has drag. Edited May 22, 2021 by dave1904 Quote Link to comment Share on other sites More sharing options...
somnambulist Posted May 22, 2021 Share Posted May 22, 2021 58 minutes ago, Zorg said: I'm unable to reproduce this issue thus far. On my mostly clean 1.11.2 test install I can launch both variants of the Vega engine without nullrefs. Also BDB can be used without Waterfall (either stock or realplume) but what do you mean B9 is unhappy without it? I just tested it and BDB launches fine without waterfall with no errors. I would suggest reinstalling BDB and all its dependencies. If the problem continues I think I would need to see the module manager log and config cache. This might be related to the same problem I encountered with the LR9107-167 that you already fixed. I didn't catch it in my current career game as I haven't had the time to get that far up the tech tree The problem would only show up if another part that loaded after BDB was applying the same template to differently named transform. Just poking quick at the current release it looks like the Decker is missing overrideParentTransform from the kerolox template @OrbitalManeuvers do you have Near Future Launch Vehicles installed? It uses the same template as the vega engines but applies it to a different thrust transform. Quote Link to comment Share on other sites More sharing options...
Zorg Posted May 22, 2021 Share Posted May 22, 2021 2 minutes ago, somnambulist said: This might be related to the same problem I encountered with the LR9107-167 that you already fixed. I didn't catch it in my current career game as I haven't had the time to get that far up the tech tree The problem would only show up if another part that loaded after BDB was applying the same template to differently named transform. Just poking quick at the current release it looks like the Decker is missing overrideParentTransform from the kerolox template @OrbitalManeuvers do you have Near Future Launch Vehicles installed? It uses the same template as the vega engines but applies it to a different thrust transform. Oh yeah I totally forgot about that fix . I'll push that to the github shortly and @OrbitalManeuvers can let me know if that's resolved it. (I thought I had caught all the engines missing the definition tbh). 14 minutes ago, dave1904 said: The Titan IIIE simple adjustable fairing is not shielding the payload. I noticed it because the rocket loved to flip over since the payload is causing tons of drag. I've tested all the other 2m+ SAF adapters on the same payload and they are working properly. Reveal hidden contents Reveal hidden contents Reveal hidden contents Last image shows the payload has drag. Thanks, I've made a note, will look into it sometime this weekend. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted May 22, 2021 Share Posted May 22, 2021 27 minutes ago, somnambulist said: do you have Near Future Launch Vehicles installed? Thank you for braining on my problem. I do not have LV, but I have CryoEngines and CryoTanks. 24 minutes ago, Zorg said: I'll push that to the github shortly and @OrbitalManeuvers can let me know if that's resolved it. Will watch for updates. Went ahead and confirmed I have the latest (I was a commit or two behind) and issue remains. Btw, the BDB repo is behind on a couple of mods - CRP and WaterFall. I'm using the latest of both of those, but I can downgrade if you'd like me to for testing. Quote Link to comment Share on other sites More sharing options...
dave1904 Posted May 22, 2021 Share Posted May 22, 2021 (edited) 30 minutes ago, Zorg said: Thanks, I've made a note, will look into it sometime this weekend. I compared the config to the other SAF parts in BDB and simply made the change of putting the module ModuleSimpleAdjustableFairing before ModuleB9PartSwitch(Texture) and its working now. No Idea why but maybe it might save you a couple of secs. the working config is below. I have no idea what I am doing but it seems to work. Spoiler PART:NEEDS[Bluedog_DB/Parts/Titan] { // --- general parameters --- name = bluedog_Titan3E_PLF_SAF module = Part author = CobaltWolf & Zorg // --- asset parameters --- MODEL { model = Bluedog_DB/Parts/Titan/bluedog_Titan3E_PLF } MODEL { model = Bluedog_DB/Parts/SAF_Fairings/bluedog_Titan3E_Fairing } rescaleFactor = 1.0 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, -0.85729, 0.0, 0.0, -1.0, 0.0, 2 node_stack_inner = 0.0, 0.65222, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.94768, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top2 = 0.0, -0.8, 0.0, 0.0, 1.0, 0.0, 2 // --- FX definitions --- sound_vent_large = decouple fx_gasBurst_white = 0.0, 0.3, 0.0, 0.0, 1.0, 0.0, deploy // --- editor parameters --- TechRequired = generalConstruction entryCost = 5000 cost = 2500 // 600+1900 category = Payload subcategory = 0 title = Prometheus-IIIE 2.6m Fairing Base Adapter SAF manufacturer = Bluedog Design Bureau description = 1.875m to 2.6m fairing base adapter for the Prometheus IIIE rocket. Includes room inside for mounting upper stages up to 1.875m. *This version has an integrated adjustable solid fairing. real_title = Titan III-E 2.6m Fairing Base adapter SAF real_manufacturer = McDonnell Douglas real_description = 1.875m to 2.6m fairing base adapter for the Titan III-E rocket. Includes room inside for mounting upper stages up to 1.875m. *This version has an integrated adjustable solid fairing. stagingIcon = FUEL_TANK // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision stackSymmetry = 1 // --- standard part parameters --- mass = 0.175 //CoMOffset = 0, 0.8, 0 dragModelType = default crashTolerance = 9 maxTemp = 2600 fuelCrossFeed = False heatConductivity = 0.003 //mitigates heat convection across stages breakingForce = 2000 breakingTorque = 2000 stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size1p5 tags = ?sm68 titan prometheus 3 III ?3E ?IIIE fairing base 1.875 2.6 1875 plf ?SAF ?simple ?adjustable techtag = titan3 MODULE { name = ModuleSimpleAdjustableFairing segmentLength = 2.62615 maxSegments = 8 numSlices = 2 deploySpeed = 10 shieldingCenter = 0, 3.91232, 0 shieldingBaseRadius = 4.86 editorOpenOffset = 7.5, 0, 0 stagingToggleEnabledEditor = true WALL_BASE //4.48095 { transformName = 3EWallbase enabled = true mass = 0.184 CoM = 0.65, 3.1876, 0 rootOffset = 0, 0.94768, 0 } WALL //2.62615 { transformName = 3EWall mass = 0.107 CoM = 0.65, 6.71953, 0 rootOffset = 0, 5.42863, 0 } CONE //3.09977 { transformName = 3ECone mass = 0.089 CoM = 0.65, 6.73, 0 rootOffset = 0, 5.42863, 0 } CAP { transformName = 3ECap mass = 0.001 CoM = 0, 8.5284, 0 rootOffset = 0, 8.5284, 0 } } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 1.25 } MODULE { name = ModuleB9PartSwitch moduleID = centaurFairingToggle switcherDescription = Fairing Base Section switcherDescriptionPlural = Fairing Base Sections SUBTYPE { name = centaurFairing title = 3E Centaur Fairing defaultSubtypePriority = 1 } SUBTYPE { name = None title = Plain fairing defaultSubtypePriority = 0 MODULE { IDENTIFIER { name = ModuleSimpleAdjustableFairing } DATA { WALL_BASE //4.48095 { enabled = false } WALL //2.62615 { transformName = 3EWall mass = 0.107 CoM = 0.65, 2.25, 0 rootOffset = 0, 0.94768, 0 } CONE //3.09977 { transformName = 3ECone mass = 0.089 CoM = 0.65, 2.485, 0 rootOffset = 0, 0.94768, 0 } CAP { transformName = 3ECap mass = 0.001 CoM = 0, 4.04745, 0 rootOffset = 0, 4.04745, 0 } } } } } MODULE { name = ModuleB9PartSwitch moduleID = textureSwitchPaint switcherDescription = Paintjob switcherDescriptionPlural = Paintjobs SUBTYPE { name = White } SUBTYPE { name = Gray TEXTURE { texture = Bluedog_DB/Parts/Titan/Paint/Gray/bluedog_TitanMisc_Gray transform = Mesh } } SUBTYPE { name = Chrayol TEXTURE { texture = Bluedog_DB/Parts/Titan/Paint/Chrayol/bluedog_TitanMisc_Chrayol transform = Mesh } } SUBTYPE { name = White (Alt) TEXTURE { texture = Bluedog_DB/Parts/Titan/Paint/White/bluedog_TitanMisc_WhiteAlt transform = Mesh } } } } Edited May 22, 2021 by dave1904 Quote Link to comment Share on other sites More sharing options...
somnambulist Posted May 22, 2021 Share Posted May 22, 2021 9 minutes ago, OrbitalManeuvers said: Thank you for braining on my problem. I do not have LV, but I have CryoEngines and CryoTanks. That might be it or it could be a completely different mod. fwiw I was able to reproduce your problem with NFLV installed and Zorg's update fixed it. Hope you find the same Quote Link to comment Share on other sites More sharing options...
Crimor Posted May 22, 2021 Share Posted May 22, 2021 1 hour ago, Lisias said: Or a third-party patch or DLL those presence triggers something on B9PS that's only perceivable using TweakScale or Recall. Last "problem" I fixed on Recall was due a third party doing checks about the storable volume of the Resourceful volume and borking due it being zero, and the "fix" was to use a so small value that would be rounded down to zero by KSP, but since was still non-zero, that third party DLL stopped complaining. This can be something like this again. Whatever it is, it triggers with just tweakscale, BDD and their dependencies(including recall ofc), BDB and configcontainers not working with tweakscale atm is a major setback to me making pretty looking ships, way too used to using them to brute force looks :v Quote Link to comment Share on other sites More sharing options...
Zorg Posted May 22, 2021 Share Posted May 22, 2021 27 minutes ago, dave1904 said: I compared the config to the other SAF parts in BDB and simply made the change of putting the module ModuleSimpleAdjustableFairing before ModuleB9PartSwitch(Texture) and its working now. No Idea why but maybe it might save you a couple of secs. the working config is below. I have no idea what I am doing but it seems to work. Reveal hidden contents PART:NEEDS[Bluedog_DB/Parts/Titan] { // --- general parameters --- name = bluedog_Titan3E_PLF_SAF module = Part author = CobaltWolf & Zorg // --- asset parameters --- MODEL { model = Bluedog_DB/Parts/Titan/bluedog_Titan3E_PLF } MODEL { model = Bluedog_DB/Parts/SAF_Fairings/bluedog_Titan3E_Fairing } rescaleFactor = 1.0 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, -0.85729, 0.0, 0.0, -1.0, 0.0, 2 node_stack_inner = 0.0, 0.65222, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.94768, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top2 = 0.0, -0.8, 0.0, 0.0, 1.0, 0.0, 2 // --- FX definitions --- sound_vent_large = decouple fx_gasBurst_white = 0.0, 0.3, 0.0, 0.0, 1.0, 0.0, deploy // --- editor parameters --- TechRequired = generalConstruction entryCost = 5000 cost = 2500 // 600+1900 category = Payload subcategory = 0 title = Prometheus-IIIE 2.6m Fairing Base Adapter SAF manufacturer = Bluedog Design Bureau description = 1.875m to 2.6m fairing base adapter for the Prometheus IIIE rocket. Includes room inside for mounting upper stages up to 1.875m. *This version has an integrated adjustable solid fairing. real_title = Titan III-E 2.6m Fairing Base adapter SAF real_manufacturer = McDonnell Douglas real_description = 1.875m to 2.6m fairing base adapter for the Titan III-E rocket. Includes room inside for mounting upper stages up to 1.875m. *This version has an integrated adjustable solid fairing. stagingIcon = FUEL_TANK // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision stackSymmetry = 1 // --- standard part parameters --- mass = 0.175 //CoMOffset = 0, 0.8, 0 dragModelType = default crashTolerance = 9 maxTemp = 2600 fuelCrossFeed = False heatConductivity = 0.003 //mitigates heat convection across stages breakingForce = 2000 breakingTorque = 2000 stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size1p5 tags = ?sm68 titan prometheus 3 III ?3E ?IIIE fairing base 1.875 2.6 1875 plf ?SAF ?simple ?adjustable techtag = titan3 MODULE { name = ModuleSimpleAdjustableFairing segmentLength = 2.62615 maxSegments = 8 numSlices = 2 deploySpeed = 10 shieldingCenter = 0, 3.91232, 0 shieldingBaseRadius = 4.86 editorOpenOffset = 7.5, 0, 0 stagingToggleEnabledEditor = true WALL_BASE //4.48095 { transformName = 3EWallbase enabled = true mass = 0.184 CoM = 0.65, 3.1876, 0 rootOffset = 0, 0.94768, 0 } WALL //2.62615 { transformName = 3EWall mass = 0.107 CoM = 0.65, 6.71953, 0 rootOffset = 0, 5.42863, 0 } CONE //3.09977 { transformName = 3ECone mass = 0.089 CoM = 0.65, 6.73, 0 rootOffset = 0, 5.42863, 0 } CAP { transformName = 3ECap mass = 0.001 CoM = 0, 8.5284, 0 rootOffset = 0, 8.5284, 0 } } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 1.25 } MODULE { name = ModuleB9PartSwitch moduleID = centaurFairingToggle switcherDescription = Fairing Base Section switcherDescriptionPlural = Fairing Base Sections SUBTYPE { name = centaurFairing title = 3E Centaur Fairing defaultSubtypePriority = 1 } SUBTYPE { name = None title = Plain fairing defaultSubtypePriority = 0 MODULE { IDENTIFIER { name = ModuleSimpleAdjustableFairing } DATA { WALL_BASE //4.48095 { enabled = false } WALL //2.62615 { transformName = 3EWall mass = 0.107 CoM = 0.65, 2.25, 0 rootOffset = 0, 0.94768, 0 } CONE //3.09977 { transformName = 3ECone mass = 0.089 CoM = 0.65, 2.485, 0 rootOffset = 0, 0.94768, 0 } CAP { transformName = 3ECap mass = 0.001 CoM = 0, 4.04745, 0 rootOffset = 0, 4.04745, 0 } } } } } MODULE { name = ModuleB9PartSwitch moduleID = textureSwitchPaint switcherDescription = Paintjob switcherDescriptionPlural = Paintjobs SUBTYPE { name = White } SUBTYPE { name = Gray TEXTURE { texture = Bluedog_DB/Parts/Titan/Paint/Gray/bluedog_TitanMisc_Gray transform = Mesh } } SUBTYPE { name = Chrayol TEXTURE { texture = Bluedog_DB/Parts/Titan/Paint/Chrayol/bluedog_TitanMisc_Chrayol transform = Mesh } } SUBTYPE { name = White (Alt) TEXTURE { texture = Bluedog_DB/Parts/Titan/Paint/White/bluedog_TitanMisc_WhiteAlt transform = Mesh } } } } This should fix it. However I am pushing an update though. The reason is that SAF provides shielding by hooking into the stock cargo bay module which links to a given deploy module . But it references this by index instead of module name. Changing the line ``DeployModuleIndex = 0`` to 1 in ModuleCargoBay fixes the problem as well. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted May 22, 2021 Share Posted May 22, 2021 6 hours ago, Zorg said: and @OrbitalManeuvers can let me know if that's resolved it. Yes this works perfectly now, thank you! Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted May 23, 2021 Author Share Posted May 23, 2021 3 variants of the Apollo Scimitar antenna coming in the update. The round flight model, one inspired by the unshielded version on the Apollo 9 LM, and a squared one inspired by (I believe) a mockup. Spoiler Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted May 23, 2021 Share Posted May 23, 2021 1 minute ago, CobaltWolf said: 3 variants of the Apollo Scimitar antenna coming in the update. The round flight model, one inspired by the unshielded version on the Apollo 9 LM, and a squared one inspired by (I believe) a mockup. Hide contents ohhh white service module Quote Link to comment Share on other sites More sharing options...
adsuri Posted May 23, 2021 Share Posted May 23, 2021 Loving the mod, here are some screenshots Quote Link to comment Share on other sites More sharing options...
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