GoldForest Posted September 15, 2022 Share Posted September 15, 2022 31 minutes ago, Rodger said: Just a heads-up for people using the dev branch, the current version of it has a new dependency - DeployableEngines. A copy is included in the dev branch's GameData, or get it here: https://github.com/post-kerbin-mining-corporation/DeployableEngines/releases (you might already have it if you use Nerta's CryoEngines or KerbalAtomics) Couldn't fix the animation problem within the BDB plugin so switching to an outside source? Quote Link to comment Share on other sites More sharing options...
Rodger Posted September 15, 2022 Share Posted September 15, 2022 Pretty much, we don’t have any active coders on the team. The bdb module was based on deployable engines anyway, and it’s more up to date this way. With this change, you’ll now be able to retract deployed engines in the vab instead of needing to replace it with a new copy of the part, and in flight they will retract when you shut down a deployed engine. Quote Link to comment Share on other sites More sharing options...
JoeSheridan Posted September 15, 2022 Share Posted September 15, 2022 12 hours ago, Zorg said: In broad terms what you are getting is RL10B2 Isp with over double the thrust. That´s exactly what i need for some of my missions.... yes: There is the M1, but thanks to kerbalism it´s a little to risky to use only one or two J-2´s, so i keep with long burning RL-10´s. I like to have that thing And i think that there will be a lot of "Delta V / Delta 10XXX´s around here after that thing comes into the game. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted September 15, 2022 Share Posted September 15, 2022 9 minutes ago, JoeSheridan said: That´s exactly what i need for some of my missions.... yes: There is the M1, but thanks to kerbalism it´s a little to risky to use only one or two J-2´s, so i keep with long burning RL-10´s. I like to have that thing And i think that there will be a lot of "Delta V / Delta 10XXX´s around here after that thing comes into the game. Delta V? Was there a proposed Delta V? I thought they were just going to turn Delta IV into a KSP dream, making it 1 core 6 boosters. Quote Link to comment Share on other sites More sharing options...
Socowez Posted September 15, 2022 Share Posted September 15, 2022 10 hours ago, Rodger said: Here’s fine. Do you have BellaTU installed? I did an update for that recently-ish, but pretty sure I did miss some parts. I can probably give it another look soon. I do have BellaTU installed. Quote Link to comment Share on other sites More sharing options...
msp307 Posted September 15, 2022 Share Posted September 15, 2022 Hello, when loading the game it hangs at the point "bluedog_Corona_Parachute" does anyone know why? It was working until recently. Quote Link to comment Share on other sites More sharing options...
DaveyJ576 Posted September 15, 2022 Share Posted September 15, 2022 @CobaltWolf, Do you plan on having a 2.5m size retro module for use with the Equipment Module and the Cargo Module? The current Big G retro module is flared on the bottom to match the S-IVB size Equipment Module and does not work with the new modules you are working on. Thanks for the great work! Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted September 15, 2022 Author Share Posted September 15, 2022 5 minutes ago, DaveyJ576 said: Do you plan on having a 2.5m size retro module for use with the Equipment Module and the Cargo Module? The current Big G retro module is flared on the bottom to match the S-IVB size Equipment Module and does not work with the new modules you are working on. Thanks for the great work! Those two modules should attach directly to the bottom of the capsule decoupler, no retro module is used. The OAMS system performs the deorbit burn. I initially thought I'd seen a diagram of the 'cylinder' Big G that still used retro solids, but that turned out not to be the case. Quote Link to comment Share on other sites More sharing options...
Pudgemountain Posted September 15, 2022 Share Posted September 15, 2022 Since it's my birthday today I decided to send a cake to the motherCENSORED Moon. First time I noticed the ullage motors separate on the S-IV. Time to light the candles, guess how many. Let's eat hope you all like Red Velvet. Was this an Ego trip? Yes it was but everyone is allowed to do it on their birthday lol. Quote Link to comment Share on other sites More sharing options...
Blufor878 Posted September 15, 2022 Share Posted September 15, 2022 3 minutes ago, Pudgemountain said: Since it's my birthday today I decided to send a cake to the motherCENSORED Moon. First time I noticed the ullage motors separate on the S-IV. Time to light the candles, guess how many. Let's eat hope you all like Red Velvet. Was this an Ego trip? Yes it was but everyone is allowed to do it on their birthday lol. No arguments here. Red velvet is S tier. Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 15, 2022 Share Posted September 15, 2022 2 hours ago, msp307 said: Hello, when loading the game it hangs at the point "bluedog_Corona_Parachute" does anyone know why? It was working until recently. Please post your ksp.log using some file sharing service for us to take a look. If you don't know where to find it, check here: Quote Link to comment Share on other sites More sharing options...
RocketBoy1641 Posted September 15, 2022 Share Posted September 15, 2022 17 hours ago, Zorg said: Yeah I know of airstream but I didn't really see the connection with the material. This is more like it maybe Hide contents Let me put a brown coat so I can say this right: Shiny! Quote Link to comment Share on other sites More sharing options...
Pappystein Posted September 15, 2022 Share Posted September 15, 2022 So over the past week I have had little time to do anything (work was chaos incarnate) So no work on my Big Gemini article, but I wanted to keep a "toe" in so in the middle of doing chores I ran (well Mechjeb did) several launches to my Space Station.... First the "BEFORE" this week's launches I went through and followed suggestions (I took screenies in KSP itself as well as in Steam to see which would be better... Steam is for certain UNCOMPRESSED images... sadly they are both the same quality and I am not happy with it. You can judge yourself new photos of launches in below spoilers First Station addition 1.5+1.875m MOL habs: Spoiler As you can see this is going on the 3+2 way MOL node. I chose to use the neck down + 1.5m section to make room for the solar pannels, antennas and RCS under the planned fairing... sadly I had to use a different fairing Net wasted effort. Next, the AFT station extension. This will be on the opposite side of the Power tower and will be the gateway into A) bigger parts from Near Future stations as well as the HABTECH parts. It is going to get kludgy but so was the Original plan for the ISS. Spoiler Launch with Saturn MLV Full Diameter rocket (6 F-1B engines in stretched first stage, M-1 in 2nd stretched MS-II stage (I think this is the first time I have flown this engine) and 2 J-2T-400Ks on S-IVF (PS I am in love with S-IVF!) As you can see these components are in the 3.75m-2.5m diameter range. 4 Nodes + coupla on the end nearest the S-IVF and a "command" station on the "pointy end" Burning to match orbits! OOPS! "Er, Houston? We have a problem" 4 hours ago, CobaltWolf said: Those two modules should attach directly to the bottom of the capsule decoupler, no retro module is used. The OAMS system performs the deorbit burn. I initially thought I'd seen a diagram of the 'cylinder' Big G that still used retro solids, but that turned out not to be the case. Going from memory here. I ***THINK*** one of the cylidrical SMs for Big-G was to have De-orbit... but it wasn't one of the final two that were chosen (if you read my post a week or so ago on this I said there were 3 Service modules... Turns out that the one which was in between the Connic and the Titan Min-Mod SM was culled before the report was submitted. I ***THINK*** that one had de-orbit motors (probably the same STARs as most of the other Gemini) Quote Link to comment Share on other sites More sharing options...
Jcking Posted September 16, 2022 Share Posted September 16, 2022 (edited) 6 hours ago, Pappystein said: I ***THINK*** one of the cylidrical SMs for Big-G was to have De-orbit... but it wasn't one of the final two that were chosen (if you read my post a week or so ago on this I said there were 3 Service modules... Turns out that the one which was in between the Connic and the Titan Min-Mod SM was culled before the report was submitted. I ***THINK*** that one had de-orbit motors (probably the same STARs as most of the other Gemini) Wouldn't that make it 4 SMs? Mini Mod Big G IIIM, S-IB conic, Advanced Big G INT-20, and this culled one? EDIT: Logistics Spacecraft Evolving from Gemini Volume I Summary Report states that "A third configuration was considered prior to mid-term but was dropped with the deletion of the Saturn IB launch vehicle as a study requirement", and the launch configurations and the final concepts consider lead me to believe that it was the conic Saturn IB version that was culled instead of a cylindrical design. For reference, here are the two configurations ultimately put forth (not shown is that the propulsion module separates from the cargo module at right about the RCS cluster, but both don't use solids). Edited September 16, 2022 by Jcking Quote Link to comment Share on other sites More sharing options...
Fabled_Mike Posted September 16, 2022 Share Posted September 16, 2022 What's the diameter of the saturn v tanks? Quote Link to comment Share on other sites More sharing options...
GoldForest Posted September 16, 2022 Share Posted September 16, 2022 29 minutes ago, Fabled_Mike said: What's the diameter of the saturn v tanks? S-IV - 2.5m top bottom 3.75m Saturn I 1st stage and S-IVB - 4.25m Saturn V 2nd and 3rd stages - 6.25m Saturn LRB - 4.25m Saturn SRB - 4.25m Quote Link to comment Share on other sites More sharing options...
DaveyJ576 Posted September 16, 2022 Share Posted September 16, 2022 With the realization that only the crews of the Gemini missions used parachutes, what setting in the Persistent file do I need to change to stop the personal chutes from showing up in inventory each time? I think I know which one it is, but I want to confirm it prior to potentially gooning up the Persistent file. It is a pain having to remove the chutes from the inventories every time on the Mercury, Apollo, and Big G missions and those inventory slots could be better used for other things. The jet pack is okay to me, because they get used a lot. I would like to be able to give the astronaut a chute when it is needed, but I just don't want to have to remove it all the time. Thanks! Quote Link to comment Share on other sites More sharing options...
thunder175 Posted September 16, 2022 Share Posted September 16, 2022 Anyone else having an issue all the sudden with the Hermes (Mercury) main parachute never deploying? It will toggle between Deploy and disarm in the PAW but it will never actually deploy. The drogue chute works fine but the main never deploys. This is a recent change and I can't figure out for the life of me what's causing it. I'm using the latest pull from Github version of BDB on a JNSQ system rescaled to 6.4x with Sigma Dimensions. Realchute parameters in the VAB look correct. My mod list listed below. Spoiler (ATHSS) AtomicTech Hardware Serializing System (AtomicTechFlags-ATHSS 1.0) Adiri's minimal TUFX (AdirisMinimalTUFXProfile 1.2.1) Adiri's TUFX Profiles (C1ustasTUFXProfiles 2.4) AlphaMensae's Modular Launch Pads (ModularLaunchPads 2.5.3) Alternate Resource Panel (AlternateResourcePanel 1:v2.11.0.0) AltimeterAutoHide (AltimeterAutoHide 1.4) AntennaSleep (AntennaSleep 1.1) AT Kerbalized Names! CKAN Edition! 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msp307 Posted September 16, 2022 Share Posted September 16, 2022 19 hours ago, Zorg said: Please post your ksp.log using some file sharing service for us to take a look. If you don't know where to find it, check here: https://www.dropbox.com/s/cn7w8u5nfyf6o40/KSP.log?dl=0 here is the log-file Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted September 16, 2022 Share Posted September 16, 2022 1 hour ago, DaveyJ576 said: With the realization that only the crews of the Gemini missions used parachutes, what setting in the Persistent file do I need to change to stop the personal chutes from showing up in inventory each time? I think I know which one it is, but I want to confirm it prior to potentially gooning up the Persistent file. It is a pain having to remove the chutes from the inventories every time on the Mercury, Apollo, and Big G missions and those inventory slots could be better used for other things. The jet pack is okay to me, because they get used a lot. I would like to be able to give the astronaut a chute when it is needed, but I just don't want to have to remove it all the time. Thanks! You can do it with in-game settings and don't have to edit files. Go into the main settings before loading a game and look for "Persist Kerbal Inventory Loadout". Turn it on. Then load your saved game, put crew into a ship, remove their parachutes, launch, and then the next time you use those crew members they won't have parachutes. This feature is also good for always having EVA experiments with scientists and Repair Kits with engineers. Quote Link to comment Share on other sites More sharing options...
Socowez Posted September 16, 2022 Share Posted September 16, 2022 Big G is cool but when Sea Dragon? Quote Link to comment Share on other sites More sharing options...
DaveyJ576 Posted September 16, 2022 Share Posted September 16, 2022 39 minutes ago, DeadJohn said: You can do it with in-game settings and don't have to edit files. Go into the main settings before loading a game and look for "Persist Kerbal Inventory Loadout". Turn it on. Then load your saved game, put crew into a ship, remove their parachutes, launch, and then the next time you use those crew members they won't have parachutes. This feature is also good for always having EVA experiments with scientists and Repair Kits with engineers. Excellent! Thank you. After almost three years of playing I am still learning stuff. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted September 16, 2022 Share Posted September 16, 2022 (edited) 20 minutes ago, Socowez said: Big G is cool but when Sea Dragon? Sea Dragon? Nah. Sea Dragon weak. Give me, Super Orion Nuclear Pulse Propulsion Interstellar Ark: But that's a little big, even with Hanger Extender, so I'll settle for: Boeing's Large Multipurpose Launch Vehicle: A rocket powered by SRB's the width of the Saturn V and a core with a aerospike the size of a small island. I also think the aerospike used SMART tech, so it was recoverable. Edited September 16, 2022 by GoldForest Quote Link to comment Share on other sites More sharing options...
Jcking Posted September 16, 2022 Share Posted September 16, 2022 5 minutes ago, GoldForest said: Sea Dragon? Nah. Sea Dragon weak. Give me, Super Orion Nuclear Pulse Propulsion Interstellar Ark: But that's a little big, even with Hanger Extender, so I'll settle for: Boeing's Large Multipurpose Launch Vehicle: A rocket powered by SRB's the width of the Saturn V and a core with a aerospike the size of a small island. I also think the aerospike used SMART tech, so it was recoverable. So obsessed with big rockets, but when you get them you realize that there isn't much if anything in the game or mods to justify them, so they sit unused. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted September 16, 2022 Share Posted September 16, 2022 4 minutes ago, Jcking said: So obsessed with big rockets, but when you get them you realize that there isn't much if anything in the game or mods to justify them, so they sit unused. Well, LMLV would have a purpose. Single launch Mun base missions, Single Launch Duna Base missions, Single Launch anywhere in the kerbolar system missions. And for those with other solar systems, a way to quickly launch a mission there. I mean, why use a Delta Heavy with complicated slingshot maneuvers when you can just one shot a 100 ton craft there. LMLV was made to lift 3.5 Million pounds. That's close to 1,600 metric tons. In KSP that's about 800 tons? Give or take a hundred? I would like an 800 ton lifter. I could put a Saturn V on Lathe! Quote Link to comment Share on other sites More sharing options...
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