Gupyzer0 Posted Wednesday at 02:15 PM Share Posted Wednesday at 02:15 PM 23 hours ago, ReconThePerson said: So I'm assuming I need to put each file in one at a time? Or can I just put the entire folder in? Each folder inside the gamedata folder of the mod goes inside the gamedata folder of your ksp install. Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted Thursday at 03:51 PM Share Posted Thursday at 03:51 PM Sharing some non-standard builds using BDB. Quote Link to comment Share on other sites More sharing options...
Blufor878 Posted Thursday at 04:08 PM Share Posted Thursday at 04:08 PM 16 minutes ago, DeadJohn said: Sharing some non-standard builds using BDB. These look fantastic! I require these craft files in 48 hours...for science of course... Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted Thursday at 04:54 PM Author Share Posted Thursday at 04:54 PM (edited) On 11/19/2024 at 11:22 PM, BorfoandShnogs said: Hello! This might not be a Bluedog related issue, but my BDB engines are affected by this issue so I am coming here for help. All of my modded engines get worse with each engine configuration. For example, My F-1CW engine, although the stats in the config selector say that it has more isp and thrust than every other F-1 configuration, the base F-1 config ends up being the most powerful F-1 config even though its stats say that it's the weakest variant. It's like this with every mod I have that adds engines. Has anyone else experienced this? If so, have you and how have you fixed it? Thanks in advance! This is just a theory, but I know I have been confused before when I hover over the selector, it shows the next variant to be selected, not the one you currently have. I believe our engines are set up to automatically use the best variant available. In career that means starting with the base variant, and then once a better one is unlocked that becomes default. In sandbox, it should all fall back on whatever is considered 'best', or rather, what was manually defined as the highest priority default variant. I'd also note that the descriptions of their thrust and ISP are just text strings and aren't pulling live from the part's stats, so they could be written in wrong. Of course, with the F-1CW you should be able to tell visually which one you have selected. Hmmm... Edited Thursday at 04:54 PM by CobaltWolf Quote Link to comment Share on other sites More sharing options...
Zorg Posted yesterday at 01:07 PM Share Posted yesterday at 01:07 PM NOTICE For anyone using the dev branch of BDB, (I know not much happening there right now), new dependencies have been added. KSP Community Part Modules and KSP-Harmony (which is needed for KSP-CPM). No real user facing changes at the moment. Some modules we used to use in BDB have been moved to KSP CPM and some features KSP CPM enables could make its way to BDB in the future. As always the dependencies are bundled together on the BDB repo. Quote Link to comment Share on other sites More sharing options...
septemberWaves Posted 23 hours ago Share Posted 23 hours ago I take it Community Part Modules is for making certain spacecraft (in particular, crew capsules) fly more realistically? Quote Link to comment Share on other sites More sharing options...
Zorg Posted 18 hours ago Share Posted 18 hours ago (edited) 5 hours ago, septemberWaves said: I take it Community Part Modules is for making certain spacecraft (in particular, crew capsules) fly more realistically? At the moment module auto cut drogue has been moved out of the BDB plugin into KSPCPM and thats all. Without making any firm commitments at this point theres some cool stuff we could potentially do with some animations like with moduleCenterFollowsTransform. Nothing related to how capsules fly though. Edited 18 hours ago by Zorg Quote Link to comment Share on other sites More sharing options...
septemberWaves Posted 18 hours ago Share Posted 18 hours ago 6 minutes ago, Zorg said: At the moment module auto cut drogue has been moved out of the BDB plugin into KSPCPM and thats all. Without making any firm commitments at this point theres some cool stuff we could potentially do with some animations like with moduleCenterFollowsTransform. Nothing related to how capsules fly though. I see, thank you for clarifying. I assumed there may be some relation to capsule aerodynamics due to the way some of the CPM modules are described, and the fact that crew capsules have particularly unique geometry compared to many other parts. Quote Link to comment Share on other sites More sharing options...
Zorg Posted 18 hours ago Share Posted 18 hours ago 5 minutes ago, septemberWaves said: I see, thank you for clarifying. I assumed there may be some relation to capsule aerodynamics due to the way some of the CPM modules are described, and the fact that crew capsules have particularly unique geometry compared to many other parts. Module CenterFollowsTransform lets you move the center of lift/pressure/mass (choose as desired by) making it follow a transform within an animation. Its what lets the bucket handle on the BCS main parachute function properly. Without it KSP would simply continue to assume the position of the CoP based on the initial state of the deployment. It would not straighten after the handle is deployed. Quote Link to comment Share on other sites More sharing options...
septemberWaves Posted 12 hours ago Share Posted 12 hours ago Oh, that is fascinating. I'm sure there are dozens of potentially interesting uses for this. Quote Link to comment Share on other sites More sharing options...
Pappystein Posted 12 hours ago Share Posted 12 hours ago (edited) 6 hours ago, Zorg said: Module CenterFollowsTransform lets you move the center of lift/pressure/mass (choose as desired by) making it follow a transform within an animation. Its what lets the bucket handle on the BCS main parachute function properly. Without it KSP would simply continue to assume the position of the CoP based on the initial state of the deployment. It would not straighten after the handle is deployed. So Rogalo Wings for Gemini when? (100% said in Jest but it was the first thing I thought of on reading this comment.) Note I do realize that this would still not allow you to CONTROL a Rogalo wing Gemini... Just that it would "fly straightish" with this feature. Edited 12 hours ago by Pappystein Quote Link to comment Share on other sites More sharing options...
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