Gupyzer0 Posted August 19, 2023 Share Posted August 19, 2023 (edited) On 8/18/2023 at 4:30 AM, DeltaDizzy said: Gotten back into the game recently and have been doing a "visit every planet, land if possible but orbit (for scansat) absolutely" run. Additional rule is no replica payloads and that has made it quite fun indeed! The orbiter program is SUNBEAM and the lander program is FRESNEL. FRESNEL 2 (1 went to minmus) Tomorrow will add on my Eve/Duna orbiters (SUNBEAM Block 2/2+), my Dres orbiter (SUNBEAM Block 3) and later on my eve/duna landers (FRESNEL Block 2) Love the Fresnel design! and talking about playthroughs mine is something similar but I decided on making a contract pack for it and following historical missions using JNSQ. Still got some work to do and loads of testing before a release and of course adding some of the "what ifs" missions like the Venus flyby and making some contracts for the exploration of the rest of the system. Here's my current mission tree. Edited August 19, 2023 by Gupyzer0 deleting a word Quote Link to comment Share on other sites More sharing options...
zw_45 Posted August 19, 2023 Share Posted August 19, 2023 (edited) On 8/18/2023 at 3:28 PM, Zorg said: We dont scale payload weight using the 25% rule. As a baseline we take the IRL mass (excluding prop mass) and then adjust as needed for performance. We will take a close look at this sort of thing once the lander is available. But its not unknown for us to use IRL thrust or even overscaled thrust where necessary ( I think the peacekeeper Post boost vehicle has overscaled thrust, and I dont remember exactly but the LMAE and LMDE are I think somewhere between IRL and 25%). Anyway rest assured we will work to find a good balance between having an impression of the real thing and usability. It might be too early to ask this. I guess the upcoming voyager will use IRL mass, but the Centaur D/Star37 upper stage for voyager was using 25% scale. The star37 is way underpowered for an IRL scale voyager. Edited August 19, 2023 by zw_45 Quote Link to comment Share on other sites More sharing options...
alberro+ Posted August 20, 2023 Share Posted August 20, 2023 Quote Link to comment Share on other sites More sharing options...
GoldForest Posted August 20, 2023 Share Posted August 20, 2023 24 minutes ago, alberro+ said: [Image snip] Is that EUS atop of a modified Delta Heavy? Also, interesting color. Quote Link to comment Share on other sites More sharing options...
Syczek Posted August 20, 2023 Share Posted August 20, 2023 Getting error with b9partswitch at GeminiEquipment module : H2O2 and none,the hell that means?? Quote Link to comment Share on other sites More sharing options...
Friznit Posted August 20, 2023 Share Posted August 20, 2023 (edited) 47 minutes ago, Syczek said: Getting error with b9partswitch at GeminiEquipment module : H2O2 and none,the hell that means?? Are you running Skyhawk Science System and/or Kerbalism or something like that? They add resources and sometime don't add the correct definitions. It's not technically a BDB issue. Edited August 20, 2023 by Friznit Quote Link to comment Share on other sites More sharing options...
Syczek Posted August 20, 2023 Share Posted August 20, 2023 (edited) 5 minutes ago, Friznit said: Are you running Skyhawk Science System and/or Kerbalism or something like that? They add resources and sometime don't add the correct definitions. It's not technically a BDB issue. Gemini config states those two resources and no i don't have those 2 mods,only tacls taken from bluedog_Gemini_EquipmentModule MODULE { name = ModuleB9PartSwitch switcherDescription = Fuel Cell Config switcherDescriptionPlural = Fuel Cell Configs moduleID = fuelCellSwitch baseVolume = 0 SUBTYPE { name = None title = None descriptionSummary = No frills. descriptionDetail = Lightest and cheapest option. defaultSubtypePriority = 0 addedMass = 0.0 addedCost = 0 MODULE { IDENTIFIER { name = ModuleResourceConverter } moduleActive = False } } SUBTYPE { name = MonoProp title = Monopropellant descriptionSummary = Produces 40 EC per 1 kg of Monopropellant descriptionDetail = A simple device that consumes Monopropellant to produce EC. defaultSubtypePriority = 1 addedMass = 0.05 addedCost = 750 } SUBTYPE { name = H2O2 title = Hydrogen/Oxygen descriptionSummary = Produces 2695 EC per 1 kg of H2/O2. descriptionDetail = Efficient fuel cell that does not consume Monopropellant. Hydrogen and Oxygen are combined to produce EC and water. defaultSubtypePriority = 0 addedMass = 0.3 addedCost = 2250 volumeAdded = 80 tankType = bdbSupplyH2O2 MODULE { IDENTIFIER { name = ModuleResourceConverter } DATA { INPUT_RESOURCE { ResourceName = Hydrogen Ratio = 0.7 FlowMode = STACK_PRIORITY_SEARCH } INPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.35 FlowMode = STACK_PRIORITY_SEARCH } OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1.5 DumpExcess = True } OUTPUT_RESOURCE { ResourceName = Water Ratio = 0.00055556 DumpExcess = True } } } } } Edited August 20, 2023 by Syczek Quote Link to comment Share on other sites More sharing options...
Rodger Posted August 20, 2023 Share Posted August 20, 2023 (edited) 18 minutes ago, Syczek said: Gemini config states those two resources and no i don't have those 2 mods,only tacls If you can post your KSP.log (from the main KSP folder, post the whole thing to google drive or something, zip it to make it much smaller), I'll take a look. It's probably another mod changing the "ModuleResourceConverter" on the part though, causing the B9PS module to not find it and throw the error. Edited August 20, 2023 by Rodger Quote Link to comment Share on other sites More sharing options...
Rodger Posted August 20, 2023 Share Posted August 20, 2023 (edited) On 8/19/2023 at 5:56 AM, Awesomesauce1337 said: Created a CFG to add Landertron capability to lander parts. Not sure where to put it so I'm slapping it here. Take a peek if you use Landertron. https://github.com/awesomesauce1337/BDB_Landertron Does that module only do stuff if activated? Ie, won't do anything unexpected if a craft happens to have it, without activating it? If so, and you're happy with it being used, I can probably include it in the default patches or optional extras. Edit: I've had a play, and have yet to get it to work well lol. Any examples of how to use it so it works correctly? Edited August 20, 2023 by Rodger Quote Link to comment Share on other sites More sharing options...
Syczek Posted August 20, 2023 Share Posted August 20, 2023 (edited) https://www.easypaste.org/file/1ebSQfXZ/KSP.zip?lang=pl log here Edited August 20, 2023 by Syczek Quote Link to comment Share on other sites More sharing options...
Rodger Posted August 20, 2023 Share Posted August 20, 2023 59 minutes ago, Syczek said: https://www.easypaste.org/file/1ebSQfXZ/KSP.zip?lang=pl log here If you right-click save-link-as this: https://raw.githubusercontent.com/CobaltWolf/Bluedog-Design-Bureau/master/Gamedata/Bluedog_DB/Compatibility/TAC-LS/Command.cfg and replace the one in your GameData/Bluedog_DB/Compatibility/TAC-LS/ it should fix it Quote Link to comment Share on other sites More sharing options...
Syczek Posted August 20, 2023 Share Posted August 20, 2023 1 hour ago, Rodger said: If you right-click save-link-as this: https://raw.githubusercontent.com/CobaltWolf/Bluedog-Design-Bureau/master/Gamedata/Bluedog_DB/Compatibility/TAC-LS/Command.cfg and replace the one in your GameData/Bluedog_DB/Compatibility/TAC-LS/ it should fix it Thanks Quote Link to comment Share on other sites More sharing options...
bigyihsuan Posted August 20, 2023 Share Posted August 20, 2023 6 hours ago, Rodger said: Does that module only do stuff if activated? Ie, won't do anything unexpected if a craft happens to have it, without activating it? If so, and you're happy with it being used, I can probably include it in the default patches or optional extras. Edit: I've had a play, and have yet to get it to work well lol. Any examples of how to use it so it works correctly? You arm it similar to a parachute (via staging or action group); then you go for a landing. When the conditions are met (depends on mode), it will auto-fire the landertrons to slow the craft down (like how a parachute auto-deploys and inflates). Quote Link to comment Share on other sites More sharing options...
Awesomesauce1337 Posted August 20, 2023 Share Posted August 20, 2023 Bigyihsuan explained it best. The biggest issue I've found is that it goes late on low TWR crafts and early on the "feetshield". For optimal use, I've found it works best on the lunar landers once you've cancelled all horizontal momentum and are only going straight down waiting for the suicide burn. If you deem it worthy you can put it in the extras folder if you like, I feel it fits the bill for a "Use at your own risk" patch. Quote Link to comment Share on other sites More sharing options...
alberro+ Posted August 20, 2023 Share Posted August 20, 2023 16 hours ago, GoldForest said: Is that EUS atop of a modified Delta Heavy? Also, interesting color. Thank you! I honestly didn't base myself off of the Delta IV or Heavy (despite the glaring similarity). Fairly certain I underscaled the first stage and gave it a normal sized ICPS as a second stage. Quote Link to comment Share on other sites More sharing options...
Invaderchaos Posted August 20, 2023 Share Posted August 20, 2023 (edited) TACSAT/TACOMSAT is done and on Github (under the dev branch)! This big boy was a geostationary military communications satellite built by Hughes Aircraft and launched in 1969. Features a spin-stabilized bus with a big tracking antenna array. TACSAT was quite a large satellite for the US at the time, being two stories tall and launched by itself on a Titan IIIC, a rocket usually reserved for multi-payload launches. It was one of the largest barrel sats that Hughes made, which is saying something. Spoiler Using this bus, JUMPSEAT can be kitbashed. JUMPSEAT was a signals reconnaissance satellite launched on a Titan IIIB. JUMPSEAT is classified, but it is known that its bus was based on TACSAT's. I might come back and make a part that would be an attempt at what JUMPSEAT might look like, but for now this will do: Spoiler Edited August 20, 2023 by Invaderchaos Quote Link to comment Share on other sites More sharing options...
kspbutitscursed Posted August 20, 2023 Share Posted August 20, 2023 2 minutes ago, Invaderchaos said: TACSAT/TACOMSAT is done and on Github (under the dev branch)! This big boy was a military communications satellite built by Hughes Aircraft and launched in1969. Features a spin-stabilized bus with a big tracking antenna array. TACSAT was quite a large satellite for the US at the time, being two stories tall and launched by itself on a Titan IIIC, a rocket usually reserved for multi-payload launches. It was one of the largest barrel sats that Hughes made, which is saying something. Reveal hidden contents Using this bus, JUMPSEAT can be kitbashed. JUMPSEAT was a signals reconnaissance satellite launched on a Titan IIIB. JUMPSEAT is classified, but it is known that its bus was based on TACSAT's. I might come back and make a part that would be an attempt at what JUMPSEAT might look like, but for now this will do: Reveal hidden contents impressive Quote Link to comment Share on other sites More sharing options...
Invaderchaos Posted August 21, 2023 Share Posted August 21, 2023 Syncom for scale Quote Link to comment Share on other sites More sharing options...
zakkpaz Posted August 21, 2023 Share Posted August 21, 2023 For some reason the TACSAT bus isn't showing up in game. the antena is in and so is Syncom. Quote Link to comment Share on other sites More sharing options...
Invaderchaos Posted August 21, 2023 Share Posted August 21, 2023 25 minutes ago, zakkpaz said: For some reason the TACSAT bus isn't showing up in game. the antena is in and so is Syncom. I’ll look into it. Are you in career mode or sandbox? Quote Link to comment Share on other sites More sharing options...
zakkpaz Posted August 21, 2023 Share Posted August 21, 2023 1 minute ago, Invaderchaos said: I’ll look into it. Are you in career mode or sandbox? sandbox Quote Link to comment Share on other sites More sharing options...
Invaderchaos Posted August 21, 2023 Share Posted August 21, 2023 Just now, zakkpaz said: sandbox Yea nvm I found the issue. Fixing it in a minute. Let me know if it shows up Quote Link to comment Share on other sites More sharing options...
zakkpaz Posted August 21, 2023 Share Posted August 21, 2023 17 minutes ago, Invaderchaos said: Yea nvm I found the issue. Fixing it in a minute. Let me know if it shows up looks like that did the trick, thanks. Quote Link to comment Share on other sites More sharing options...
Alpha512 Posted August 21, 2023 Share Posted August 21, 2023 (edited) 4 hours ago, Invaderchaos said: Using this bus, JUMPSEAT can be kitbashed. JUMPSEAT was a signals reconnaissance satellite launched on a Titan IIIB. JUMPSEAT is classified, but it is known that its bus was based on TACSAT's. I might come back and make a part that would be an attempt at what JUMPSEAT might look like Where do i vote for it? Edited August 21, 2023 by Alpha512 Quote Link to comment Share on other sites More sharing options...
Alpha512 Posted August 21, 2023 Share Posted August 21, 2023 (edited) 4 hours ago, Invaderchaos said: Using this bus, JUMPSEAT can be kitbashed. JUMPSEAT was a signals reconnaissance satellite launched on a Titan IIIB. JUMPSEAT is classified, but it is known that its bus was based on TACSAT's. I might come back and make a part that would be an attempt at what JUMPSEAT might look like Where do i vote for it? Sorry 4 double posting, it's my laggy internet connection :c Edited August 21, 2023 by Alpha512 Quote Link to comment Share on other sites More sharing options...
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