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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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  On 9/25/2022 at 1:12 PM, thunder175 said:

@Zorg Been away for a few days and was hoping to see if someone isolated the Hermes main parachute not deploying issue a few of have been having. I saw the Community Fixes post above... is that where the bug is? 

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The community fixes issue was caused by the BDBNIC textures mod, and was just causing the game to never finish loading, so sounds like a different issue. If you can upload your ksp.log file somewhere (zipped if it’s big) and link it here I can have a look

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As promised my final mission in my KSRSS career. A Manned mission to Halley's Comet.

Due to a part update, Roddenberry was deleted so I had to hastly make a new Gemini Phoenix.

20220923124533_1_by_pudgemountain_dfe65gz-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvNWNlZDA4NmItYTUwYy00YjFkLWJmZmItYmRhOWYxOTgyNzVmXC9kZmU2NWd6LWIwYWYwOTBhLTVkZmMtNDNjOS05ODUyLTM4OWI4OTBiMDI1YS5qcGciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.IcX-loXdqdKSQoWY_OcGbC86NXKkRFsH8OF9bGzO_lc

After Jeb entered the lander named "Twain" he made his descent which even a Gemini Lander is OP here.

20220923124638_1_by_pudgemountain_dfe65gp-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvNWNlZDA4NmItYTUwYy00YjFkLWJmZmItYmRhOWYxOTgyNzVmXC9kZmU2NWdwLTQyNjUyNzgyLWUyNmYtNDc1Yi05YjRkLTYzNDM2ODk0MDVkMC5qcGciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.u7F4-SlFkNvlGjH6ZDPH2b0zq4bT_ZA6mULjvjtbLt4

Houston we had a problem.

20220923125030_1_by_pudgemountain_dfe65gk-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvNWNlZDA4NmItYTUwYy00YjFkLWJmZmItYmRhOWYxOTgyNzVmXC9kZmU2NWdrLTQ4M2QzNDFjLWU0MzUtNDRjNi04ODJiLTBiZGRkZmM2MWE3My5qcGciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.oCc9LQ7Nrnpz30uITQmvQ4oNh-hOdCqkxHsb8qN-3Sg

Sorry for it being dark and no flag but the gravity is so small that I only have a split second to be on the surface lol.

20220923131331_1_by_pudgemountain_dfe65h6-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvNWNlZDA4NmItYTUwYy00YjFkLWJmZmItYmRhOWYxOTgyNzVmXC9kZmU2NWg2LTQwYjlmMzdkLTljM2MtNDNkOS05ZmEyLTFkNmE5MmE3MTViZi5qcGciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.Qxe6MRhFH6gOjfHPmyob318d6kR1SsAHB1fGUo6nWkE

That was harder than it look and do I reccomend landing a kerbal on Halley's comet.......no its not worth it and you'd have more fun landing on Ceres.

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  On 9/25/2022 at 1:12 PM, thunder175 said:

@Zorg Been away for a few days and was hoping to see if someone isolated the Hermes main parachute not deploying issue a few of have been having. I saw the Community Fixes post above... is that where the bug is? 

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I'm having the same issue. I think it's related to RealChute. I don't use the full mod, but I uninstalled FAR which has its own lite version built in and the parachute worked fine. Then I reinstalled FAR and deleted the RealChuteLite folder, but attempting to deploy the chute gives the message "cannot deploy chute while stowed" even though it was under the same conditions as when I tested it without FAR installed.

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  On 9/25/2022 at 1:52 PM, Rodger said:

The community fixes issue was caused by the BDBNIC textures mod, and was just causing the game to never finish loading, so sounds like a different issue. If you can upload your ksp.log file somewhere (zipped if it’s big) and link it here I can have a look

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Log file located here: https://drive.google.com/open?id=1JzXLEkofZtlZKG8KfKjULw-dxYTcWwUt&authuser=thunder175%40gmail.com&usp=drive_fs

My current installed mods:

  Reveal hidden contents

 

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  On 9/25/2022 at 7:08 PM, thunder175 said:

Log file located here: https://drive.google.com/open?id=1JzXLEkofZtlZKG8KfKjULw-dxYTcWwUt&authuser=thunder175%40gmail.com&usp=drive_fs

My current installed mods:

  Reveal hidden contents

 

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  On 9/25/2022 at 6:27 PM, Nemitis said:

I'm having the same issue. I think it's related to RealChute. I don't use the full mod, but I uninstalled FAR which has its own lite version built in and the parachute worked fine. Then I reinstalled FAR and deleted the RealChuteLite folder, but attempting to deploy the chute gives the message "cannot deploy chute while stowed" even though it was under the same conditions as when I tested it without FAR installed.

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Are you both using craft files, instead of building them fresh? There may be an old depreciated version of the chute in the craft file you're using. It should look like this:

unknown.png

There's also an error from TweakChutes which is bundled in JNSQ, probably trying to patch a chute that's also getting patched to a RealChute module, but that's probably not a big issue.

Otherwise it might be due to FAR making the parachute think it's fully stowed, so not deploying? Did you try staging the "Landing and control Module" first to pop off the drogue/nosecone? If this is the cause, this patch might help (just put it anywhere in GameData): https://drive.google.com/file/d/1-lhPDqaTrjeQtVGR_eb6F418BoEQNd1_/view?usp=sharing

Edited by Rodger
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  On 9/25/2022 at 11:28 PM, Rodger said:

Are you both using craft files, instead of building them fresh? There may be an old depreciated version of the chute in the craft file you're using. It should look like this:

There's also an error from TweakChutes which is bundled in JNSQ, probably trying to patch a chute that's also getting patched to a RealChute module, but that's probably not a big issue.

Otherwise it might be due to FAR making the parachute think it's fully stowed, so not deploying? Did you try staging the "Landing and control Module" first to pop off the drogue/nosecone? If this is the cause, this patch might help (just put it anywhere in GameData): https://drive.google.com/file/d/1-lhPDqaTrjeQtVGR_eb6F418BoEQNd1_/view?usp=sharing

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1. Negative, I'm creating the capsule from scratch and am not loading a craft file

2. This have never came up in the past and is only a recent occurrence. Since JNSQ hasn't been updated in a year must be (guessing) it has to be something downstream from that.

3. Yes, nose and drogue cone are always popped off prior to attempting to releasing the main. I loaded the patch provided above and just conducted a test flight. It did not solve the problem. After jettisoning the drogue/nose cone and attempting to deploy the main, the parachute icon in the staging list turns a light blue/tealish color and the pod just burns in. Again, this is recent behavior and I can't figure out which mod updated and is potentially causing this. 

 

EDIT: Only additional thing I will add is that I am using Sigma Dimensions to rescale the JNSQ worlds to 6.4x size (resize/rescale at 2.4 in the settings). That has never made a difference before but maybe something isn't liking it now?

 

EDIT 2: I just did a crude test with the Gemini main chute and nose cone with a solid booster, and that main chute deploys just fine.

Edited by thunder175
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  On 9/26/2022 at 12:59 AM, thunder175 said:

1. Negative, I'm creating the capsule from scratch and am not loading a craft file

2. This have never came up in the past and is only a recent occurrence. Since JNSQ hasn't been updated in a year must be (guessing) it has to be something downstream from that.

3. Yes, nose and drogue cone are always popped off prior to attempting to releasing the main. I loaded the patch provided above and just conducted a test flight. It did not solve the problem. After jettisoning the drogue/nose cone and attempting to deploy the main, the parachute icon in the staging list turns a light blue/tealish color and the pod just burns in. Again, this is recent behavior and I can't figure out which mod updated and is potentially causing this. 

 

EDIT: Only additional thing I will add is that I am using Sigma Dimensions to rescale the JNSQ worlds to 6.4x size (resize/rescale at 2.4 in the settings). That has never made a difference before but maybe something isn't liking it now?

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Hmm, the latest version of FAR from a few weeks ago does mention "Respect shielding for chute deployment", so I'm going to bet on that being the issue, and because it's a FAR function, my patch for stock/realchute wouldn't work. I'll let the FAR dev know.

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  On 9/26/2022 at 1:28 AM, Rodger said:

@thunder175@NemitisThis patch will convert the parachute back to the stock module and enables shielded deploy, which may fix the issue (unless FAR stops stock chutes working?) https://drive.google.com/file/d/1-mST24I2XXVwHHCsP-K-8Fx8q1BSeA8R/view?usp=sharing

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That patch does make the parachute deploy, but it doesn't slow down the capsule. I think FAR requires RealChute for them to function.

But there's another problem that I found while testing. After launching and hitting abort, as soon as the capsule passes apoapsis and begins falling I get this nullref error spamming the log:

[EXC 21:35:52.471] NullReferenceException: Object reference not set to an instance of an object
    BDB.ModuleBdbMercuryAbortChuteController.FixedUpdate () (at <6b54d10ce9c046b5b41fa3e871efa524>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

https://drive.google.com/file/d/108zVxj3QvGp1SAKdzuZkFcgKszXwENsV/view?usp=sharing

Doing a normal suborbital flight with no abort doesn't cause this error. I've been testing on a minimal install with only Bluedog, FAR, and dependencies, and replacing the parachute in the VAB before every launch.

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  On 9/26/2022 at 1:52 AM, Nemitis said:

That patch does make the parachute deploy, but it doesn't slow down the capsule. I think FAR requires RealChute for them to function.

But there's another problem that I found while testing. After launching and hitting abort, as soon as the capsule passes apoapsis and begins falling I get this nullref error spamming the log:

[EXC 21:35:52.471] NullReferenceException: Object reference not set to an instance of an object
    BDB.ModuleBdbMercuryAbortChuteController.FixedUpdate () (at <6b54d10ce9c046b5b41fa3e871efa524>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

https://drive.google.com/file/d/108zVxj3QvGp1SAKdzuZkFcgKszXwENsV/view?usp=sharing

Doing a normal suborbital flight with no abort doesn't cause this error. I've been testing on a minimal install with only Bluedog, FAR, and dependencies, and replacing the parachute in the VAB before every launch.

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Well it does confirm the issue being deployment while shielded at least, thanks for testing it.

As for the other issue, it's also due to the parachutes being changed to RealChuteFAR, the parachute housing is trying to stage the chute and not being able to find it. That stuff's hard coded into the module though, so best I can do is disable that module when FAR is installed. Just means you might need to do more manual staging on aborts.

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  On 9/26/2022 at 2:31 AM, Rodger said:

Well it does confirm the issue being deployment while shielded at least, thanks for testing it.

As for the other issue, it's also due to the parachutes being changed to RealChuteFAR, the parachute housing is trying to stage the chute and not being able to find it. That stuff's hard coded into the module though, so best I can do is disable that module when FAR is installed. Just means you might need to do more manual staging on aborts.

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Alright, thanks for looking into it!

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  On 9/26/2022 at 2:31 AM, Rodger said:

Well it does confirm the issue being deployment while shielded at least, thanks for testing it.

As for the other issue, it's also due to the parachutes being changed to RealChuteFAR, the parachute housing is trying to stage the chute and not being able to find it. That stuff's hard coded into the module though, so best I can do is disable that module when FAR is installed. Just means you might need to do more manual staging on aborts.

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Just downgraded FAR to 16.0.5 and the main chute is deploying just fine. So has to be that commit on 16.1.0 you noted earlier.

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  On 9/26/2022 at 4:33 PM, OrbitalManeuvers said:

Plus you get bonus Titan points if you hot-stage the 2nd stage (points redeemable nowhere).

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It's KSP what could go wrong?

  On 9/26/2022 at 5:56 PM, Pioneer_Steve said:

Titan 23G!

screenshot19.png?width=728&height=911

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Beautiful! Are y'all using TUFX to give these images a vintage feel or other post-processing?

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Available on the 1.11 dev branch now. Note the open top version is a SAF, and not an SLA. Its intended for peoples kitbashed First Lunar Outpost builds so the capsule is attached to the lander. Its up to you to adjust your spacecraft adapter etc which will be attached to the faring base to ensure the capsule lines up with the opening.

Image

Image

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Edited by Zorg
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  On 9/26/2022 at 6:14 PM, Zorg said:

Available on the 1.11 dev branch now. Note the open top version is a SAF, and not an SLA. Its intended for peoples kitbashed First Lunar Outpost builds so the capsule is attached to the lander. Its up to you to adjust your spacecraft adapter etc which will be attached to the faring base to ensure the capsule lines up with the opening.

Image

Image

Image

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YES, MORE OF THE CRAZIER IDEAS!!!

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  On 9/26/2022 at 6:14 PM, Zorg said:

Available on the 1.11 dev branch now. Note the open top version is a SAF, and not an SLA. Its intended for peoples kitbashed First Lunar Outpost builds so the capsule is attached to the lander. Its up to you to adjust your spacecraft adapter etc which will be attached to the faring base to ensure the capsule lines up with the opening.

Image

Image

Image

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Could we also get a ring type fairing base for the 6.25m SLA fairing base? For S-II based WW space stations

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