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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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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.

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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 by CobaltWolf
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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.

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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 by Zorg
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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.

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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.

 

 

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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? :P  (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 by Pappystein
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13 hours ago, Pappystein said:

So Rogalo Wings for Gemini when? :P  (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.

Maybe not the rogallo wing, but Zorg did point out to me the other day that it would allow a more accurate Gemini chute with the bridle that transitions to holding the capsule horizontally. I don’t have any plans to actually DO that at the moment, but it would be cool. I did some amount of planning for it during the revamp before realizing it wasn’t feasible. Would require a depth mask for under the white track that goes between the doors for example. 

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I was being a bit vague so as not to put Cobalt on the hook for the Gemini chute lol :P But yeah the basic principle for the two point harness is possible now other details not withstanding. The Rogallo wing still sounds a bit too jank without being a real control surface

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3 hours ago, The Dressian Exploder said:

Couldn't whatever module the kerbal personal parachute uses be used for it?

No, the Parachute module is...    in a word  *threadbare.*  (you could also use jank or stupid to describe it in my opinion and I am **NOT** a 3d modeler)   It only works ala Mercury capsule with a direct vertical decent from the center of the Parachute to the center of mass of the entire assembly.  Fine for 2014 when we were first starting the journey of KSP but not fine for historical anything (what KSP has become to most of us still here after all this time)

People have been 'Gimmicking' their multi shroud chutes to LOOK like they are multi shroud but all parachutes currently in KSP are of a single canopy with exception of anyone who has made their own add-ons like ModuleCenterfollowsTransform

*source: watched enough BDB streams where parachutes were the subject* :D  However the opinions on the viability of vanilla KSP modules for these purposes is 100% my own.

When you remember your history of KSP you realize we have come so far with so little that we purchased....   It is amazing that people were forward thinking enough to develop add-ons that have mostly stood the test of time.

***EDITED  try mid (July-ish as I remember) 2013***

 

Edited by Pappystein
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Help, I'm playing with X Science and I'm doing an orbital reconnaissance or whatever but when I try to do the experiment and record it, it says there is now space on hard drive so how much space does it need. Important: I'm playing with X Science as well, so the science is not instantly done in stock, so I'm wondering if it's an incompatibility.

 

Edit: I also have ScanSat.

Edit 2: So basically wondering if I'm doing something wrong or is it a compatibility issue.

Edited by heakhaek
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On 11/23/2024 at 3:14 PM, Pappystein said:

No, the Parachute module is...    in a word  *threadbare.*  (you could also use jank or stupid to describe it in my opinion and I am **NOT** a 3d modeler)   It only works ala Mercury capsule with a direct vertical decent from the center of the Parachute to the center of mass of the entire assembly.  Fine for 2014 when we were first starting the journey of KSP but not fine for historical anything (what KSP has become to most of us still here after all this time)

People have been 'Gimmicking' their multi shroud chutes to LOOK like they are multi shroud but all parachutes currently in KSP are of a single canopy with exception of anyone who has made their own add-ons like ModuleCenterfollowsTransform

*source: watched enough BDB streams where parachutes were the subject* :D  However the opinions on the viability of vanilla KSP modules for these purposes is 100% my own.

When you remember your history of KSP you realize we have come so far with so little that we purchased....   It is amazing that people were forward thinking enough to develop add-ons that have mostly stood the test of time.

***EDITED  try mid (July-ish as I remember) 2013***

 

They were talking about the parachute kerbals have access to on EVA, not the parachute parts that attach directly to a craft. 

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5 hours ago, heakhaek said:

Help, I'm playing with X Science and I'm doing an orbital reconnaissance or whatever but when I try to do the experiment and record it, it says there is now space on hard drive so how much space does it need. Important: I'm playing with X Science as well, so the science is not instantly done in stock, so I'm wondering if it's an incompatibility.

 

Edit: I also have ScanSat.

Edit 2: So basically wondering if I'm doing something wrong or is it a compatibility issue.

X Science and some BDB parts are incompatible. For example, some reusable experiments get stuck when using the X Science window and become single use.

I think there might be an error in what you wrote.  Did you mean to say you are using X Science with "Kerbalism as well"?

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11 hours ago, DeadJohn said:

X Science and some BDB parts are incompatible. For example, some reusable experiments get stuck when using the X Science window and become single use.

I think there might be an error in what you wrote.  Did you mean to say you are using X Science with "Kerbalism as well"?

Thanks and yeah I was saying I had (well still have) Kerbalism too since it said it had limited compatibility with X science when I load a save.

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1 hour ago, leberonjaems said:

will there be a possible part category for bluedog design bureau featuring sounding rockets?. like the aerobee and other old sounding rockets?, it would add a lot to the pack.

The team has talked about this topic before in the forums, we want stuff like Nike/Ajax rocket or perhaps something more in the cruise missiles spectrum like the Navaho, or even the Regulus.

Of course the Aerobee would be amazing to have in BDB but in the end it all depends on what the BDB team wants to do, my guess right now is that they want to finish the Viking lander and perhaps make the mighty Voyager probes or perhaps the Mariner Mark II concepts.

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29 minutes ago, Gupyzer0 said:

The team has talked about this topic before in the forums, we want stuff like Nike/Ajax rocket or perhaps something more in the cruise missiles spectrum like the Navaho, or even the Regulus.

Of course the Aerobee would be amazing to have in BDB but in the end it all depends on what the BDB team wants to do, my guess right now is that they want to finish the Viking lander and perhaps make the mighty Voyager probes or perhaps the Mariner Mark II concepts.

There are some mods that provide you with these rockets. Wacapella and CNAR being two. I use them both alongside BDB and they are fun to fly. They are well done, but not quite as polished and refined as BDB. I have also kitbashed my own sounding rockets of the Viking Program  (not related to the Mars lander). I used several parts mods for them and they look and fly okay, but this would be another nice BDB addition.

As an aside, it would be wonderful if the BDB dev team could adopt the Alternate Apollo mod. This is an excellent mod that fits inside the BDB world quite nicely. I especially like the 1962 “Bug” LM. The original creator has been silent for some time, and it could use some BDB style tender loving care.

At the end of the day, I am grateful that the BDB team has completed what they have. It is all amazing. 

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