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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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LRV enjoyers - the dev branch now has my latest tweaks, including the KJR:Next patch, and a small reaction wheel in the base. The reaction wheel makes it much more stable, particularly with the MechJeb rover autopilot's "stability" setting, but I recommend rebinding your driving controls to the arrow keys or something, so you don't activate the reaction wheel when driving ("SAS only" mode doesn't work with MJ's autopilot).

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KJR: N? You mean KJR NEXT?

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Yeah, ill clarify in my post lol

 

Edited by Rodger
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  On 7/27/2022 at 5:11 PM, Xtra said:

I must be reading Connected living space wrong because I thought it would connect spaces not prevent them.  If a living space (the lab) has an Airlock connected to it... then it should allow the transfer, but it appears that CLS (if you're right) is treating the wall of the LMSS Lab as impenetrable because it didn't exist in the original design.  I'll try it without the CLS mod to see if it makes the difference.   LIVES are at Risk here!!! LMAO

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Yeah, Connected Living Space requires patches to be correct for each and every part.   If the part in question is not patched for CLS then you will get your Kerbals stuck.   I tend to not use mods like CLS because of this.  Sure, it isn't "realistic" but mods like CLS and any Lifesupport... really are not either (Lifesuport mods always adds too much mass to the craft compared to IRL.)   They just add more problems for you to solve.      I just use my own knowledge NOT to transfer Kerbals though a Gemini Nosecone! :D

 

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Going nuclear.

screenshot1359.pngscreenshot1367.pngscreenshot1373.pngscreenshot1376.png

 

S-IVN with NERVA Full Flow on Saturn Multibody H03 delivering 11 tonn orbiter+lander to Duna orbit. I absolutly love those new NERVA variants, been waiting for them since first NERVA II images!

Forgot to mention, new F-1 fireball and plume waterfall effects absolutly amaizing!screenshot1363.png

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Hi I'm having some troubles with some science experiments, the animations don't work. as said by some. When I reinstalled KSP, all experiments went wrong.

My question is, are there any mods that cause problems with the animations?

Thanks in advance
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  On 7/28/2022 at 11:55 PM, msp307 said:
Hi I'm having some troubles with some science experiments, the animations don't work. as said by some. When I reinstalled KSP, all experiments went wrong.

My question is, are there any mods that cause problems with the animations?

Thanks in advance
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Kerbalism has been known to do this. Are you running that one?

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Hello, I updated to the lasted version of Bluedog the other day and have been getting B9 Part switch errors with the UA203,204, etc Titian Boosters all relating to the inline part. I loaded up the game and messed around with them and they worked fine. I reinstalled Bluedog 3 times already and B9 Part switch. I am unsure if this is a bug with the mod or I need a new install of KSP to fix the issue here. I have attached a log here also, the crash at the end of the log can be ignored since that was me closing the game. Thanks if any help is done in advance!

Jim 

 

 https://www.dropbox.com/s/xzxa218t1ewas1y/Player.zip?dl=0

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  On 7/29/2022 at 2:33 AM, Jim123 said:

Hello, I updated to the lasted version of Bluedog the other day and have been getting B9 Part switch errors with the UA203,204, etc Titian Boosters all relating to the inline part. I loaded up the game and messed around with them and they worked fine. I reinstalled Bluedog 3 times already and B9 Part switch. I am unsure if this is a bug with the mod or I need a new install of KSP to fix the issue here. I have attached a log here also, the crash at the end of the log can be ignored since that was me closing the game. Thanks if any help is done in advance!

Jim 

 

 https://www.dropbox.com/s/xzxa218t1ewas1y/Player.zip?dl=0

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I am of no expertise in this field, but if the parts work fine, you can just brush it off as a false alarm, right?  Of course, getting rid of said alarms regardless is understandable, but my lazy self would have ignored it.

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  On 7/29/2022 at 2:33 AM, Jim123 said:

Hello, I updated to the lasted version of Bluedog the other day and have been getting B9 Part switch errors with the UA203,204, etc Titian Boosters all relating to the inline part. I loaded up the game and messed around with them and they worked fine. I reinstalled Bluedog 3 times already and B9 Part switch. I am unsure if this is a bug with the mod or I need a new install of KSP to fix the issue here. I have attached a log here also, the crash at the end of the log can be ignored since that was me closing the game. Thanks if any help is done in advance!

Jim 

 

 https://www.dropbox.com/s/xzxa218t1ewas1y/Player.zip?dl=0

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I can't see what might be duplicating the module in your log... Though I noticed you have SWE and SRBWE both installed, you should remove the older "SWE" one as it's an old duplicate of SRBWE, and something included a copy of miniAVC, so you should delete them (in InterstellarFuelSwitch, KIS, RCSBuildAid, TacFuelBalancer, and WorldStabilizer, or just get this: https://spacedock.info/mod/1614/ZeroMiniAVC)

If you go into Gamedata/Bluedog_DB/Parts/Titan/ in your install, and compare your bluedog_UA1208.cfg to this https://github.com/CobaltWolf/Bluedog-Design-Bureau/blob/master/Gamedata/Bluedog_DB/Parts/Titan/bluedog_UA1208.cfg, and your one is the same (even just check that the line count is 648), then I'm not sure what could be doing it.

Edited by Rodger
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  On 7/28/2022 at 12:25 PM, Beccab said:

Screenshot_13953.pngScreenshot_13952.pngSmall bug: the top part of the Titan LDC nosecone is invisible if you watch it from below, probably this happened when the Titan texture variants/refreshes were added

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Nah, it's not a bug, you just found the hidden interstage part switch that one of the BDB members forgot to include in the config. :P ./joke

Edited by GoldForest
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Ok progress update on Mariner 3-5; we’re getting close! I’ve started the process of getting some parts in game, but so far I still have a lot to go. These are not on GitHub yet, as I still need to finish getting the parts in and do the configs. But I do have some pics!

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  On 7/29/2022 at 3:11 PM, Invaderchaos said:

Ok progress update on Mariner 3-5; we’re getting close! I’ve started the process of getting some parts in game, but so far I still have a lot to go. These are not on GitHub yet, as I still need to finish getting the parts in and do the configs. But I do have some pics!

screenshot166.png
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screenshot170.png
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It is amazing how all the BDB team's foil work has improved over the past 2 or 3 years.  These parts look AMAZING Invaderchaos!

While I am not a HUGE historical probe player (I like to Lego my own things together for the most part)  These are some grade A+ parts!

It is just too bad there isn't a way to get the Satelite bus itself to track the Sun for the fixed Solar panels :D

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  On 7/29/2022 at 3:27 PM, Pappystein said:

It is amazing how all the BDB team's foil work has improved over the past 2 or 3 years.  These parts look AMAZING Invaderchaos!

While I am not a HUGE historical probe player (I like to Lego my own things together for the most part)  These are some grade A+ parts!

It is just too bad there isn't a way to get the Satelite bus itself to track the Sun for the fixed Solar panels :D

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Thanks! I tried a new technique for foiling here and I think it’s the best foil streaking I’ve done so far. I usually use mechjeb for aiming craft at the sun. Speaking of tracking, I don’t know if I’ve mentioned it here, but the Mariner 3/4 TV Camera tracks the body it orbits. So will the scan platforms of Mariner 6/7 and 8/9.

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  On 7/29/2022 at 3:27 PM, Pappystein said:

 

It is just too bad there isn't a way to get the Satelite bus itself to track the Sun for the fixed Solar panels :D

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Persistent rotation allows you to orient the spacecraft to the sun as well. And it will maintain this even when you're away from the vessel iirc.

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  On 7/29/2022 at 5:44 AM, Rodger said:

I can't see what might be duplicating the module in your log... Though I noticed you have SWE and SRBWE both installed, you should remove the older "SWE" one as it's an old duplicate of SRBWE, and something included a copy of miniAVC, so you should delete them (in InterstellarFuelSwitch, KIS, RCSBuildAid, TacFuelBalancer, and WorldStabilizer, or just get this: https://spacedock.info/mod/1614/ZeroMiniAVC)

If you go into Gamedata/Bluedog_DB/Parts/Titan/ in your install, and compare your bluedog_UA1208.cfg to this https://github.com/CobaltWolf/Bluedog-Design-Bureau/blob/master/Gamedata/Bluedog_DB/Parts/Titan/bluedog_UA1208.cfg, and your one is the same (even just check that the line count is 648), then I'm not sure what could be doing it.

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Right thanks for the help, I Checked the code and it has the same amount of lines as the Github one has. Thanks for the help regarding SWE and SRBWE, haven't had any problems with the Miniavc in the install however if any do show up thank you!

 

  On 7/29/2022 at 5:05 AM, Socowez said:

I am of no expertise in this field, but if the parts work fine, you can just brush it off as a false alarm, right?  Of course, getting rid of said alarms regardless is understandable, but my lazy self would have ignored it.

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 Probably will just continue using it as it is seeing as everything is fine. Thank you everyone for the help that was received! 

 

Jim

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Since we had a Gemini Lander collecting dust in storage we decided to land on a Moon from Uranus. After a long time we chose Ariel.

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Next spoiler tag is some funny science dialogue.

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  On 7/29/2022 at 10:31 PM, Pudgemountain said:

Since we had a Gemini Lander collecting dust in storage we decided to land on a Moon from Uranus. After a long time we chose Ariel.

20220729111631_1_by_pudgemountain_dfa7u60-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9Njk2IiwicGF0aCI6IlwvZlwvNWNlZDA4NmItYTUwYy00YjFkLWJmZmItYmRhOWYxOTgyNzVmXC9kZmE3dTYwLTQ3ODQyMTE4LWM2OWMtNGRmMy1hZGM1LTVjNDdkYjdlMTE1NC5qcGciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.oz5D8E1ynQlf6co6pAPKSny4NuufEZrisiGpm_lk9H0

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Next spoiler tag is some funny science dialogue.

  Reveal hidden contents

 

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Are you playing in KSRSS? If so, is that Kerbal Konstructs or Katniss Cape Canaveral?

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Forgot to mention it here, but I finally got around to making the 3x S-1D. This is more appropriate for an INT-20 type build with just two stages (the build in the pics kinda sucked tbh). I could also see it being useful with a longer first stage and 2+2 UA120s or something...

LUq5vQ5.png
2cMu2Yu.png

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