Pappystein Posted October 30 Share Posted October 30 11 hours ago, TMFromMidnight said: Well in all likelihood it looks like this is something im doing but outside Bluedog/KSRSS and their dependencies I just have VABOrganizer and some Mechjeb stuff so I'm really lost at this point regarding what it could be. Thanks for replying and trying to help. My question is, at Monopropellant burnout were you in orbit Nearly in orbit or had Mono left over (the last is what SHOULD happen) Quote Link to comment Share on other sites More sharing options...
marxman28 Posted October 30 Share Posted October 30 (edited) 20 hours ago, GoldForest said: The docking ports don't have a set orientation, no. The only limiting factor are the petals. As long as they don't hit, you can dock in any four of the allowed positions. Do you have any docking port mods? So I left out some important information: the module I had (we'll call it the Hab module) was originally docked at one docking port. I went back to the space center, launched another spacecraft, then switched to my space station. I was planning on moving the Hab module in preparation for the next module, which we'll call the Power module. I undocked the Hab module from its original docking port and moved the Hab over to its next docking port, but they wouldn't link unless they were aligned at the 0° area. I couldn't redock them at 90° or 180° or 270°—only 0. The problem appears to only be when the spacecraft is loaded in again after a docking. I do have other mods with docking port (mainly HabTech, Tantares, and Knes), but I know for certain I that my space station's core modules are using the Passive CADS docking port and the add-on modules Active CADS ports. I don't have other mods that add only docking ports or add docking features that I'm aware of. EDIT: An interim solution so far is, after undocking, to go to the tracking station and switch to the undocked module for redocking. Edited October 31 by marxman28 Quote Link to comment Share on other sites More sharing options...
Blufor878 Posted November 1 Share Posted November 1 Has anyone else had trouble with Reviva? I was playing around with Gemini and Apollo parts and noticed the IVA's disappear when you switch out of the default option. I've provided a log in case. This seems specific to BDB parts so far. I tested out stock capsules and they seem to be unaffected. https://drive.google.com/file/d/1Isxj9OZcuBroD3CSfh3yiF90uK9Z3qfx/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
BorfoandShnogs Posted November 2 Share Posted November 2 On 10/29/2024 at 11:07 AM, AdrianDogmeat said: Kolyma's Shadow | Minerva-II/X-20 Hello! Could you please tell me how you got Tweakscale to work with BDB parts? I could just be using the wrong version of Tweakscale since there are multiple versions from multiple publishers available. Thank you! Quote Link to comment Share on other sites More sharing options...
GoldForest Posted November 2 Share Posted November 2 2 hours ago, BorfoandShnogs said: Hello! Could you please tell me how you got Tweakscale to work with BDB parts? I could just be using the wrong version of Tweakscale since there are multiple versions from multiple publishers available. Thank you! You want this version: Quote Link to comment Share on other sites More sharing options...
heakhaek Posted November 4 Share Posted November 4 Why do BDB fuel tanks have options for propellents not used by stock and instead probably for RO parts since I can choose LH/O in fuel switcher. Quote Link to comment Share on other sites More sharing options...
Zorg Posted November 4 Share Posted November 4 (edited) 11 minutes ago, heakhaek said: Why do BDB fuel tanks have options for propellents not used by stock and instead probably for RO parts since I can choose LH/O in fuel switcher. Its not a bug. Hydrolox has a much much lower density compared to kerolox or hypergolix biprop combos like Aerozine+NTO. As a result if you took a stage like the Saturn SII that used hydrolox IRL, and filled it with LFO, it would weigh much more than it should, have far more delta v than it should, and require far more powerful engines than it should (due to the greater mass of the stage coming from the denser LFO fuel). While LFO can reasonably represent a variety of dense fuelds like kerolox and various hypergolics, a hydrolox resource is necessary for any sort of reasonable balancing and performance comapred to everything else. Our Hydrolox mixture and density is the exact same as Nertea's Cryotanks/CryoEngines/Kerbal Atomics. Its a stockalike representation of cryogenics. Edited November 4 by Zorg Quote Link to comment Share on other sites More sharing options...
GoldForest Posted November 4 Share Posted November 4 33 minutes ago, heakhaek said: Why do BDB fuel tanks have options for propellents not used by stock and instead probably for RO parts since I can choose LH/O in fuel switcher. To add on to what Zorg said, it's also to make the fuel tanks compatible with other engines. You could put J-2s on the first stage of the Saturn I, or put a Merlin engine on the upper stage of the Saturn I. Quote Link to comment Share on other sites More sharing options...
Pappystein Posted November 4 Share Posted November 4 My thoughts on this. Again Using the Saturn V if the Saturn V's first stage Rocketdyne F1 engines were scaled to the extra mass of all tanks being LF/O, then they would be unusable due to being Dramatically overpowered. If this game was 100% set in a vacuum with zero gravity that wouldn't matter but the fact that you do have gravity and atmosphere almost REQUIRE multiple fuel types... if you want to have historically performing rockets that can be built "Lego style" you need the multiple fuel types. I understand it can be daunting but it is essential to make cooler things. Quote Link to comment Share on other sites More sharing options...
OHN Posted November 4 Share Posted November 4 On 10/13/2024 at 6:10 PM, TaintedLion said: @Pappystein i assume you wrote the hypergolic patch, is there any way to make it so that all fuel tanks (even those outside of bdb) can use hypergolic fuels? and be able to add other mods engines too, i just wanted to add hypergolics to benjee's shuttle and orion parts That would be what I was working on. Basic stuff only, but I've still got those patches sitting around. Hypergolic: Spoiler // Tag parts :NEEDS[!SkyhawkScienceSystem]:First so it carries over to +PART copies // Applies the Hypergolic tank switch to non BDB parts. // NOTE THIS PATCH IS NOT COMPATABLE WITH THE SKYHAWK SYSTEM //TO DO: Exclude hydrogen tanks //Config by OHN //Generic B9 tank patch @PART:HAS[!MODEL:HAS[#model[Bluedog_DB/*]],@MODULE[ModuleB9PartSwitch]HAS[#moduleID[fuelSwitch]]]:FOR[zzzSkyhawkScienceSystem]:First { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[fuelSwitch]] { SUBTYPE { name = Hypergolic tankType = bdbAZ50NTO title = Hypergolic primaryColor = #fee1b8 secondaryColor = #d9582b //addedMass is used to ensure correct dry mass of tanks addedMass = #$../../mass$ @addedMass *= -1.775 } } } //NFE Multipurpose Tanks @PART[nfex-fueltank*]:AFTER[NearFutureExploration]:NEEDS[NearFutureExploration]:NEEDS[!SkyhawkScienceSystem]:First { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[surfaceSwitch]] { +SUBTYPE[Gold] { @name = hypergolicGold @title = Az50/NTO (Gold) @descriptionSummary = Aerozine50/Nitrogen Tetroxide @descriptionDetail = Aerozine50 and Nitrogen Tetroxide blend @tankType = bdbAZ50NTO @primaryColor = #fee1b8 @secondaryColor = #d9582b addedMass = #$../../mass$ @addedMass *= 1.775 } +SUBTYPE[Silver] { @name = hypergolicSilver @title = Az50/NTO (Silver) @descriptionSummary = Aerozine50/Nitrogen Tetroxide @descriptionDetail = Aerozine50 and Nitrogen Tetroxide blend @tankType = bdbAZ50NTO @primaryColor = #fee1b8 @secondaryColor = #d9582b addedMass = #$../../mass$ @addedMass *= 1.775 } +SUBTYPE[Metal] { @name = hypergolicMetal @title = Az50/NTO (Metal) @descriptionSummary = Aerozine50/Nitrogen Tetroxide @descriptionDetail = Aerozine50 and Nitrogen Tetroxide blend @tankType = bdbAZ50NTO @primaryColor = #fee1b8 @secondaryColor = #d9582b addedMass = #$../../mass$ @addedMass *= 1.775 } } } //NFC Truss Tanks @PART[truss*]:AFTER[NearFutureExploration]:NEEDS[NearFutureConstruction]:NEEDS[!SkyhawkScienceSystem]:First { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[meshSwitch]] { +SUBTYPE[LFO] { @name = Hypergolic @title = Az50/NTO @descriptionSummary = Aerozine50/Nitrogen Tetroxide @descriptionDetail = Integrated tanks with Aerozine50 and Nitrogen Tetroxide storage @tankType = bdbAZ50NTO @primaryColor = #fee1b8 @secondaryColor = #d9582b addedMass = #$../../mass$ @addedMass *= 1.775 } } } Fluorine: Spoiler // Tag parts :NEEDS[!SkyhawkScienceSystem]:First so it carries over to +PART copies // Applies the Fluorine tank switch to non BDB parts. // NOTE THIS PATCH IS NOT COMPATABLE WITH THE SKYHAWK SYSTEM //TO DO: Exclude hydrogen tanks //Config by OHN //Generic B9 tank patch @PART:HAS[!MODEL:HAS[#model[Bluedog_DB/*]],@MODULE[ModuleB9PartSwitch]HAS[#moduleID[fuelSwitch]]]:FOR[zzzSkyhawkScienceSystem]:First { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[fuelSwitch]] { SUBTYPE { name = Fluorine tankType = bdbFluorine title = Fluorine primaryColor = #eeffcc secondaryColor = #bada55 //Mass offset is used to ensure correct dry mass of tanks addedMass = #$../../mass$ @addedMass *= -1.5 } } } //NFE Multipurpose Tanks @PART[nfex-fueltank*]:AFTER[NearFutureExploration]:NEEDS[NearFutureExploration]:NEEDS[!SkyhawkScienceSystem]:First { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[surfaceSwitch]] { +SUBTYPE[Metal] { @name = fluorineMetal @title = N2H4/F2 @descriptionSummary = Hydrazine/Liquid Fluorine @descriptionDetail = Hydrazine and Liquid Fluorine blend @tankType = bdbFluorine @primaryColor = #eeffcc @secondaryColor = #bada55 addedMass = #$../../mass$ @addedMass *= 1.65 } } } @PART[truss*]:AFTER[NearFutureExploration]:NEEDS[NearFutureConstruction]:NEEDS[!SkyhawkScienceSystem]:First { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[meshSwitch]] { //+SUBTYPE[LH2OCryo] +SUBTYPE[LFO] { @name = Fluorine @title = N2H4/F2 @descriptionSummary = Hydrazine/Liquid Fluorine @descriptionDetail = Integrated tanks with Hydrazine and Liquid Fluorine storage @tankType = bdbFluorine @primaryColor = #eeffcc @secondaryColor = #bada55 addedMass = #$../../mass$ @addedMass *= 1.65 } } } I have some more stuff for making some non-BDB engines have hypergolic switches, but its a bit too jank to share. Quote Link to comment Share on other sites More sharing options...
Queen Ultima Posted November 4 Share Posted November 4 (edited) 1 hour ago, OHN said: Fluorine... I guess we found out why the forums exploded; someone was messing around with Fluorine... :p Edited November 4 by Queen Ultima Quote Link to comment Share on other sites More sharing options...
heakhaek Posted November 5 Share Posted November 5 18 hours ago, Zorg said: Its not a bug. Hydrolox has a much much lower density compared to kerolox or hypergolix biprop combos like Aerozine+NTO. As a result if you took a stage like the Saturn SII that used hydrolox IRL, and filled it with LFO, it would weigh much more than it should, have far more delta v than it should, and require far more powerful engines than it should (due to the greater mass of the stage coming from the denser LFO fuel). While LFO can reasonably represent a variety of dense fuelds like kerolox and various hypergolics, a hydrolox resource is necessary for any sort of reasonable balancing and performance comapred to everything else. Our Hydrolox mixture and density is the exact same as Nertea's Cryotanks/CryoEngines/Kerbal Atomics. Its a stockalike representation of cryogenics. How do I make engines use their accurate fuels? Quote Link to comment Share on other sites More sharing options...
heakhaek Posted November 5 Share Posted November 5 (edited) Help the X-15 nose wheel part isn't connecting to the cockpit. EDIT: Had to connect the nose wheel to a vertical node and rotate it horizontal since the part might be bugged in code since it generates vertically and won't connect to any horizontal nodes. Edited November 5 by heakhaek Quote Link to comment Share on other sites More sharing options...
Zorg Posted November 5 Share Posted November 5 3 hours ago, heakhaek said: How do I make engines use their accurate fuels? BDB has engines that use LFO and engines that use hydrolox. If you have a tank filled with hydrolox by default (such as the Saturn V SII tank) you need to use a hydrolox engine. If you want to to know the historically correct engine to use you can use the craft files or check the BDB wiki. https://github.com/friznit/Unofficial-BDB-Wiki/wiki The tanks also have a fuel switch function so if you want to use hydrolox engine with an LFO tank or an LFO engine with a hydrolox tank you can always switch the fuel in the part action window of the tank. You cannot switch the fuel type on the engine. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted November 5 Share Posted November 5 3 hours ago, heakhaek said: How do I make engines use their accurate fuels? If you build it historically, the fuel tanks are already setup for the right fuels. If you want to use non-historical engines, just right click the engine in the part menu and it will tell you what fuel that engine runs off. Then you just switch the fuel tank to that fuel. Quote Link to comment Share on other sites More sharing options...
heakhaek Posted November 5 Share Posted November 5 1 hour ago, Zorg said: BDB has engines that use LFO and engines that use hydrolox. If you have a tank filled with hydrolox by default (such as the Saturn V SII tank) you need to use a hydrolox engine. If you want to to know the historically correct engine to use you can use the craft files or check the BDB wiki. https://github.com/friznit/Unofficial-BDB-Wiki/wiki The tanks also have a fuel switch function so if you want to use hydrolox engine with an LFO tank or an LFO engine with a hydrolox tank you can always switch the fuel in the part action window of the tank. You cannot switch the fuel type on the engine. Thanks a lot for the help guys. Will try out your suggestions. Quote Link to comment Share on other sites More sharing options...
Awesomesauce1337 Posted November 5 Share Posted November 5 Does anyone remember being able to see the remaining burn time by right clicking an SRB? I was looking today and noticed it wasn't anywhere in the PAW. Quote Link to comment Share on other sites More sharing options...
Angelflyer. Posted November 6 Share Posted November 6 What TUFX is used in the Apollo photo? Quote Link to comment Share on other sites More sharing options...
KeaKaka Posted November 6 Share Posted November 6 8 hours ago, Angelflyer. said: What TUFX is used in the Apollo photo? pretty sure it's Apollo_LowerExposure from here Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted November 6 Share Posted November 6 23 hours ago, Awesomesauce1337 said: Does anyone remember being able to see the remaining burn time by right clicking an SRB? I was looking today and noticed it wasn't anywhere in the PAW. Sounds like this: Quote Link to comment Share on other sites More sharing options...
Awesomesauce1337 Posted November 6 Share Posted November 6 55 minutes ago, OrbitalManeuvers said: Sounds like this: I've got that mod installed. I could swear that before the X-15 update I could see the burn time of SRBs. Not to worried though as KER also displays burn time left for the stages. Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted November 6 Share Posted November 6 I don't think the Clementine engine gimbal is working. The plume moves but the engine itself doesn't and I'm not getting any torque from it. Quote Link to comment Share on other sites More sharing options...
Pappystein Posted November 7 Share Posted November 7 (edited) On 10/13/2024 at 6:10 PM, TaintedLion said: @Pappystein i assume you wrote the hypergolic patch, is there any way to make it so that all fuel tanks (even those outside of bdb) can use hypergolic fuels? and be able to add other mods engines too, i just wanted to add hypergolics to benjee's shuttle and orion parts sorry the forum interruption kind of made me not see this, or remember seeing it and forgetting to answer.. Short version, Since my patches are included with BDB, the BDB team want them to ONLY affect their parts, to prevent any errors in other mods or even stock. Longer version... The Patches I wrote are pretty " simple" to expand. The problem becomes mostly the ENGINES.... The tanks are mostly just change the variable in the tank patches and any tank can grant you say AZ50/NTO. The problem really becomes ENGINES... Each engine is addressed individually. For example, a rather small but awesome mod (EstreetRocket's Rocket Motor Menagerie) which has like 16 engines requires 16 new entries if they were to be all Hypergolic engines. And you can't engine switch with how my patches are made. Yes a "Global" patch could be created to all rocket engines to be "Modal" with primary mode being default and Nu Mode being Hypergolic or Hydrazine/Flouride fueled. But in the end that isn't all that "viable" Hope that explains why my patches won't stretch that far. ***note I have submitted this reply 3 times in 2 days... finally it is posted*** Edited November 7 by Pappystein Quote Link to comment Share on other sites More sharing options...
heakhaek Posted November 7 Share Posted November 7 Help parts that say they have a built in decoupler don't have a deouple icon in the staging. I have been pruning the the BDB folder so I have no idea what I might have done. Quote Link to comment Share on other sites More sharing options...
BSS_Snag Posted November 7 Share Posted November 7 1 hour ago, heakhaek said: Help parts that say they have a built in decoupler don't have a deouple icon in the staging Some parts have more than one decoupler module, So for example the Saturn V SIVB Payload pay has a secondary decoupler inside. That is triggered by right clicking on the part in the PAW and triggering it there. Quote Link to comment Share on other sites More sharing options...
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