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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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1 hour ago, shujijiang said:

Hello, everyone. I have encountered a difficult problem. The pneumatic arrow in the game cannot be turned off. What should I do?

Can you post a picture of the problem? (for example with https://imgur.com/)

Edited by Rodger
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14 hours ago, OHN said:

@Pappystein Do you have any plans of converting the Viking and Mariner propulsion parts to Hypergolics too? Both used MMH and NTO IRL.

I will look into adding it after I am done with my current KSP project.   Don't expect them in the Dev build a few days.

 

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***COMMING SOOON (not yet but REAL SOON)***

New Bluedog DB Extras file

Bludedog_DB_Extras\Pafftek\FluorineBDB\

What is this?  

Those of you already utilizing my \Pafftek\HypergolicBDB\ patch will realize this is just an extension of that patch to add fluorine to a SMALL selection of Rockets and tanks.

Liquid Fluorine in any form (LF2, ClF3, LFOX it does not matter)  Is a highly caustic Fuoxidizer.   No I wish I wasn’t completely making that name up.   Fluorine can be utilized as a fuel or as an oxidizer.  It is hypergolic with many many other chemicals.   It is primarily classified as an Oxidizer because it does not react, when under pressure, with Liquid Oxygen.

To paraphrase famous and well-published rocket scientist John D Clark.   “Rocket fuel should not instantly dissolve rocket technicians.”   Liquid Fluorine in any form will do that.    This, above all else, is why GREEN is not good!

Ok, poking fun at the establishment aside, and back on topic.  

How do Rocket Technicians get dissolved by Fluorine?   Mere exposure to… anything almost turns Liquid Fluorine into Hydrofluoric Acid.   Air, Skin, Cloths, many metals etc.   All of them will turn Fluorine into Hydrofluoric acid.    It really cannot get much nastier than that!
 

I have created a patch file that grants many of the already Hypergolic fuel tanks in BDB the ability to store Hydrazine and Liquid Fluorine.   If future parts come along that run on FLOX and Hydrogen, I will expand this patch to include that fuel combination at that time.   So, it is possible to use engines other than the Rocketdyne G-1, I have also added hypothetical Fluorine versions of several engines I will list below in my “List of parts affected.”   I do not plan to add any Service Modules or other man-rated parts to the Fluorine patch unless someone is able to show cause for me to do so.   And no, “I want it ipso facto you must do it” will not count! :D

 

THE PARTS:
 

·       Transtage receives a new engine variant “Metis Verdigris” or “Transtage Fluorine”   Completely self-contained

·       Agena  A new XLR81 variant, the “RLX81-8084 Toliman” aka the XLR-81-8084, utilizing the same model as the RLX81-8081 (LR81-8081)

 

·       Agena Fuel tanks (Main and SOT drop tanks only)

 

·       Able/Ablestar/Delta:  The Vanguard Able tank, DeltaB tank, DeltaP/K tanks, DeltaE tank, ThorAble tank and Ablestar tanks have all received the Flourine tank patches

 

·       Able AJ10-118E engine “Verdigris Alphastar” aka AJ10-118E FL2

 

·       Centaur D and Centaur T tanks as well as Centaur DM "Kick" Jr

 

·       Vega Tanks and engine mount

 

·       Rocketdyne G-1 engine itself, the inclusion of which started this whole patch!

 

 

No Pics no Proof:

sFalElR.jpg

https://imgur.com/a/NSDtJJj

 

Technically, I probably should have only done the Agena and Able/Ablestar/Delta tanks up to but not including Delta P/K, but I wanted to give a little more flexibility for a unique period in history when “performance” is more important than safety and cost.

 

*Note: Due to lack of room on the test bench, I did not use the Thor-Able tank, but it is included in the patch.

 

**NOTE: This patch is still early in its development cycle and thus subject to change at a moment's notice. I would not use this patch on a SCIENCE/CAREER playthrough in the next few weeks. However, it should be completely up to date by the next Bluedog DB Release.


 

 

Special thanks to Rodger for patiently helping me de-bug this and teaching me how to edit the Waterfall effects!  This wouldn't look half as good without him!

Followup, it is a known issue that the Fluorine tanks are losing monpropellant.   I am working on a solution currently.

Edited by Pappystein
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1 hour ago, Pappystein said:

***COMMING SOOON (not yet but REAL SOON)***

New Bluedog DB Extras file

Bludedog_DB_Extras\Pafftek\FluorineBDB\

What is this?  

Those of you already utilizing my \Pafftek\HypergolicBDB\ patch will realize this is just an extension of that patch to add fluorine to a SMALL selection of Rockets and tanks.

Liquid Fluorine in any form (LF2, ClF3, LFOX it does not matter)  Is a highly caustic Fuoxidizer.   No I wish I wasn’t completely making that name up.   Fluorine can be utilized as a fuel or as an oxidizer.  It is hypergolic with many many other chemicals.   It is primarily classified as an Oxidizer because it does not react, when under pressure, with Liquid Oxygen.

To paraphrase famous and well-published rocket scientist John D Clark.   “Rocket fuel should not instantly dissolve rocket technicians.”   Liquid Fluorine in any form will do that.    This, above all else, is why GREEN is not good!

Ok, poking fun at the establishment aside, and back on topic.  

How do Rocket Technicians get dissolved by Fluorine?   Mere exposure to… anything almost turns Liquid Fluorine into Hydrofluoric Acid.   Air, Skin, Cloths, many metals etc.   All of them will turn Fluorine into Hydrofluoric acid.    It really cannot get much nastier than that!
 

I have created a patch file that grants many of the already Hypergolic fuel tanks in BDB the ability to store Hydrazine and Liquid Fluorine.   If future parts come along that run on FLOX and Hydrogen, I will expand this patch to include that fuel combination at that time.   So, it is possible to use engines other than the Rocketdyne G-1, I have also added hypothetical Fluorine versions of several engines I will list below in my “List of parts affected.”   I do not plan to add any Service Modules or other man-rated parts to the Fluorine patch unless someone is able to show cause for me to do so.   And no, “I want it ipso facto you must do it” will not count! :D

 

THE PARTS:
 

·       Transtage receives a new engine variant “Metis Verdigris” or “Transtage Fluorine”   Completely self-contained

·       Agena  A new XLR81 variant, the “RLX81-8084 Toliman” aka the XLR-81-8084, utilizing the same model as the RLX81-8081 (LR81-8081)

 

·       Agena Fuel tanks (Main and SOT drop tanks only)

 

·       Able/Ablestar/Delta:  The Vanguard Able tank, DeltaB tank, DeltaP/K tanks, DeltaE tank, ThorAble tank and Ablestar tanks have all received the Flourine tank patches

 

·       Able AJ10-118E engine “Verdigris Alphastar” aka AJ10-118E FL2

 

·       Centaur D and Centaur T tanks as well as Centaur DM "Kick" Jr

 

·       Vega Tanks and engine mount

 

·       Rocketdyne G-1 engine itself, the inclusion of which started this whole patch!

 

 

No Pics no Proof:

sFalElR.jpg

https://imgur.com/a/NSDtJJj

 

Technically, I probably should have only done the Agena and Able/Ablestar/Delta tanks up to but not including Delta P/K, but I wanted to give a little more flexibility for a unique period in history when “performance” is more important than safety and cost.

 

*Note: Due to lack of room on the test bench, I did not use the Thor-Able tank, but it is included in the patch.

 

**NOTE: This patch is still early in its development cycle and thus subject to change at a moment's notice. I would not use this patch on a SCIENCE/CAREER playthrough in the next few weeks. However, it should be completely up to date by the next Bluedog DB Release.


 

 

Special thanks to Rodger for patiently helping me de-bug this and teaching me how to edit the Waterfall effects!  This wouldn't look half as good without him!

Followup, it is a known issue that the Fluorine tanks are losing monpropellant.   I am working on a solution currently.

even more toxic propellants! :D

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1 hour ago, Gupyzer0 said:

** Makes happy ISP increase noises**

Fun fact: The particular mix these engines use,  which is Hydrazine + LF2, is only SLIGHTLY better than Aerozine50/NTO.   The advantage; it is still semi-storable with a little better ISP.  

LF2, LOX and Methane are CLOSE together for the purposes of boiloff.  YES all three Boiloff.   and yes Methane and oxygen are actually not great together due to crossover of boiling/freezing points... but there you have it.  

@Rodger  If you ever wanted to make an extra cfg for Boiloff of LOX or FLourine... use the same settings as are already set for methane :D  It is "Close enough" for a non RO/RP-1 game.   <-- OPINION!

 

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On 7/31/2024 at 9:20 PM, OHN said:

@Pappystein Do you have any plans of converting the Viking and Mariner propulsion parts to Hypergolics too? Both used MMH and NTO IRL.

11 hours ago, Pappystein said:

I will look into adding it after I am done with my current KSP project.   Don't expect them in the Dev build a few days.

 

If anyone wants this now its actually a super straightforward patch.

Pop this line of code into the BDB_HypergolicsUpdate or its own CFG.

Spoiler

@PART[bluedog_Viking_Orbiter_PropulsionSection|bluedog_Mariner71_PropulsionModule]:NEEDS[!SkyhawkScienceSystem]:First
{
    %bdbEngineType = bdbAZ50NTO
}

 

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7 minutes ago, OHN said:

If anyone wants this now its actually a super straightforward patch.

Pop this line of code into the BDB_HypergolicsUpdate or its own CFG.

  Hide contents

@PART[bluedog_Viking_Orbiter_PropulsionSection|bluedog_Mariner71_PropulsionModule]:NEEDS[!SkyhawkScienceSystem]:First
{
    %bdbEngineType = bdbAZ50NTO
}

 

In all my troubleshooting today I forgot to post that I would not likely actually do the patch, since those are Monopropellant engines currently and it would take the ability to use RCS away from these satellites.    IE a more comprehensive rebuild of the core files would need to be done.

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Jamestown launched to the Mun's south pole!

Full disclosure used infinite fuel cheat. Because tiny tanks don't supply a lot of fuel... That and I messed up and didn't put Jamestown on a polar trajectory at launch and thus had to change inclination at the Mun and that wasted fuel, then I had to enter orbit, then lower said orbit... yeah.

Also, another fairly big album, so click the link to see more.

Full album: Imgur: The magic of the Internet

yvmmad1.png

zRikyLo.png

IZXgsXK.png

RyLWA2e.png

wiWsTjU.png

sjq7Ewq.png

dXgoLC3.png

 

Edited by GoldForest
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19 hours ago, dave1904 said:

Took me a while to try out the apollo ramp but its really sweet.

That's the exact use-case I envisioned it for! So cool to see it used. And it looks like you weren't launched into the sky or anything like that...

 

11 hours ago, Pappystein said:

In all my troubleshooting today I forgot to post that I would not likely actually do the patch, since those are Monopropellant engines currently and it would take the ability to use RCS away from these satellites.    IE a more comprehensive rebuild of the core files would need to be done.

Really? I could swear the Mariner 71 and Viking propulsion modules ran on LFO. They should, at any rate.

 

Here's something @TruthfulGnome found that I thought was neat and wanted to share. Jupiter with an Agena B on top. I'm kind of a sucker for a nice clean rocket like this.

U0Oop1Q.png

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7 hours ago, GoldForest said:

@Pappystein The Agena tanks don't default to hypergolic. Both tanks A and B/D as well as both radial tanks. 

During the evolution of the changes to BTA it was discovered that a feature I had set up for the Agena Tanks (Monocoque structure) was not being properly used (as in NOT AT ALL)   Now I could have persisted with that but it turns out some math was wrong in the OG patch.  To fix that made the idea of Monocoque tank types a non starter (for Agena at least.)   I removed that from the Hypergolic patch.

In doing so I also removed the defaultTankType setup for Agena.   I do not remember addressing this and after almost 12 hours of sleep I still am brain zorched...  So I am going to assume Rodger caught it and fixed it.   The patch was applied after your post @GoldForest 

 

8 minutes ago, CobaltWolf said:

Really? I could swear the Mariner 71 and Viking propulsion modules ran on LFO. They should, at any rate.

As indicated above, I have spent a lot of "mental horsepower" in the past three days on the Fluoric patch... Not to mention I keep having to Re type Flourine... because it is actually spelled Fluorine.   English langauge is such an EXPLETIVE with all these weird ways to spell things that do not match how we pronounce them....
Deleted references to Bread powered rockets...

I will circle back after the Funeral I am going to tomorrow and start to go through ALL of the probes for potential HypergolicBDB patches.   Today I am going to let my brain rest and catch up on the chores I should have been doing all week.

20 minutes ago, CobaltWolf said:

U0Oop1Q.png

I will say that does look nice  

 

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1 hour ago, Pappystein said:

During the evolution of the changes to BTA it was discovered that a feature I had set up for the Agena Tanks (Monocoque structure) was not being properly used (as in NOT AT ALL)   Now I could have persisted with that but it turns out some math was wrong in the OG patch.  To fix that made the idea of Monocoque tank types a non starter (for Agena at least.)   I removed that from the Hypergolic patch.

In doing so I also removed the defaultTankType setup for Agena.   I do not remember addressing this and after almost 12 hours of sleep I still am brain zorched...  So I am going to assume Rodger caught it and fixed it.   The patch was applied after your post @GoldForest 

 

As indicated above, I have spent a lot of "mental horsepower" in the past three days on the Fluoric patch... Not to mention I keep having to Re type Flourine... because it is actually spelled Fluorine.   English langauge is such an EXPLETIVE with all these weird ways to spell things that do not match how we pronounce them....
Deleted references to Bread powered rockets...

I will circle back after the Funeral I am going to tomorrow and start to go through ALL of the probes for potential HypergolicBDB patches.   Today I am going to let my brain rest and catch up on the chores I should have been doing all week.

I will say that does look nice  

 

Yeah it really does

screenshot5652.png

screenshot5659.png

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Delta Lite again, this time two of them. There's no info on the version I decided to do this time, so I went with two. Delta Lite SSRM Delta K and Delta Lite SSRM DCSS-III. 

Full album: Imgur: The magic of the Internet

4zN5HwX.jpeg

g8nMwZi.jpeg

LTKXfOu.png

QvaN9rY.png

CV5aIGH.png

GAutDyz.png

"Klink, beware, the blood moon rises once more." 

(I was going to Kerbalize Link's name, but then thought better of it... I don't think turning the L into a K is TOS friendly lol, although... adding a K in front is okay. )

Y0XUhus.png

JAgwgQW.png

gCRmvyw.png

Edited by GoldForest
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20 hours ago, Pappystein said:

In all my troubleshooting today I forgot to post that I would not likely actually do the patch, since those are Monopropellant engines currently and it would take the ability to use RCS away from these satellites.    IE a more comprehensive rebuild of the core files would need to be done.

I think you're talking about the smaller course corrections engines for Mariner. I meant the two big fabric covered orbital insertion engine/tank combos parts.  Those use liquid fuel and OX currently. I wouldn't expect the course correction engines to use anything but Monopropellant, that makes sense.

Spoiler

Mariner 9 - Mars Missions - NASA Jet Propulsion Laboratory

The big tank for this bad boi.

EDIT:

8 hours ago, Pappystein said:

As indicated above, I have spent a lot of "mental horsepower" in the past three days on the Fluoric patch... Not to mention I keep having to Re type Flourine... because it is actually spelled Fluorine.   English langauge is such an EXPLETIVE with all these weird ways to spell things that do not match how we pronounce them....

I will circle back after the Funeral I am going to tomorrow and start to go through ALL of the probes for potential HypergolicBDB patches.   Today I am going to let my brain rest and catch up on the chores I should have been doing all week.

I'll help you with that. There really do not seem to be many parts left that use Hypergolic fuels IRL. Clementine and the Gemini lander parts are the only two that immediately come to mind, but I'll keep digging.

Edited by OHN
Condensing posts. Learning to read.
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1 hour ago, OHN said:

I think you're talking about the smaller course corrections engines for Mariner. I meant the two big fabric covered orbital insertion engine/tank combos parts.  Those use liquid fuel and OX currently. I wouldn't expect the course correction engines to use anything but Monopropellant, that makes sense.

  Reveal hidden contents

Mariner 9 - Mars Missions - NASA Jet Propulsion Laboratory

The big tank for this bad boi.

EDIT:

I'll help you with that. There really do not seem to be many parts left that use Hypergolic fuels IRL. Clementine and the Gemini lander parts are the only two that immediately come to mind, but I'll keep digging.

 

You are probably right.  I only went in with the Voyager parts and when I saw *AN* engine was listed as mono (probably an attatude adjustment engine not the main one, now that both you and Cobalt have pointed it out.)  I stopped looking.  As I said been a tough week "Thinking wise"  

 

Feel free to DM me a list,  Or alternatively I have zero issues if you are Github handy and want to submit your own PR for the Hypergolic patch.   I developed it for the community not just for myself :D

Also I am Hunam...  I make mistakes

 

 

err HUMAN :D

 

Sorry very old very bad joke from StarControl2  AKA
UrQuan Masters
AKA Free Stars the UrQuan Masters

 

 

 

Edited by Pappystein
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I've added the viking and mariner 71 propulsion systems to the patch.

Other recent dev updates include adding missing engine bell glows to GEM motors, and merging the 60/60XL. Symmetry mode switches for mariner and viking orbiter probe cores (for 4x solar panel placement. use 'Remove From Symmetry' PAW button to replace a single panel with antenna variants) as well as node rotations for the mariner solar panels so they auto-align better. Added nukes to the upper stage thrust buff optional patch, without adjusting their dry mass so they get a big boost in usability. Apollo RCS blocks are merged down into 4 separate parts instead of 14, one part per number of thrust directions (1x, 2x, 3x, 4x), and the tiny probe RCS blocks are merged into one part (with 10 subtypes lol).

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