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[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.14.0 "металл" 30/Sep/2024)


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On 12/27/2024 at 1:51 AM, DaveyJ576 said:

Correct me if I am wrong, but aren’t Raidernick’s mods scaled differently from BDB? I recall running into that problem with his Skylab mod about five years ago. 

Well it's a mod for RSS/RO so it's scaled 1:1 instead of the usual 1:1.6

Edited by AdrianDogmeat
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KSRSS Reborn with Parallax is my setup. The graphics are outstanding. My only critique is that they overdid it with rocks on the moon. I had to make major adjustments downwards in the .cfg file to make the landscape realistic. It is easy to do, but a bit tedious. Other than that minor nit, I really enjoy that mod set.

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42 minutes ago, DaveyJ576 said:

I had to make major adjustments downwards in the .cfg file to make the landscape realistic.

If it's not asking too much, I know myself and I'm sure other people would be interested in your approach - if you had some details you could share about what you changed or what info you followed to know what to change, that would be an appreciated contribution :)  

Edited by OrbitalManeuvers
edited for 502 errors during post, ofc
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19 hours ago, DaveyJ576 said:

Correct me if I am wrong, but aren’t Raidernick’s mods scaled differently from BDB? I recall running into that problem with his Skylab mod about five years ago. 

Raidernick built his stuff of of FASA which utilized 5, 3.75, 2.5, and 1.25m diameters only....

*shudder*  remembers *THAT* conversation.....   nevermind you do not need to know how opinionated I was am... just realize that I may be opinionated but I realize they are opinions and my opinion and thus entire viewpoint **CAN AND WILL** change.

8 hours ago, DriftNasty said:

What's the general consensus,  outer planets mod with rescale, JNSQ, or real solar system?

Having used KSRSS 2.5, JNSQ and Galileo, I ended up preferring JNSQ.  

KSRSS gets a little too real at times and not real enough at other times.   JNSQ doesn't pretend to be realistic at all.   Just a rescaled Kerbin system with a couple extra planets and other changes etc.

Galileo is a fun change but very outdated.

But hey... JUST my opinion.  

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On 12/27/2024 at 8:35 AM, OrbitalManeuvers said:

If it's not asking too much, I know myself and I'm sure other people would be interested in your approach - if you had some details you could share about what you changed or what info you followed to know what to change, that would be an appreciated contribution :)  

I did some digging through the KSRSS thread and Reddit pages to find what I needed, then used some deductive reasoning. WORD OF CAUTION: it is a better strategy to write a patch for this instead of altering the .cfg file. However, I suck at writing patches so I took this calculated chance. As always, SAVE A BACKUP OF THE ORIGINAL FILE.

1. Go to GameData/KSRSS/Terrain/Scatters/03_Earth.

2. Open the 03-1_Moon.cfg file.

3. Look for a series of Scatter entries labeled TinyRocks, SmallRocks, MedRocks, etc.

4. Edit the entries for maxObjects and _PopulationMultiplier for each Scatter entry to the following values:

5. TinyRocks: 3000 & 25

6. SmallRocks: 2000 & 6

7. MedRocks: 1000 & .75

8. LargeRocks: 500 & .05

9. HugeRocks: 250 & .02

10. HugeRocks2: 500 & .05

11 HugeRocks41: 500 & .05

Take a probe core and Hyperedit or Cheat it to the Moon's surface to check how it looks. I play with Colliders on to make for a semi-realistic environment. I am not sure I am fully satisfied with the numbers yet. There are still a lot of big rocks in my landing area. Play around with the numbers to get it to what you think is acceptable. You may have to do multiple restarts of the game in order to see if you get the numbers right.

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14 hours ago, DaveyJ576 said:

it is a better strategy to write a patch for this

This should work in theory (it has not been tested): (spoiler for big code block)

Spoiler
@ParallaxScatters:NEEDS[KSRSS]:HAS[#body[Moon]]:FINAL
{
	@Scatter[TinyRocks]
	{
		@maxObjects = 3000
		@Distribution
		{
			@_PopulationMultiplier = 25
		}
	}
	@Scatter[SmallRocks]
	{
		@maxObjects = 2000
		@Distribution
		{
			@_PopulationMultiplier = 6
		}
	}
	@Scatter[MedRocks]
	{
		@maxObjects = 1000
		@Distribution
		{
			@_PopulationMultiplier = 0.75
		}
	}
	@Scatter[LargeRocks]
	{
		@maxObjects = 500
		@Distribution
		{
			@_PopulationMultiplier = 0.05
		}
	}
	@Scatter[HugeRocks]
	{
		@maxObjects = 250
		@Distribution
		{
			@_PopulationMultiplier = 0.02
		}
	}
	@Scatter[HugeRocks2]
	{
		@maxObjects = 500
		@Distribution
		{
			@_PopulationMultiplier = 0.05
		}
	}
	@Scatter[HugeRocks41]
	{
		@maxObjects = 500
		@Distribution
		{
			@_PopulationMultiplier = 0.05
		}
	}
}

 

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20 hours ago, DaveyJ576 said:

I did some digging through the KSRSS thread and Reddit pages to find what I needed, then used some deductive reasoning. WORD OF CAUTION: it is a better strategy to write a patch for this instead of altering the .cfg file. However, I suck at writing patches so I took this calculated chance. As always, SAVE A BACKUP OF THE ORIGINAL FILE.

1. Go to GameData/KSRSS/Terrain/Scatters/03_Earth.

2. Open the 03-1_Moon.cfg file.

3. Look for a series of Scatter entries labeled TinyRocks, SmallRocks, MedRocks, etc.

4. Edit the entries for maxObjects and _PopulationMultiplier for each Scatter entry to the following values:

5. TinyRocks: 3000 & 25

6. SmallRocks: 2000 & 6

7. MedRocks: 1000 & .75

8. LargeRocks: 500 & .05

9. HugeRocks: 250 & .02

10. HugeRocks2: 500 & .05

11 HugeRocks41: 500 & .05

Take a probe core and Hyperedit or Cheat it to the Moon's surface to check how it looks. I play with Colliders on to make for a semi-realistic environment. I am not sure I am fully satisfied with the numbers yet. There are still a lot of big rocks in my landing area. Play around with the numbers to get it to what you think is acceptable. You may have to do multiple restarts of the game in order to see if you get the numbers right.

Things like this deserve to be in the KSRSS post and even on the wiki|readme.

+1 !

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Is the X-15 extremely unstable for anyone else? Especially in the roll axis and with the drop tanks attached. I cannot get it to fly straight no matter how much SAS and RCS I use. Without the drop tanks it becomes more manageable but it obviously somewhat hinders performance.

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11 hours ago, LoadingTimeExpert said:

Is the X-15 extremely unstable for anyone else? Especially in the roll axis and with the drop tanks attached. I cannot get it to fly straight no matter how much SAS and RCS I use. Without the drop tanks it becomes more manageable but it obviously somewhat hinders performance.

Depends, are you using any aerodynamic mods?

The X-15 is a pretty simple bird to make.  But it is hard to make PERFECT

Most of this is in placement.  Turn Symetry off and add one wing surface at a time seems to help me.

 

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9 hours ago, Pappystein said:

Depends, are you using any aerodynamic mods?

The X-15 is a pretty simple bird to make.  But it is hard to make PERFECT

Most of this is in placement.  Turn Symetry off and add one wing surface at a time seems to help me.

 

No, no aerodynamic mods. Would something like Ferram improve things or make it worse?

And in any case, I'm placing all the parts as intended. You kinda can't use symmetry with it, anyway cause everything is fitted with nodes rather than surface attach

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1 hour ago, LoadingTimeExpert said:

T H E C O N T R A P T I O N

Based off that one funky X-15 proposal to strap it to the top of four Titan I's

I just realized its supposed to have four Titan I's, not five

How does a bunch of multistage rockets as the core plus boosters work? Do they all jettison their first stages at the same time? Are the upper stages on the booster Titans mainly structural?

And how does the 4-Titan configuration work, core Titan and 3 Titans around it?

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34 minutes ago, marxman28 said:

How does a bunch of multistage rockets as the core plus boosters work? Do they all jettison their first stages at the same time? Are the upper stages on the booster Titans mainly structural?

It actually worked pretty good. Yes, all the first stages jettisoned at once, and then later all the second stages. Actually I didn't burn the second stage to completion, but that's the idea.

Quote

And how does the 4-Titan configuration work, core Titan and 3 Titans around it?

Indeed, here's a photo

CmfHlwE.jpeg

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5rhqpKs.jpeg

I flew the SERJ X-15 from the KSC to the Dessert airfield. In JNSQ. And I almost made it, too! Unfortunately I ran out of fuel about 10 or so kilometers out, whereupon the X-15 proceeded to drop like a rock. Fell short of the runway by a few hundred meters.

hpiFoQK.jpeg

My landing performance... ah... need not go mentioned.

The X-15 actually flies pretty well now. I installed FAR. There's still some squirrelly-ness, especially in the pitch+roll axis and especially especially at high AOA's(High being relative. I was trying to keep the SERJ at a steady 24~25km as any higher and the SERJ loses performance, but trying to pitch up to maintain climbrate generally led to undesirable oscillations. Nothing that couldn't be handled but certainly unpleasant for both myself and Jeb on account of the g-forces). Also I do notice that the vehicle has remarkably high drag. Without the engines burning I couldn't keep it's speed up without nosing into a 70 degree dive. Is this intended?

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Hm. With the XLR-11, the X-15 at about 13 km doesn't even have enough power to maintain a positive AoA

 

Edit: Also I do still think the droptanks make flight performance significantly worse. Like barely able to hold course, worse

Edited by LoadingTimeExpert
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I made another flight with the SERJ, this time from the Dessert airfield to the KSC. I quite like this photo I took along the way. I call it "Rosy-fingered Dawn" viewed at Mach 4.5, 23 kilometers altitude

EenFED6.jpeg

And this time my landing was buttery smooth. I didn't even lose the air intake which I usually do. And even better: Jeb won't need to walk very far at all to get home.

DFXf1dv.jpeg

 

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On 1/5/2025 at 1:51 AM, LoadingTimeExpert said:

Is the X-15 extremely unstable for anyone else? Especially in the roll axis and with the drop tanks attached. I cannot get it to fly straight no matter how much SAS and RCS I use. Without the drop tanks it becomes more manageable but it obviously somewhat hinders performance.

It is pretty unstable for me too. Doing manoeuvres, especially in high altitude, is straight up impossible, and it usually just spins out of control.

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