TheSpaceToffee Posted March 23 Share Posted March 23 (edited) 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? Expand 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 March 23 by TheSpaceToffee oh llok nwe page Quote Link to comment Share on other sites More sharing options...
Quinby Kerman Posted March 23 Share Posted March 23 (Cut down) Log of BDB loading @Zorg Quote Link to comment Share on other sites More sharing options...
Richmountain112 Posted March 23 Share Posted March 23 (edited) 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. Expand 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 March 23 by Richmountain112 Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted Monday at 04:14 PM Share Posted Monday at 04:14 PM On 3/23/2025 at 6:09 PM, Quinby Kerman said: (Cut down) Log of BDB loading @Zorg Expand We need the entire log here, not just extracts from it. Quote Link to comment Share on other sites More sharing options...
Quinby Kerman Posted Tuesday at 12:24 AM Share Posted Tuesday at 12:24 AM I can't post the whole thing, and it has all of the Gemini and @thumbs loading info. I'll try though, @Cheesecake Quote Link to comment Share on other sites More sharing options...
Zorg Posted Tuesday at 04:01 PM Share Posted Tuesday at 04:01 PM On 3/25/2025 at 12:24 AM, Quinby Kerman said: I can't post the whole thing, and it has all of the Gemini and @thumbs loading info. I'll try though, @Cheesecake Expand Can you post the module manager logs instead as well as partdatabase.cfg I think what we're interested in would be in those rather than the full log Quote Link to comment Share on other sites More sharing options...
Quinby Kerman Posted Wednesday at 12:30 AM Share Posted Wednesday at 12:30 AM 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! Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted Thursday at 04:12 PM Share Posted Thursday at 04:12 PM 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! Expand 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/ Quote Link to comment Share on other sites More sharing options...
dave1904 Posted Thursday at 08:18 PM Share Posted Thursday at 08:18 PM (edited) 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 Thursday at 08:34 PM by dave1904 Quote Link to comment Share on other sites More sharing options...
dave1904 Posted Thursday at 08:46 PM Share Posted Thursday at 08:46 PM Also: Is there a way to have deployable nozzles separate from the engine running? I would love a way to keep it extended. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted Thursday at 09:18 PM Share Posted Thursday at 09:18 PM On 3/27/2025 at 8:18 PM, dave1904 said: Ive been having issues with deployable engines and engine ignitor Expand 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) Quote Link to comment Share on other sites More sharing options...
dave1904 Posted Thursday at 11:14 PM Share Posted Thursday at 11:14 PM 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) Expand 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. Quote Link to comment Share on other sites More sharing options...
scottadges Posted Thursday at 11:46 PM Share Posted Thursday at 11:46 PM On 3/13/2025 at 11:46 PM, Quinby Kerman said: [ERR 20:48:09.356] Cannot find a PartModule of typename 'RSE_RCS' Expand 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! Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted Friday at 12:29 AM Share Posted Friday at 12:29 AM On 3/27/2025 at 11:46 PM, scottadges said: Does anyone know what this might be related to? Expand I think RSE means it's for or from the Rocket Sound Enhancement mod. Quote Link to comment Share on other sites More sharing options...
scottadges Posted Friday at 03:58 AM Share Posted Friday at 03:58 AM (edited) On 3/28/2025 at 12:29 AM, DeadJohn said: I think RSE means it's for or from the Rocket Sound Enhancement mod. Expand 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 Friday at 04:14 AM by scottadges Quote Link to comment Share on other sites More sharing options...
Quinby Kerman Posted Friday at 05:36 AM Share Posted Friday at 05:36 AM 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/ Expand That "excerpt' is the entire module manager log as I saw also the website was in german but i think it worked: click Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted Friday at 03:27 PM Share Posted Friday at 03:27 PM 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 Expand 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. Quote Link to comment Share on other sites More sharing options...
Flamey_End_Up Posted Friday at 11:02 PM Share Posted Friday at 11:02 PM https://drive.google.com/file/d/1WYeULuXOYe6MNTQqShGmDrGOirPJz5KR/view?usp=drivesdk here’s a Kerbalism file lol, replace the kerbalism bluedog file with this one for science parts to work Quote Link to comment Share on other sites More sharing options...
Quinby Kerman Posted Friday at 11:29 PM Share Posted Friday at 11:29 PM (edited) 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 Friday at 11:29 PM by Quinby Kerman Quote Link to comment Share on other sites More sharing options...
KerbEngin33r Posted yesterday at 10:51 AM Share Posted yesterday at 10:51 AM 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 Expand 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... Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted yesterday at 11:58 AM Share Posted yesterday at 11:58 AM 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 Expand 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. ... Expand 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. Quote Link to comment Share on other sites More sharing options...
Quinby Kerman Posted 21 hours ago Share Posted 21 hours ago On 3/29/2025 at 11:58 AM, Cheesecake said: 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. Expand Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted 20 hours ago Share Posted 20 hours ago 21 hours ago, Quinby Kerman said: Expand 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. Expand I have marked it in red if you are using windows. Quote Link to comment Share on other sites More sharing options...
Iapetus7342 Posted 20 hours ago Share Posted 20 hours ago 21 hours ago, Quinby Kerman said: Expand The player.log is at AppData > LocalLow > Squad > Kerbal Space Program Quote Link to comment Share on other sites More sharing options...
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