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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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  Reposting from the Skyhawk thread since I'd like some ideas:

Just now, bigyihsuan said:

Still working on the Skyhawk update for BDB 1.14, and I've been wondering about game balance, especially in the context of historicity.

As it is right now, the Delta IV is unlocked at the same time as Saturn V, and Atlas V with the Saturn IB. For post-Saturn V nodes, there's only 3 nodes.

The ETS stuff very obviously will go in the post-Saturn V nodes, but I'm not sure if there's enough space for Delta IV and Atlas V. Since they came out around the same time, I think they should be put in the same post-Saturn V tier.

Thoughts?

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1 hour ago, bigyihsuan said:

  Reposting from the Skyhawk thread since I'd like some ideas:

In my case I put Delta IV / Atlas V in the 9th tier together with other advanced Saturn variants and are the last "tanks parts" for BDB. Of course had to make a compromise with the Delta series, for example, the parts needed to make Delta III are unlocked at tier 7-8 and you pretty much got the Delta II at tier 6. My approach was to give some early historical progression for the first 3-4 tiers and then rank the vehicles based on their capabilities or if they are an update from the previous tiers.

At tier 6 you ge the first heavy launch vehicles in the Saturn I and the LDC. Of course my next change is to move LDC further down the road, prob Tier 8 as its capabilities are better than Saturn IB which sits at tier 7 (to be precise, the parts needed to make the S-IVB).

Now, tanks tier 10 / 11 is reserved for things like Falcon 9 , SHeavy and New Glenn.

Edited by Gupyzer0
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8 hours ago, marxman28 said:

I don't think I'm using CCK.

Well, there's not very many 1.875m atlas parts anymore, as they're consolidated into just a few tank parts with variants. Should just be the core/extension/conical tanks. I'd recommend VABO and CCK (with the optional CCK patch installed) to be able to find them much easier:

yBvQS8W.png

If you are still missing parts, I'll need more details/logs.

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Can anyone point me to the Staara-10 that's meant to be part of the Ranger block 2 Burke Rough Landing probe? I can't find it anywhere, even after scouring through the source code. Was it deprecated and replaced with something else?

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1 hour ago, unholycowgod said:

Can anyone point me to the Staara-10 that's meant to be part of the Ranger block 2 Burke Rough Landing probe? I can't find it anywhere, even after scouring through the source code. Was it deprecated and replaced with something else?

Ah this seems like it might be a description bug, I think it's probably meant to say the ZE-3-LYC "Zeus" motor, since the real name version of the description mentions the BE-3 solid motor.

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12 minutes ago, Rodger said:

Ah this seems like it might be a description bug, I think it's probably meant to say the ZE-3-LYC "Zeus" motor, since the real name version of the description mentions the BE-3 solid motor.

Perfect thank you!!

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41 minutes ago, Rodger said:

Ah this seems like it might be a description bug, I think it's probably meant to say the ZE-3-LYC "Zeus" motor, since the real name version of the description mentions the BE-3 solid motor.

Yeah I think it was simply renamed since it was never actually part of the STAR series.

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5 hours ago, Hank Kerman said:

It seems @Friznit has already updated the wiki! Thank you!

Atlas and X15 added.  I need to go through a lot of the other stuff and check they still make sense with the new part switch approach for tankage

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On 10/4/2024 at 4:19 AM, bigyihsuan said:

  Reposting from the Skyhawk thread since I'd like some ideas:

Personally I've made saturn available way earlier. In terms of ISP saturn is unlocked far to late in the tech tree. The F1 is obsolete after you unlock the modern hydrogen tech from Oranges and SLS 

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I don't know why or if it's just me, but the X-15 rocket engine isn't making any sounds. I went through its CFG and found that it does have an audio entry and its associated sound file. Anybody know what's going on?

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6 hours ago, marxman28 said:

I don't know why or if it's just me, but the X-15 rocket engine isn't making any sounds. I went through its CFG and found that it does have an audio entry and its associated sound file. Anybody know what's going on?

Do you have RSE?

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I'm having an issue with the X-15 in the new update. None of the parts seem to have 'lifting surface' modules and the control surfaces don't work either, so the plane is basically unflyable. I don't know wether this is a problem with my install only or if there is a way to solve this problem.

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1 hour ago, space_otter said:

I'm having an issue with the X-15 in the new update. None of the parts seem to have 'lifting surface' modules and the control surfaces don't work either, so the plane is basically unflyable. I don't know wether this is a problem with my install only or if there is a way to solve this problem.

They have ModuleLiftingSurface and ModuleControlSurface. I haven't used the X-15 parts yet but they should work. Do you use FAR? I don't know if BDB is compatible with FAR.

Edit: OK. there is a FAR-Patch included.

Edited by Cheesecake
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1 hour ago, space_otter said:

I'm having an issue with the X-15 in the new update. None of the parts seem to have 'lifting surface' modules and the control surfaces don't work either, so the plane is basically unflyable. I don't know wether this is a problem with my install only or if there is a way to solve this problem.

If you've previously installed FAR and uninstalled it, there may still be a FAR config left over triggering FAR patches. Double check your gamedata for any FAR related .cfg files and remove them.

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I'm not entirely sure if this is the right place to post this, but it seemed the most appropriate.

While debugging a KSP booting issue for another user (the last line in the log was a BDArmory entry, hence why they were asking me), I discovered that the GameData/BDBNIC/Patches/Reflection.cfg file from BDBNIC causes KSP to either crash or hang during the boot process.

Examining it more closely, it appears that it's simply badly formatted and has a number of unmatched closing braces. Replacing it with the following appears to fix the booting issue, though I can't vouch for it doing what it's supposed to be doing since I'm not really familiar with BDB.

Spoiler
@REFLECTION_CONFIG[default]
{
    %enabled = true
}
KSP_MODEL_SHADER
{
    name = Stock_FullMetal


        model = BDBNIC/TU/Models/Atlas/bluedog_Atlas_AdapterFuelTank_TU
        model = BDBNIC/TU/Models/Atlas/bluedog_Atlas_BoosterSkirt_TU
        model = BDBNIC/TU/Models/Atlas/bluedog_Atlas_LongFuelTank_TU
        model = BDBNIC/TU/Models/Atlas/bluedog_Atlas_MediumFuelTank_TU
        model = BDBNIC/TU/Models/Atlas/bluedog_Atlas_ShortAdapterTank_TU
        model = BDBNIC/TU/Models/Atlas/bluedog_Atlas_ShortFuelTank_TU
        model = BDBNIC/TU/Models/Atlas/bluedog_Atlas_SustainerAdapterTank_TU
        

    MATERIAL
    {
        shader = SSTU/PBR/Metallic
        
        inheritTexture = _MainTex
        inheritTexture = _BumpMap
        inheritTexture = _Emissive

        excludeMesh = flagTransform
        excludeMesh = Flag
                excludeMesh = pCylinder222
                excludeMesh = pCylinder223
        excludeMesh = pCylinder241

        PROPERTY
        {
            name = _Metal
            float = 0.75
        }
        PROPERTY
        {
            name = _Smoothness
            float = 0.75
        }
    }

    MATERIAL
    {
        shader = SSTU/PBR/Metallic        
        inheritTexture = _MainTex
        inheritTexture = _BumpMap
        inheritTexture = _Emissive
        excludeMesh = mount
        excludeMesh = panelbase
        excludeMesh = panelcap
        excludeMesh = base
        excludeMesh = door
        excludeMesh = clamp
        excludeMesh = rotator
        excludeMesh = panel_001
        excludeMesh = panel_002
        PROPERTY
        {
            name = _Metal
            float = 0.0
        }
        PROPERTY
        {
            name = _Smoothness
            float = 1.0
        }
    }
    
    MATERIAL
    {
        shader = SSTU/PBR/StockMetallicBumped        
        inheritTexture = _MainTex
        inheritTexture = _BumpMap
        inheritTexture = _Emissive
        mesh = housing
        mesh = door1
        mesh = door2
        PROPERTY
        {
            name = _Metal
            float = 0.0
        }
        PROPERTY
        {
            name = _Smoothness
            float = 1.0
        }
    }
} 

 

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17 minutes ago, DocNappers said:

I'm not entirely sure if this is the right place to post this, but it seemed the most appropriate.

While debugging a KSP booting issue for another user (the last line in the log was a BDArmory entry, hence why they were asking me), I discovered that the GameData/BDBNIC/Patches/Reflection.cfg file from BDBNIC causes KSP to either crash or hang during the boot process.

Examining it more closely, it appears that it's simply badly formatted and has a number of unmatched closing braces. Replacing it with the following appears to fix the booting issue, though I can't vouch for it doing what it's supposed to be doing since I'm not really familiar with BDB.

Noted thanks, something to keep an eye out for when troubleshooting. But I will say BDBNIC is likely just not compatible with BDB 1.14, esp that atlas config. With Resurfaced installed you don't need that reflection config anyway, and all it's extra (old) models, as the new Atlas parts will already have shiny PBR textures. Any Titan configs BDBNIC ships are probably going to be pretty messed up by recent changes too. There may be some parts that have extra paintjobs that still work for now, but it'd take some careful updates for BDBNIC to work with 1.14, and I don't think BDBNIC is maintained actively anymore.

May be worth recommending the user just uninstalls BDBNIC. Installing Resurfaced and Shabby 0.4 will enable shiny Atlases too if that's the reason they wanted BDBNIC in the first place.

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On 10/5/2024 at 1:32 PM, Nachtgeist789 said:

What forgotten design study did BDB's channel wall F-1 variant sprout from? I'm also getting some Soviet vibes from it. 

It's a wholly fictional design in BDB, meant to represent what a 90s upgrade to the F-1 would look like if Saturns were still used by then. It was mainly done to add an endgame F-1 upgrade at the end of the tech tree to match the J-2 ones, since the F-1B isn't really an upgrade and just more of a lower cost sidegrade of the F-1 with slightly better thrust and worse ISP. It incorporates soviet elements like the channel wall nozzle as those would be a likely way of increasing performance as part of the design IRL, especially as the US would have access to soviet engine technology in the 90s following the collapse of the USSR.

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