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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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21 hours ago, Hank Kerman said:

For me, I just slung it under the carrier aircraft and used one of the tiny radial decouplers

ert9OTm.jpeg

I've also been doing that with Mk. 3 parts, but the top fin has a habit of getting stuck within the fuselage after separation. I've tried putting it under the wings but there's not much space there and I even tried hanging it from an open upside-down Mk. 3 cargo bay.

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1 hour ago, Pappystein said:

That aircraft looks like a pain to take off in!  Such a narrow wheelbase   and big heavy things hanging under the wings.  

 

Actually it wasn't that bad IIRC. To be honest I probably should've made it one size larger since the L-1011 is a widebody.

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1 hour ago, marxman28 said:

I've also been doing that with Mk. 3 parts, but the top fin has a habit of getting stuck within the fuselage after separation. I've tried putting it under the wings but there's not much space there and I even tried hanging it from an open upside-down Mk. 3 cargo bay.

 

1 hour ago, Hank Kerman said:

Actually it wasn't that bad IIRC. To be honest I probably should've made it one size larger since the L-1011 is a widebody.

Doesn't Kerbal Foundries have a much bigger landing gear set you can use (I am asking because I don't remember, I haven't used KF since Shadowmage was active in the forums)

 

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2 hours ago, Pappystein said:

Doesn't Kerbal Foundries have a much bigger landing gear set you can use (I am asking because I don't remember, I haven't used KF since Shadowmage was active in the forums)

Yep! You can change the size without tweakscale too!

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On 1/26/2025 at 9:02 PM, marxman28 said:

Were you going to say something about my Pegasus question? You quoted me but didn't say anything else.

Sorry yes I was.   Mount it on top?   Set the Aircraft into either level flight or a slight descent.  Decouple, Pitch up, Kick the motor and go?

I have thought about launching the Pegasus on a Finned Titan I or Titan II as well (not certain how that would work but it can't be worse than Minotaur/Pegasus Minotaur C, right?

Edited by Pappystein
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6 hours ago, Pappystein said:

I have thought about launching the Pegasus on a Finned Titan I or Titan II as well (not certain how that would work but it can't be worse than Minotaur/Pegasus Minotaur C, right?

So I tried it! How hard can it be?

As it turned out, very hard.

First attempt: Launch from LC-19. Titan II phase went well, Orion 50SXL spun out. FAILURE.

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Second attempt: Launch from LC-19 again. Titan II phase went well (again), Orion 50SXL spun out (again...). FAILURE.

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Third attempt: Went full Taurus mode and stripped Pegasus of its wings and fins. Looks kinda like Thor-Able. Orion 50ST did not spin out, and placed Telstar 1 in a LUNAR ORBIT. (yes, it is really that powerful, and that's with 50% fuel on all stages and LR87 on 75% thrust btw!)

LRFInxw.png

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Overall, sound launcher tbh, just need to do it Taurus style

Edited by TheSpaceToffee
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How do you assemble the LRV on the moon. I understand how to attach it to the LEM and how to deploy it but I can’t figure out how to attach the additional parts afterwards. I have kis and kas and brought an electronic screw driver. I can even pick up the parts from the lem inventory and put them in my kerbals inventory but I can’t get them to go into a place mode and attach them to the LRV. Any help would be appreciated 

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4 hours ago, Dixiecapt said:

How do you assemble the LRV on the moon. I understand how to attach it to the LEM and how to deploy it but I can’t figure out how to attach the additional parts afterwards. I have kis and kas and brought an electronic screw driver. I can even pick up the parts from the lem inventory and put them in my kerbals inventory but I can’t get them to go into a place mode and attach them to the LRV. Any help would be appreciated 

you shouldnt even need KIS and KAS. Unless you don;t have the breaking ground DLC?

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7 hours ago, Dixiecapt said:

How do you assemble the LRV on the moon. I understand how to attach it to the LEM and how to deploy it but I can’t figure out how to attach the additional parts afterwards. I have kis and kas and brought an electronic screw driver. I can even pick up the parts from the lem inventory and put them in my kerbals inventory but I can’t get them to go into a place mode and attach them to the LRV. Any help would be appreciated 

Breaking Ground DLC is absolutely required. KIS and KAS don't do a thing in this case. One of your astronauts has to be an engineer. Once the rover is deployed from the LM. Drive it around to the back and pull out the remaining parts from inventory one by one. Put the engineer into build mode, and then put the parts on the rover chassis using the move tool. It is a tricky process, and you have to turn and manipulate them to just the right position to get them to go green. Once they do attach them. It requires a lot of practice, but it does work. See this link for additional info: Friznit's BDB Wiki

Edited by DaveyJ576
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On 1/29/2025 at 4:53 AM, TheSpaceToffee said:

So I tried it! How hard can it be?

As it turned out, very hard.

First attempt: Launch from LC-19. Titan II phase went well, Orion 50SXL spun out. FAILURE.

sbvMQiJ.png

jXeJ4C4.png

ldOK1HC.png

bzTJFkN.png

Second attempt: Launch from LC-19 again. Titan II phase went well (again), Orion 50SXL spun out (again...). FAILURE.

xAoTgnh.png

z7ei5nH.png

rz57zPt.png

3Vrx1i5.png

pUghyia.png

Third attempt: Went full Taurus mode and stripped Pegasus of its wings and fins. Looks kinda like Thor-Able. Orion 50ST did not spin out, and placed Telstar 1 in a LUNAR ORBIT. (yes, it is really that powerful, and that's with 50% fuel on all stages and LR87 on 75% thrust btw!)

LRFInxw.png

r3EaZiB.png

oQpgvhn.png

gnZeemo.png

Av6CejO.png

pCOYnYA.png

Overall, sound launcher tbh, just need to do it Taurus style

Yeah sorry that is what I would have recommended (no wings on Pegasus)

I forget not everyone has my experience with blowing the game up due to too many wings up top and a rocket literally Krackening the game to a Hard computer lock and KSP being corrupted on reboot :D   That was like 10 years ago now

 

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16 hours ago, Quinby Kerman said:

I love broken aero physics because they cause the most ridiculous bugs.

Aero Physics, while not perfect was fixed in V 1.0 something or other.   I am talking about the really bad aero physics from like V0.36 where if you put 30 canards at the front and 30 canards at the rear of a structure you could infinite glide it just by deflecting the surfaces up and down slowly.

https://wiki.kerbalspaceprogram.com/wiki/Infinite_glider


Besides EVEN FAR is far far far from close to perfect.

 

 

Edited by Pappystein
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On 1/17/2025 at 8:15 PM, Kassler Scott said:

Alright! Reporting back as promised!

I got it to work :p Little anticlimactic I know but some combination of rebuilding the parts of my craft that were screwing up as well as doing a fresh install must have flipped a switch in these parts to work.

Thanks so much for the help!

Man, only two or so weeks ago was the last time I was happy ;-;

Coming back only because now, I am officially lost. Having rebuilt a good majority of my Saturn rockets, I am encountering yet again the same problems. Fresh install, both of the game and the mod, using stock craft files, and the SLA still won't activate correctly, the Mercury capsule crashes my game whenever I activate the second parachute, and the ASTP docking ports still don't align.

I'm tapping out, throwing in the towel, I really don't know what's going on anymore. I'm just going to wait until there's some update to BDB and hope that these problems which only seem to be happening to me are resolved by then

Always appreciate the help, of course.

My log if anyone cares to see for themselves, or if they're having the same issues: KSP.log

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7 hours ago, Kassler Scott said:

Always appreciate the help, of course.

just one person's opinion ... if this were happening to me, I would consider it very much worth my time and disk space to create a pure stock install and then add BDB and only the dependencies it needs (and no bdb extras). you don't have to touch your current install to do this. I would do this just to know for sure that it works like I'm expecting it to work. If these same things still don't work, that's something other people can probably help with. If they do work, then that would be my cue to rebuild my install, slowly, and test a lot between adding other part mods.

The only other observation I can make after looking at your log, is wondering why you have something called RSS-Textures in a KSRSS install? And you have SMURFF, too - which is definitely not needed for a 2.x scale system like KSRSS.  Little red flags that I don't know how to interpret, but they look funny.

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2 hours ago, OrbitalManeuvers said:

just one person's opinion ... if this were happening to me, I would consider it very much worth my time and disk space to create a pure stock install and then add BDB and only the dependencies it needs (and no bdb extras). you don't have to touch your current install to do this. I would do this just to know for sure that it works like I'm expecting it to work. If these same things still don't work, that's something other people can probably help with. If they do work, then that would be my cue to rebuild my install, slowly, and test a lot between adding other part mods.

The only other observation I can make after looking at your log, is wondering why you have something called RSS-Textures in a KSRSS install? And you have SMURFF, too - which is definitely not needed for a 2.x scale system like KSRSS.  Little red flags that I don't know how to interpret, but they look funny.

Well for the mods I have installed, the install of KSRSS I'm using is KSRSS Reborn by Ballisticfox. The RSS textures are just planet textures that were originally designed for RSS that he made specifically for KSRSS. As for Smurff, I have that installed to give a slight Dv boost to other parts since I'm not really the best pilot and sometimes waste a little bit (That includes some other parts mods I didn't have installed at the time I made that log ofc)

I will try and do a fresh install though as you suggested, I'll report back once I wake up xD

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10 hours ago, Kassler Scott said:

Well for the mods I have installed, the install of KSRSS I'm using is KSRSS Reborn by Ballisticfox. The RSS textures are just planet textures that were originally designed for RSS that he made specifically for KSRSS. As for Smurff, I have that installed to give a slight Dv boost to other parts since I'm not really the best pilot and sometimes waste a little bit (That includes some other parts mods I didn't have installed at the time I made that log ofc)

I will try and do a fresh install though as you suggested, I'll report back once I wake up xD

Kassler, since you have had problems multiple times now. 

***HOW*** are you installing the mods.   Are you just downloading them from Spacedock/github and doing it the old fashion, more precise but much more fiddly manual copy to your GameData, or are you using CKAN?
 

If you are using CKAN note that adding and removing mods can result in "ghost" files in your GameData directory.  Files that you and CKAN THINK are gone but are still there.     IMHO 99% of the time the remnants are of no issues but 1% of the times this will bite you in the butt!

I personally only started using CKAN continuously earlier this year, after having played this game since BEFORE CKAN was a thing.    Each time I remove a mod via CKAN I go and manually delete everything not SQUAD from my GameData and re-install everything again.  This reduces "Ghost files" and lowers the chance of something hidden being problematic for your play-through. 

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On 2/2/2025 at 8:09 AM, Pappystein said:

Kassler, since you have had problems multiple times now. 

***HOW*** are you installing the mods.   Are you just downloading them from Spacedock/github and doing it the old fashion, more precise but much more fiddly manual copy to your GameData, or are you using CKAN?
 

If you are using CKAN note that adding and removing mods can result in "ghost" files in your GameData directory.  Files that you and CKAN THINK are gone but are still there.     IMHO 99% of the time the remnants are of no issues but 1% of the times this will bite you in the butt!

I personally only started using CKAN continuously earlier this year, after having played this game since BEFORE CKAN was a thing.    Each time I remove a mod via CKAN I go and manually delete everything not SQUAD from my GameData and re-install everything again.  This reduces "Ghost files" and lowers the chance of something hidden being problematic for your play-through. 

So to come back with some results, I have gotten parts to work much better now without crashing (Haven't tested the SLA yet, but I did test the Mercury capsules)

I think it might be stage-able RCS which is screwing with BDB, since now the Mercury capsules work great :)

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1 hour ago, OrbitalManeuvers said:

hmm, maybe keep an eye out - I use this mod with BDB and have no issues.

I know there are more than one mods that add staging capability to RCS thrusters, maybe it's just the one I was using.

Otherwise though, the SLA is now working on my end, so I'm not even going to try and touch anything ever again out of fear of breaking something again xD

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Does anyone have the scaling ratios for this mod compared to real life? I might take a crack at modeling Explorer 10, 12, & 13 in the near future.
 

Also, is anyone else having a problem with decals not showing up on fairings? I’m specifically having this issue with all the options on the 0.625m fairing base (for Able, Delta, & Scout).

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7 hours ago, Coefficient said:

Does anyone have the scaling ratios for this mod compared to real life? I might take a crack at modeling Explorer 10, 12, & 13 in the near future.
 

Also, is anyone else having a problem with decals not showing up on fairings? I’m specifically having this issue with all the options on the 0.625m fairing base (for Able, Delta, & Scout).

Which decals? There are no decals on fairings. But you can use the mod Conformal Decals. However, you must attach these to the fairing-base and then move them to the correct position using the offset tool.

Edited by Cheesecake
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11 hours ago, Coefficient said:

Does anyone have the scaling ratios for this mod compared to real life? I might take a crack at modeling Explorer 10, 12, & 13 in the near future.

I think the magic number is 62.5%. Saturn V, Atlas, Titan, and probably plenty of others use that ratio. (10 -> 6.25, 3 -> 1.875, et cetera.)

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