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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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  On 3/23/2025 at 12:15 PM, ItsUrsus said:

Is there a mod that adds Martian spacecraft like Pathfinder/Sojourner, MER, Curiosity and Perseverance rover/lander parts compatible with BDB?

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Lionhead Aerospace used to have Curiosity but that mod is compatible only to 0.25.

Other than that, kitbashing is basically your only solution unfortunately.

Edited by TheSpaceToffee
oh llok nwe page
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  On 3/23/2025 at 12:34 PM, Cheesecake said:

There was a mod with Curiosity about 10 years ago. But it will probably no longer work.
Rover mods are very rare.

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Best chance is probably to kitbash one together with whatever parts you have.

I would also like to see a bigger version of the Apollo Service module or portions of the CM Lab (like the airlock) added as separate parts

Edited by Richmountain112
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Working on file rn. Oversize file.

Modulemanagerlog:

[LOG 11:19:51.531] Log started at 2025-03-22 11:19:51.531
[LOG 11:20:24.639] Calling KSPe.ModuleManagerSupport.ModuleManagerAddToModList()
[LOG 11:20:24.693] Calling SpaceY.Expanded.ModuleManagerSupport.ModuleManagerAddToModList()
[LOG 11:20:24.701] Calling SpaceY.Lifters.ModuleManagerSupport.ModuleManagerAddToModList()
[LOG 11:20:24.714] Calling KSPe.Unity.2019.ModuleManagerSupport.ModuleManagerAddToModList()
[LOG 11:20:24.723] Checking Cache
[LOG 11:20:29.593] SHA generated in 4.867s
[LOG 11:20:29.593]       SHA = 9B-9A-76-A9-4B-1B-9E-DD-62-C0-4A-82-88-1D-D0-D5-65-59-EF-A3-B7-A9-D7-88-72-5C-48-79-C4-12-AA-C8
[LOG 11:20:29.594] Pre patch init
[LOG 11:20:29.848] Done!
 

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  On 3/26/2025 at 12:30 AM, Quinby Kerman said:

Working on file rn. Oversize file.

Modulemanagerlog:

[LOG 11:19:51.531] Log started at 2025-03-22 11:19:51.531
[LOG 11:20:24.639] Calling KSPe.ModuleManagerSupport.ModuleManagerAddToModList()
[LOG 11:20:24.693] Calling SpaceY.Expanded.ModuleManagerSupport.ModuleManagerAddToModList()
[LOG 11:20:24.701] Calling SpaceY.Lifters.ModuleManagerSupport.ModuleManagerAddToModList()
[LOG 11:20:24.714] Calling KSPe.Unity.2019.ModuleManagerSupport.ModuleManagerAddToModList()
[LOG 11:20:24.723] Checking Cache
[LOG 11:20:29.593] SHA generated in 4.867s
[LOG 11:20:29.593]       SHA = 9B-9A-76-A9-4B-1B-9E-DD-62-C0-4A-82-88-1D-D0-D5-65-59-EF-A3-B7-A9-D7-88-72-5C-48-79-C4-12-AA-C8
[LOG 11:20:29.594] Pre patch init
[LOG 11:20:29.848] Done!
 

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You can't do anything with such short excerpts. We need the whole log.
For example, you can upload files up to 1GB here:
https://www.file-upload.net/

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Ive been having issues with deployable engines and engine ignitor for some time now. The J-2X and RL-10 are the ones I use the most and they always use up all ignitions in a matter of seconds. I get the ignition sound in rapid succession but noting is happening even though my fuel is settled. Its only on engines with deployable nozzles. Its not the case in a clean install with no other mods. 

Im aware its not directly a BDB issue but since there is support in the mod I suspect someone might have expirence. 

Edited by dave1904
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  On 3/27/2025 at 8:18 PM, dave1904 said:

Ive been having issues with deployable engines and engine ignitor

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I just now tested this with a very similar build I just made, and I have no problems. I'm having trouble piecing together your process though. In the video, the engine is not active, then the throttle goes up, then the nozzle extends. What triggers the nozzle extending? I tested three different ways: 1) full throttle (so ullage active) then stage the RL10 ...  2) deactivate RL10, full throttle, PAW's "Activate Engine" item, and 3) engine already extended, H for ullage, then Z for full throttle. All of these work as expected.

re: your follow -up question: for me, if I right click on the RL10, pick Activate Engine, it extends and shows fuel in the staging list, but isn't running.

I have EngineIgnitor 1.3.7.8, DeployableEngines 1.3.1, and current BDB. I also have MandatoryRCS, and CryoTanks. Also confirmed that MechJeb is able to execute maneuvers as long as I handle the ullage. Hope something here helps! (Oh, this was tested on JNSQ, btw)

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  On 3/27/2025 at 9:18 PM, OrbitalManeuvers said:

I just now tested this with a very similar build I just made, and I have no problems. I'm having trouble piecing together your process though. In the video, the engine is not active, then the throttle goes up, then the nozzle extends. What triggers the nozzle extending? I tested three different ways: 1) full throttle (so ullage active) then stage the RL10 ...  2) deactivate RL10, full throttle, PAW's "Activate Engine" item, and 3) engine already extended, H for ullage, then Z for full throttle. All of these work as expected.

re: your follow -up question: for me, if I right click on the RL10, pick Activate Engine, it extends and shows fuel in the staging list, but isn't running.

I have EngineIgnitor 1.3.7.8, DeployableEngines 1.3.1, and current BDB. I also have MandatoryRCS, and CryoTanks. Also confirmed that MechJeb is able to execute maneuvers as long as I handle the ullage. Hope something here helps! (Oh, this was tested on JNSQ, btw)

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If I remove all of my 250 mods I dont have the issue myself. 

I am aware that I can leave the engine activated. I don't like it that way however.  

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  On 3/13/2025 at 11:46 PM, Quinby Kerman said:

[ERR 20:48:09.356] Cannot find a PartModule of typename 'RSE_RCS'

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Just adding to this question for the above error.  Does anyone know what this might be related to?

I'm seeing dozens of these in my latest clean install of 1.12.5 where I just installed BDB (the last part mod I added). I didn't see this in any of the logs from my 1.12.3 install, which I've been using up until 2 days ago.

Thanks!

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  On 3/28/2025 at 12:29 AM, DeadJohn said:

I think RSE means it's for or from the Rocket Sound Enhancement mod.

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So looking at the Log file, there are a number of parts that have the following (this is the first one):

[LOG 22:30:14.421] Config(@PART[bluedog_AIMP_SolarPaddle,bluedog_Clementine_LowerRCS,bluedog_Clementine_UpperRCS,bluedog_RAE_RCS,bluedog_Helios_SunShade,bluedog_IDCSP_Probe,bluedog_Kepler_RCS,bluedog_LunarOrbiter_Propulsion,bluedog_Mariner3_Solar,bluedog_Mariner5_Solar,bluedog_Mariner5_Solar_Antenna,bluedog_mariner10_solar,bluedog_mariner10_highGainAntenna,bluedog_Nimbus_LateControlCore,bluedog_Nimbus_EarlyCommandAntenna,bluedog_OAO_balanceBoom,bluedog_OGO_RCS,bluedog_OSO_Arm,bluedog_OSO_Sail,bluedog_Pioneer_HGA,bluedog_Pioneer6_RCS,bluedog_probeRCSblock,bluedog_probeRCSblockE,bluedog_Ranger_Bus,bluedog_MarinerB_Bus,bluedog_ProbeRCS_*,bluedog_Surveyor_Leg,bluedog_SurveyorOrbiter_Solar,bluedog_Syncom,bluedog_TIROS,bluedog_POPPY2_RCS,bluedog_POPPY2_RCS_Antenna,bluedog_voyagerMarsOrbiter_SM,bluedog_voyagerMarsOrbiter_heatshield,bluedog_voyagerMarsLander_leg]:NEEDS[RocketSoundEnhancementDefault]) Bluedog_DB/Compatibility/RSE/RCS/@PART[bluedog_AIMP_SolarPaddle,bluedog_Clementine_LowerRCS,bluedog_Clementine_UpperRCS,bluedog_RAE_RCS,bluedog_Helios_SunShade,bluedog_IDCSP_Probe,bluedog_Kepler_RCS,bluedog_LunarOrbiter_Propulsion,bluedog_Mariner3_Solar,bluedog_Mariner5_Solar,bluedog_Mariner5_Solar_Antenna,bluedog_mariner10_solar,bluedog_mariner10_highGainAntenna,bluedog_Nimbus_LateControlCore,bluedog_Nimbus_EarlyCommandAntenna,bluedog_OAO_balanceBoom,bluedog_OGO_RCS,bluedog_OSO_Arm,bluedog_OSO_Sail,bluedog_Pioneer_HGA,bluedog_Pioneer6_RCS,bluedog_probeRCSblock,bluedog_probeRCSblockE,bluedog_Ranger_Bus,bluedog_MarinerB_Bus,bluedog_ProbeRCS_*,bluedog_Surveyor_Leg,bluedog_SurveyorOrbiter_Solar,bluedog_Syncom,bluedog_TIROS,bluedog_POPPY2_RCS,bluedog_POPPY2_RCS_Antenna,bluedog_voyagerMarsOrbiter_SM,bluedog_voyagerMarsOrbiter_heatshield,bluedog_voyagerMarsLander_leg]:NEEDS[RocketSoundEnhancementDefault]

Specifically, there are 460 instances in my latest log (KSP 032725 2238 - BDB Installed) with a fresh install of BDB that call out this config module:

:NEEDS[RocketSoundEnhancementDefault]

Without RocketSoundEnhancement installed, that results in the following error (seen 136 times in the above log):

[ERR 22:30:22.014] Cannot find a PartModule of typename 'RSE_RCS'

I'm just trying to understand, is there a recommendation or soft dependency for the RocketSoundEnhancement? Or is it just making it to work in the future? I'd rather not have this logspam if at all possible.

Thanks for all your help!

Edited by scottadges
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  On 3/27/2025 at 4:12 PM, Cheesecake said:

You can't do anything with such short excerpts. We need the whole log.
For example, you can upload files up to 1GB here:
https://www.file-upload.net/

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That "excerpt' is the entire module manager log as I saw

also the website was in german but i think it worked: click

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  On 3/28/2025 at 5:36 AM, Quinby Kerman said:

That "excerpt' is the entire module manager log as I saw

also the website was in german but i think it worked: click

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We had asked for the ModuleManager.log, not for the partdatabase.
The partdatabase is not a log but a config.
You can find the ModuleManager.log here:
\Kerbal Space Program\Logs\ModuleManager

Better still is to look at the following thread and give us what is described here:

It tells you exactly what you need to upload. Please upload the complete log to an external hoster and link it here.

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  On 3/28/2025 at 3:27 PM, Cheesecake said:

We had asked for the ModuleManager.log, not for the partdatabase.
The partdatabase is not a log but a config.
You can find the ModuleManager.log here:
\Kerbal Space Program\Logs\ModuleManager

Better still is to look at the following thread and give us what is described here:

It tells you exactly what you need to upload. Please upload the complete log to an external hoster and link it here.

Expand  

[LOG 11:19:51.531] Log started at 2025-03-22 11:19:51.531
[LOG 11:20:24.639] Calling KSPe.ModuleManagerSupport.ModuleManagerAddToModList()
[LOG 11:20:24.693] Calling SpaceY.Expanded.ModuleManagerSupport.ModuleManagerAddToModList()
[LOG 11:20:24.701] Calling SpaceY.Lifters.ModuleManagerSupport.ModuleManagerAddToModList()
[LOG 11:20:24.714] Calling KSPe.Unity.2019.ModuleManagerSupport.ModuleManagerAddToModList()
[LOG 11:20:24.723] Checking Cache
[LOG 11:20:29.593] SHA generated in 4.867s
[LOG 11:20:29.593]       SHA = 9B-9A-76-A9-4B-1B-9E-DD-62-C0-4A-82-88-1D-D0-D5-65-59-EF-A3-B7-A9-D7-88-72-5C-48-79-C4-12-AA-C8
[LOG 11:20:29.594] Pre patch init
[LOG 11:20:29.848] Done!


THIS IS THE ENTIRE ModuleManager.log

Edited by Quinby Kerman
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  On 3/28/2025 at 11:29 PM, Quinby Kerman said:

[LOG 11:19:51.531] Log started at 2025-03-22 11:19:51.531
[LOG 11:20:24.639] Calling KSPe.ModuleManagerSupport.ModuleManagerAddToModList()
[LOG 11:20:24.693] Calling SpaceY.Expanded.ModuleManagerSupport.ModuleManagerAddToModList()
[LOG 11:20:24.701] Calling SpaceY.Lifters.ModuleManagerSupport.ModuleManagerAddToModList()
[LOG 11:20:24.714] Calling KSPe.Unity.2019.ModuleManagerSupport.ModuleManagerAddToModList()
[LOG 11:20:24.723] Checking Cache
[LOG 11:20:29.593] SHA generated in 4.867s
[LOG 11:20:29.593]       SHA = 9B-9A-76-A9-4B-1B-9E-DD-62-C0-4A-82-88-1D-D0-D5-65-59-EF-A3-B7-A9-D7-88-72-5C-48-79-C4-12-AA-C8
[LOG 11:20:29.594] Pre patch init
[LOG 11:20:29.848] Done!


THIS IS THE ENTIRE ModuleManager.log

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If that is your entire ModuleManager.log, then MM did not do anything at all, between "Pre patch init" and "Done!" we should be seeing all the patches applied by it.

Or just a guess, do you happen to have ModuleManager by Lisias? In that case there should be a kspe.cfg file somewhere in GameData or a PluginData folder under the game's root folder, and you should set LogLevel for ModuleManager to 3 or higher (5 is the highest). I genuinely don't get why it would be suppressed by default, but either somehow the log messages are hidden or ModuleManager does not do anything at all. This is seriously not a normal ModuleManager.log for a modded game...

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  On 3/28/2025 at 11:29 PM, Quinby Kerman said:

[LOG 11:19:51.531] Log started at 2025-03-22 11:19:51.531
[LOG 11:20:24.639] Calling KSPe.ModuleManagerSupport.ModuleManagerAddToModList()
[LOG 11:20:24.693] Calling SpaceY.Expanded.ModuleManagerSupport.ModuleManagerAddToModList()
[LOG 11:20:24.701] Calling SpaceY.Lifters.ModuleManagerSupport.ModuleManagerAddToModList()
[LOG 11:20:24.714] Calling KSPe.Unity.2019.ModuleManagerSupport.ModuleManagerAddToModList()
[LOG 11:20:24.723] Checking Cache
[LOG 11:20:29.593] SHA generated in 4.867s
[LOG 11:20:29.593]       SHA = 9B-9A-76-A9-4B-1B-9E-DD-62-C0-4A-82-88-1D-D0-D5-65-59-EF-A3-B7-A9-D7-88-72-5C-48-79-C4-12-AA-C8
[LOG 11:20:29.594] Pre patch init
[LOG 11:20:29.848] Done!


THIS IS THE ENTIRE ModuleManager.log

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And again: please read this thread and then please post the log (player.log) described in it:

  Quote

...
KSP versions 1.8.0 and above:

  • Windows: C:\Users\<username>\AppData\LocalLow\Squad\Kerbal Space Program\Player.log
    - This folder is usually hidden so you should enable the view hidden folders option (more information).
  • Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs/Unity/Player.log
  • Linux: The log is written to ~/.config/unity3d/Squad/Kerbal Space Program/Player.log

You can upload these files to any file sharing site (such as Dropbox, Pastebin or File2web). These sites will give you a link you can include in your posts to share your files.

...

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The log you posted is already from 22/03/2025. Are you sure you have ModuleManager installed?
We could tell you immediately if you would upload the player.log as described in the thread above.

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  21 hours ago, Quinby Kerman said:

NZfXAns.png

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And again: Please read correctly. The Player.log is not in the KSP directory. The directory is mentioned in the thread:

  Quote

KSP versions 1.8.0 and above:

  • Windows: C:\Users\<username>\AppData\LocalLow\Squad\Kerbal Space Program\Player.log
    - This folder is usually hidden so you should enable the view hidden folders option (
    more information).
  • Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs/Unity/Player.log
  • Linux: The log is written to ~/.config/unity3d/Squad/Kerbal Space Program/Player.log

You can upload these files to any file sharing site (such as Dropbox, Pastebin or File2web). These sites will give you a link you can include in your posts to share your files.

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I have marked it in red if you are using windows.

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