DaveyJ576 Posted October 22, 2022 Share Posted October 22, 2022 (edited) @CAPFlyer, Completely Non-Agressive Rocketry (CNAR) bas a very good V-2/Bumper/WAC Corporal that I use a lot. Be advised that you have to do a wee bit of fiddling with the .cfg files as the WAC Corporal is WAY overweight, and I added a small amount of fuel to both the Bumper and the WAC. Read through the thread and it is all spelled out. Overall, it is a nice complement to BDB. Edited October 22, 2022 by DaveyJ576 Added tag Quote Link to comment Share on other sites More sharing options...
CAPFlyer Posted October 22, 2022 Share Posted October 22, 2022 Yes, I actually use CNAR as well. I've been struggling with it due to issues between it and Skyhawk Science/Kerbalism because not everything gets the right hard drives and I can't get anything to transmit, so I'm kinda "stuck" at the moment. I posted about it in the Skyhawk and Kerbalism threads, but not really getting much feedback with assistance of where to start looking for conflicts. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 22, 2022 Author Share Posted October 22, 2022 (edited) Bluedog Design Bureau v1.11 "вне" Release Album Downloads: GitHub | Spacedock Available on CKAN Changelog: Spoiler v1.11.0 New content and features - Add Deployable Engines as hard dependency - All new boiloff mechanics using System Heat as a new dependency (included by default, can be removed optionally). Boiloff can now be managed by using system heat configured radiators to provide active cryo cooling - Skylab 25kW power module parts including large solar panels, radiators, tower structure, and docking adapter - Skylab teleoperator retrieval system (reboost module) - SII interstage based EOSS space station parts including aft section, large telescope, solar panels, experimental rollout solar array and more - New nuclear engines: NERVA XE hot bleed cycle engine, NERVA full flow cycle flight engine (with aerospike option), large and powerful NERVA II, Los Alamos Small Nuclear Engine concept - Apollo SIM bay ATM telescope - SII wet workshop - Mariner 3, 4 and 5 - 6.25m S4F stage for FLO HLLV (incorrectly known as Comet HLLV sometimes) - 8m Saturn fairing inspired by FLO HLLV. - New 2.5m Saturn fairing - 3x variant for Saturn S1D engine mount - Revamped Big G 1969 (cylindrical service module) - Revamped Centaur II (atlas II) and Common Centaur/Centaur III (Atlas III and V) - Orbital Goo Laboratory inspired by Orbital Primate Spacecraft. - Apollo Lunar Roving Vehicle (LRV) parts (requires Breaking Ground DLC for robotics) - Extended set of ALSEP ground experiments including historical experiments and proposed ones (requires Breaking Ground DLC for EVA ground science) - 3 crew LM Taxi with uprated ascent stage variant - LM truck cargo variant with roll-off ramp with autonomous descent stage variant - Orbital LM Lab - LM Shelter and Early Lunar Shelter with new experiments including 100ft drill (thanks to Gregoria Luna (Gregrox) for the telescope results) - She-lab (Shelter Lab) with accompanying MTV vehicle. - Lunar Flying Vehicle - LR91 style nozzle for the single LR87 vac - Shaddy compatibility support for blanket type solar panels using transmission shaders (backlit glow) - Shaddy compatibility for translucent parachute shaders - new IVA for the LM and variants (new props including detailed hatches and DSKY interface) - Haaselblad lunar camera KIS prop (also an IVA prop) Updates and Enhancements - Native community category kit implementation - Update filter extensions compatibility - Snacks! compatibility update thanks to debaker02 - Startup fireball effects for F1 and RS68 waterfall plumes - Add mesh switch to CADS docking ports to turn off inner hatch. - RL10-C3 variant (thanks to Al2me6) - New running sound for nuclear engines with Geiger clicks (Thanks to Katniss) - Compatibility with Default Action Groups mod - Add some KSRSS results to sci defs Bug fixes - Fixed Apollo IVA rotation bugs - Fixed Gemini lander IVA rotation bug - various minor fixes A note on the future: With the KSP2 release date announcement, I'm sure you're all wondering what the future of BDB is. Well, this is probably the last "big" update for KSP1. We have some stuff coming down the line still - Zorg's fantastic Voyager Mars, as well as some small projects from myself. But we simply won't have time to take on big new expansions before that comes. So what happens when KSP2 arrives? Well, we don't know yet. BDB isn't going anywhere, that's for sure. That goes for both KSP1 (these releases won't go anywhere) as well as KSP2 (we fully intend on carrying on our work there). What will BDB2 look like? We don't know that either. There hasn't been any information on KSP2 modding yet, so we're as in the dark as you all are. We'll have to be patient, and even once we get our hands on the specs it will be a long, long process to create something on par with BDB1. Many of the models are probably good enough to make the jump, but the shaders and textures will not. Despite that, we're excited for the future. And on that note, I want to thank everyone who's spent the last 7+ years playing, enjoying, commenting, and sharing their creations with the mod. It has been an absolute blast, and hopefully will continue to be for many years to come. - CobaltWolf aka Matt Edited October 22, 2022 by CobaltWolf Quote Link to comment Share on other sites More sharing options...
Blufor878 Posted October 22, 2022 Share Posted October 22, 2022 (edited) 19 minutes ago, CobaltWolf said: Bluedog Design Bureau v1.11 "вне" Release Album Downloads: GitHub | Spacedock (still uploading at time of posting) Available on CKAN SoonTM Changelog: Hide contents v1.11.0 New content and features - Add Deployable Engines as hard dependency - All new boiloff mechanics using System Heat as a new dependency (included by default, can be removed optionally). Boiloff can now be managed by using system heat configured radiators to provide active cryo cooling - Skylab 25kW power module parts including large solar panels, radiators, tower structure, and docking adapter - Skylab teleoperator retrieval system (reboost module) - SII interstage based EOSS space station parts including aft section, large telescope, solar panels, experimental rollout solar array and more - New nuclear engines: NERVA XE hot bleed cycle engine, NERVA full flow cycle flight engine (with aerospike option), large and powerful NERVA II, Los Alamos Small Nuclear Engine concept - Apollo SIM bay ATM telescope - SII wet workshop - Mariner 3, 4 and 5 - 6.25m S4F stage for FLO HLLV (incorrectly known as Comet HLLV sometimes) - 8m Saturn fairing inspired by FLO HLLV. - New 2.5m Saturn fairing - 3x variant for Saturn S1D engine mount - Revamped Big G 1969 (cylindrical service module) - Revamped Centaur II (atlas II) and Common Centaur/Centaur III (Atlas III and V) - Orbital Goo Laboratory inspired by Orbital Primate Spacecraft. - Apollo Lunar Roving Vehicle (LRV) parts (requires Breaking Ground DLC for robotics) - Extended set of ALSEP ground experiments including historical experiments and proposed ones (requires Breaking Ground DLC for EVA ground science) - 3 crew LM Taxi with uprated ascent stage variant - LM truck cargo variant with roll-off ramp with autonomous descent stage variant - Orbital LM Lab - LM Shelter and Early Lunar Shelter with new experiments including 100ft drill (thanks to Gregoria Luna (Gregrox) for the telescope results) - She-lab (Shelter Lab) with accompanying MTV vehicle. - Lunar Flying Vehicle - LR91 style nozzle for the single LR87 vac - Shaddy compatibility support for blanket type solar panels using transmission shaders (backlit glow) - Shaddy compatibility for translucent parachute shaders - new IVA for the LM and variants (new props including detailed hatches and DSKY interface) - Haaselblad lunar camera KIS prop (also an IVA prop) Updates and Enhancements - Native community category kit implementation - Update filter extensions compatibility - Snacks! compatibility update thanks to debaker02 - Startup fireball effects for F1 and RS68 waterfall plumes - Add mesh switch to CADS docking ports to turn off inner hatch. - RL10-C3 variant (thanks to Al2me6) - New running sound for nuclear engines with Geiger clicks (Thanks to Katniss) - Compatibility with Default Action Groups mod - Add some KSRSS results to sci defs Bug fixes - Fixed Apollo IVA rotation bugs - Fixed Gemini lander IVA rotation bug - various minor fixes My week at work has been rough, but between this and SPOCK and this, worth it! I’m gonna guess this stuff is in the devbranch as well? Edited October 22, 2022 by Blufor878 Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted October 22, 2022 Share Posted October 22, 2022 Ayy congrats on the 1.11 release! Quote Link to comment Share on other sites More sharing options...
Socowez Posted October 22, 2022 Share Posted October 22, 2022 53 minutes ago, CobaltWolf said: Bluedog Design Bureau v1.11 "вне" Release Album Downloads: GitHub | Spacedock (still uploading at time of posting) Available on CKAN SoonTM Changelog: Reveal hidden contents v1.11.0 New content and features - Add Deployable Engines as hard dependency - All new boiloff mechanics using System Heat as a new dependency (included by default, can be removed optionally). Boiloff can now be managed by using system heat configured radiators to provide active cryo cooling - Skylab 25kW power module parts including large solar panels, radiators, tower structure, and docking adapter - Skylab teleoperator retrieval system (reboost module) - SII interstage based EOSS space station parts including aft section, large telescope, solar panels, experimental rollout solar array and more - New nuclear engines: NERVA XE hot bleed cycle engine, NERVA full flow cycle flight engine (with aerospike option), large and powerful NERVA II, Los Alamos Small Nuclear Engine concept - Apollo SIM bay ATM telescope - SII wet workshop - Mariner 3, 4 and 5 - 6.25m S4F stage for FLO HLLV (incorrectly known as Comet HLLV sometimes) - 8m Saturn fairing inspired by FLO HLLV. - New 2.5m Saturn fairing - 3x variant for Saturn S1D engine mount - Revamped Big G 1969 (cylindrical service module) - Revamped Centaur II (atlas II) and Common Centaur/Centaur III (Atlas III and V) - Orbital Goo Laboratory inspired by Orbital Primate Spacecraft. - Apollo Lunar Roving Vehicle (LRV) parts (requires Breaking Ground DLC for robotics) - Extended set of ALSEP ground experiments including historical experiments and proposed ones (requires Breaking Ground DLC for EVA ground science) - 3 crew LM Taxi with uprated ascent stage variant - LM truck cargo variant with roll-off ramp with autonomous descent stage variant - Orbital LM Lab - LM Shelter and Early Lunar Shelter with new experiments including 100ft drill (thanks to Gregoria Luna (Gregrox) for the telescope results) - She-lab (Shelter Lab) with accompanying MTV vehicle. - Lunar Flying Vehicle - LR91 style nozzle for the single LR87 vac - Shaddy compatibility support for blanket type solar panels using transmission shaders (backlit glow) - Shaddy compatibility for translucent parachute shaders - new IVA for the LM and variants (new props including detailed hatches and DSKY interface) - Haaselblad lunar camera KIS prop (also an IVA prop) Updates and Enhancements - Native community category kit implementation - Update filter extensions compatibility - Snacks! compatibility update thanks to debaker02 - Startup fireball effects for F1 and RS68 waterfall plumes - Add mesh switch to CADS docking ports to turn off inner hatch. - RL10-C3 variant (thanks to Al2me6) - New running sound for nuclear engines with Geiger clicks (Thanks to Katniss) - Compatibility with Default Action Groups mod - Add some KSRSS results to sci defs Bug fixes - Fixed Apollo IVA rotation bugs - Fixed Gemini lander IVA rotation bug - various minor fixes A note on the future: With the KSP2 release date announcement, I'm sure you're all wondering what the future of BDB is. Well, this is probably the last "big" update for KSP1. We have some stuff coming down the line still - Zorg's fantastic Voyager Mars, as well as some small projects from myself. But we simply won't have time to take on big new expansions before that comes. So what happens when KSP2 arrives? Well, we don't know yet. BDB isn't going anywhere, that's for sure. That goes for both KSP1 (these releases won't go anywhere) as well as KSP2 (we fully intend on carrying on our work there). What will BDB2 look like? We don't know that either. There hasn't been any information on KSP2 modding yet, so we're as in the dark as you all are. We'll have to be patient, and even once we get our hands on the specs it will be a long, long process to create something on par with BDB1. Many of the models are probably good enough to make the jump, but the shaders and textures will not. Despite that, we're excited for the future. And on that note, I want to thank everyone who's spent the last 7+ years playing, enjoying, commenting, and sharing their creations with the mod. It has been an absolute blast, and hopefully will continue to be for many years to come. - CobaltWolf aka Matt The release has duplicate download folders, that looks like this: Bluedog-Design-Bureau-1.11.0.zip Bluedog-Design-Bureau1.11.0.zip They're the same size, probably same contents, but it still causes a little confusion Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 22, 2022 Author Share Posted October 22, 2022 26 minutes ago, Socowez said: The release has duplicate download folders, that looks like this: Bluedog-Design-Bureau-1.11.0.zip Bluedog-Design-Bureau1.11.0.zip They're the same size, probably same contents, but it still causes a little confusion Yeah I realized I messed up the name and forgot the hyphen. Thought I removed the upload and replaced it... check again? Quote Link to comment Share on other sites More sharing options...
GoldForest Posted October 22, 2022 Share Posted October 22, 2022 @CobaltWolf Congrats on 1.11's release! It has been a journey, definitely, one that hopefully wont end anytime soon. I'm sure you'll figure BDB2 out sooner or later. Maybe focus on interstellar projects from the past? Orion, Daedalus, etc. I know these will be in game for KSP2 as stock parts, but stock and historic are two different monsters. And let's be honest, stock historic is a little different than stockalike historic. I.e. Stock SLS and Ariane 5. Maybe you could throw in a Nova or 2. I'm not talking the C-8 Nova. I'm talking about those monster ones that make Saturn V look like a medium class rocket. Martin Marietta Basic and Advanced, General Dynamics and NASA. I know you don't like going off spec or schematic, but just a suggestion. Whatever you decide, I know one thing: it will be great, and the community will be here, waiting and willing to play with whatever you decide to give us. So please, take your time. Take a break if you, Zorg, Invader and Rodger need it. Figure out what you all want to do. When you're ready, we'll be waiting. Quote Link to comment Share on other sites More sharing options...
Blufor878 Posted October 22, 2022 Share Posted October 22, 2022 1 minute ago, GoldForest said: @CobaltWolf Congrats on 1.11's release! It has been a journey, definitely, one that hopefully wont end anytime soon. I'm sure you'll figure BDB2 out sooner or later. Maybe focus on interstellar projects from the past? Orion, Daedalus, etc. I know these will be in game for KSP2 as stock parts, but stock and historic are two different monsters. And let's be honest, stock historic is a little different than stockalike historic. I.e. Stock SLS and Ariane 5. Maybe you could throw in a Nova or 2. I'm not talking the C-8 Nova. I'm talking about those monster ones that make Saturn V look like a medium class rocket. Martin Marietta Basic and Advanced, General Dynamics and NASA. I know you don't like going off spec or schematic, but just a suggestion. Whatever you decide, I know one thing: it will be great, and the community will be here, waiting and willing to play with whatever you decide to give us. So please, take your time. Take a break if you, Zorg, Invader and Rodger need it. Figure out what you all want to do. When you're ready, we'll be waiting. BDB2, the Convair update. I’ll let y’all use your imagination. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted October 22, 2022 Share Posted October 22, 2022 14 minutes ago, Blufor878 said: BDB2, the Convair update. I’ll let y’all use your imagination. The rocket or the space shuttle? Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 22, 2022 Author Share Posted October 22, 2022 (edited) 33 minutes ago, GoldForest said: @CobaltWolf Congrats on 1.11's release! It has been a journey, definitely, one that hopefully wont end anytime soon. I'm sure you'll figure BDB2 out sooner or later. Maybe focus on interstellar projects from the past? Orion, Daedalus, etc. I know these will be in game for KSP2 as stock parts, but stock and historic are two different monsters. And let's be honest, stock historic is a little different than stockalike historic. I.e. Stock SLS and Ariane 5. Maybe you could throw in a Nova or 2. I'm not talking the C-8 Nova. I'm talking about those monster ones that make Saturn V look like a medium class rocket. Martin Marietta Basic and Advanced, General Dynamics and NASA. I know you don't like going off spec or schematic, but just a suggestion. Whatever you decide, I know one thing: it will be great, and the community will be here, waiting and willing to play with whatever you decide to give us. So please, take your time. Take a break if you, Zorg, Invader and Rodger need it. Figure out what you all want to do. When you're ready, we'll be waiting. Oh I'm totally down to make a BDB version of Orion (the nuclear propulsion vehicle) for BDB2. What I'd like is to sort of treat it as a total conversion, but maybe including some of the really whacky IRL ideas we always avoided in KSP1... since all that is stock hopefully we could easily make our own. We'd also probably try and break the mod up, but we'll have to see how stuff like asset sharing works. The "real" Novas would definitely be more in line with what we've seen from the trailers... I don't know, I've had changes of heart before... Like I said, we have a few things we're working on still as we can. I just don't think people should expect another update of this size and scale, with... jeez I have no idea how many new parts were added in 1.11 haha. Hopefully sooner than later we'll get a clearer idea of what modding will look like, hopefully some documentation for stuff like art standards (if we all pray hard enough), then we might start thinking about doing prep work for BDB2. Zorg never got to the Atlas update, I pointed out that real, PBR Atlas would look pretty amazing... Edited October 22, 2022 by CobaltWolf Quote Link to comment Share on other sites More sharing options...
GoldForest Posted October 22, 2022 Share Posted October 22, 2022 15 minutes ago, CobaltWolf said: Oh I'm totally down to make a BDB version of Orion (the nuclear propulsion vehicle) for BDB2. What I'd like is to sort of treat it as a total conversion, but maybe including some of the really whacky IRL ideas we always avoided in KSP1... since all that is stock hopefully we could easily make our own. We'd also probably try and break the mod up, but we'll have to see how stuff like asset sharing works. The "real" Novas would definitely be more in line with what we've seen from the trailers... I don't know, I've had changes of heart before... Like I said, we have a few things we're working on still as we can. I just don't think people should expect another update of this size and scale, with... jeez I have no idea how many new parts were added in 1.11 haha. Hopefully sooner than later we'll get a clearer idea of what modding will look like, hopefully some documentation for stuff like art standards (if we all pray hard enough), then we might start thinking about doing prep work for BDB2. Zorg never got to the Atlas update, I pointed out that real, PBR Atlas would look pretty amazing... Maybe do a poll for each of the four lists and make the top 2 or 3 from each list to make it easier on you. There's like 50 Nova designs lol. Quote Link to comment Share on other sites More sharing options...
Blufor878 Posted October 22, 2022 Share Posted October 22, 2022 35 minutes ago, GoldForest said: The rocket or the space shuttle? Yup! Hey, small issue. The main LEM variant still seems to use the old IVA. The other versions are fine, and the orientation bug has been fixed overall. I also have Reviva installed so I don't know if that might have something to do with it? Quote Link to comment Share on other sites More sharing options...
Zorg Posted October 22, 2022 Share Posted October 22, 2022 17 minutes ago, Blufor878 said: Yup! Hey, small issue. The main LEM variant still seems to use the old IVA. The other versions are fine, and the orientation bug has been fixed overall. I also have Reviva installed so I don't know if that might have something to do with it? Probably. Its likely Reviva adds its own IVA and uses the old model. 38 minutes ago, CobaltWolf said: Oh I'm totally down to make a BDB version of Orion (the nuclear propulsion vehicle) for BDB2. What I'd like is to sort of treat it as a total conversion, but maybe including some of the really whacky IRL ideas we always avoided in KSP1... since all that is stock hopefully we could easily make our own. We'd also probably try and break the mod up, but we'll have to see how stuff like asset sharing works. The "real" Novas would definitely be more in line with what we've seen from the trailers... I don't know, I've had changes of heart before... Like I said, we have a few things we're working on still as we can. I just don't think people should expect another update of this size and scale, with... jeez I have no idea how many new parts were added in 1.11 haha. Hopefully sooner than later we'll get a clearer idea of what modding will look like, hopefully some documentation for stuff like art standards (if we all pray hard enough), then we might start thinking about doing prep work for BDB2. Zorg never got to the Atlas update, I pointed out that real, PBR Atlas would look pretty amazing... 21 minutes ago, GoldForest said: Maybe do a poll for each of the four lists and make the top 2 or 3 from each list to make it easier on you. There's like 50 Nova designs lol. On the subject of (real) Nova, at the very least we have one of the engines already Quote Link to comment Share on other sites More sharing options...
Blufor878 Posted October 22, 2022 Share Posted October 22, 2022 1 minute ago, Zorg said: Probably. Its likely Reviva adds its own IVA and uses the old model. Gotcha, no big deal. Still enjoying it all! Quote Link to comment Share on other sites More sharing options...
GoldForest Posted October 22, 2022 Share Posted October 22, 2022 4 minutes ago, Zorg said: Probably. Its likely Reviva adds its own IVA and uses the old model. On the subject of (real) Nova, at the very least we have one of the engines already If you consider the NASA designs, you have most, if not all, of the engines already. F-1, J-2, Nerva, and M-1. Quote Link to comment Share on other sites More sharing options...
Beccab Posted October 22, 2022 Share Posted October 22, 2022 43 minutes ago, CobaltWolf said: Oh I'm totally down to make a BDB version of Orion (the nuclear propulsion vehicle) for BDB2 Oh god, I literally can't imagine an Orion model with BDB-level quality. It would be incredible, really 1 minute ago, GoldForest said: If you consider the NASA designs, you have most, if not all, of the engines already. F-1, J-2, Nerva, and M-1. Well, there's the massive aerospikes that changed basically with every study, but yeah Quote Link to comment Share on other sites More sharing options...
GoldForest Posted October 22, 2022 Share Posted October 22, 2022 8 minutes ago, Beccab said: Oh god, I literally can't imagine an Orion model with BDB-level quality. It would be incredible, really Well, there's the massive aerospikes that changed basically with every study, but yeah I don't think of any of the NASA Novas had aerospikes. I think MM or GD used some, but not NASA. Quote Link to comment Share on other sites More sharing options...
Jcking Posted October 22, 2022 Share Posted October 22, 2022 13 minutes ago, GoldForest said: I don't think of any of the NASA Novas had aerospikes. I think MM or GD used some, but not NASA. There's roughly two different NOVAs, the early ones (which include your NASA NOVAs) were around as capable as C-8 (and the baseline nova was practically identical to C-8 with the exception of a two M-1 second stage), and the later ~1 million lbs to orbit NOVAs. For the latter, having the F-1, and M-1 modeled isn't as useful as one would think. Quote Link to comment Share on other sites More sharing options...
Kass__XAP Posted October 22, 2022 Share Posted October 22, 2022 Mariner 5's Venus Encounter! Quote Link to comment Share on other sites More sharing options...
Pappystein Posted October 22, 2022 Share Posted October 22, 2022 48 minutes ago, Zorg said: On the subject of (real) Nova, at the very least we have one of the engines already Beyond what was already stated, now we just need a KSP2 plugin for F-1 powered Plug-Aerospike engine (with the 18 F-1s around the central plug) Honestly something like that (a plug in for Plug engines) would be a benefit for quite a few aerospikes (Looking at you LTBE / XRS-2200) Quote Link to comment Share on other sites More sharing options...
GoldForest Posted October 22, 2022 Share Posted October 22, 2022 (edited) 38 minutes ago, Jcking said: There's roughly two different NOVAs, the early ones (which include your NASA NOVAs) were around as capable as C-8 (and the baseline nova was practically identical to C-8 with the exception of a two M-1 second stage), and the later ~1 million lbs to orbit NOVAs. For the latter, having the F-1, and M-1 modeled isn't as useful as one would think. Well, unless Cobalt or the others decides to model engine stacks like SSTU does, having an already modeled engine will cut down on workload. In other thoughts, I'd like to point out that some of those giant Novas got ridiculous... but I absolutely love the concepts. Like, OOST and ROOST. OOST on its own isn't too bad, single stage to orbit is perfectly fine. But then you add reusability to it, and you get ROOST. Like, imagine something bigger than a Starship and Superheavy stack. Now imagine it being reusable. Like, yeah. Starship Superheavy is what? 120 meters? ROOST is 160 meters! SSH is about 9m across, ROOST is 21.30 meters! More than double! And then on top of ROOST, you have stuff like this: Astro! A freaking space shuttle larger than ROOST itself. Oh, and for anyone wondering about all the Novas; Along with the Douglas studies above, these are it: Also also, anybody know what's up with MM Advance Designs Nova R10R-2? Like, is that a rocket or a modern architecture project? @Pappystein Any info you got on that one? Edited October 22, 2022 by GoldForest Quote Link to comment Share on other sites More sharing options...
Beccab Posted October 22, 2022 Share Posted October 22, 2022 (edited) 40 minutes ago, Jcking said: There's roughly two different NOVAs, the early ones (which include your NASA NOVAs) were around as capable as C-8 (and the baseline nova was practically identical to C-8 with the exception of a two M-1 second stage), and the later ~1 million lbs to orbit NOVAs. For the latter, having the F-1, and M-1 modeled isn't as useful as one would think. 33 minutes ago, Pappystein said: Beyond what was already stated, now we just need a KSP2 plugin for F-1 powered Plug-Aerospike engine (with the 18 F-1s around the central plug) Honestly something like that (a plug in for Plug engines) would be a benefit for quite a few aerospikes (Looking at you LTBE / XRS-2200) Thanks to NASA's MSFC there's also, for a lack of a better term, this thing. The entire rocket is the aerospike! From NTRS number 19730062635 Edited October 22, 2022 by Beccab Quote Link to comment Share on other sites More sharing options...
GoldForest Posted October 22, 2022 Share Posted October 22, 2022 8 minutes ago, Beccab said: Thanks to NASA's MSFC there's also, for a lack of a better term, this thing. The entire rocket is the aerospike! From NTRS number 19730062635 Ah, so that's MM's Advance Design Nova R10R-2. Ah, I see. So the image was a split cross-section showing two different modes. I thought it was just a single rocket with half a shroud on one side. Quote Link to comment Share on other sites More sharing options...
Hybr1d Posted October 22, 2022 Share Posted October 22, 2022 BDB 1.11 / ksp 1.12.3 Game freezes and crashes whenever I try to stage my rocket in space, doesn't crash in an atmosphere, I also get a B9 error when opening the rocket. Modlist and b9 error https://imgur.com/a/J0K4sbw Ksp log: https://drive.google.com/file/d/1xUDEg_qPqZEmC5bYdZN4_q4T1wGfnLHq/view?usp=sharing Any help is welcome, thanks (☞゚ヮ゚)☞ Quote Link to comment Share on other sites More sharing options...
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