Birdman31 Posted June 23 Share Posted June 23 1 hour ago, Rodger said: Since you've replaced tweakscale, it might be worth trying the engine again. that seems to have worked! Thanks for the help! Quote Link to comment Share on other sites More sharing options...
Rodger Posted June 23 Share Posted June 23 (edited) 22 minutes ago, Birdman31 said: that seems to have worked! Thanks for the help! Nice, if a bit weird! lol I'll also recommend removing ModuleManagerWatchDog, _LOCAL, and 666_ModuleManagerWatchDog.dll from GameData too, which are just other things that come with the other TS version, just to make sure the uninstallation is complete. This goes for anyone using TweakScale, I can only recommend using TweakScale Rescaled with BDB, having the older version (plus KSP Recall) will mean I can't look into any issues/logs. You can change version to Rescaled mid-game without major issue. Edited June 23 by Rodger Quote Link to comment Share on other sites More sharing options...
Zorg Posted June 23 Share Posted June 23 On 6/20/2024 at 11:34 PM, zakkpaz said: @Zorg are the revamped Atlas parts going to need any rebalancing or is it ok if I remake my craft files now? I really don’t want to have to do it twice. So I've done a bit of testing and honestly I'm largely happy with the balance. Just quoting from the issue page: https://github.com/CobaltWolf/Bluedog-Design-Bureau/issues/1456 "Due to various factors the performance of KSP rockets can vary a lot but I consider between 2/3 to 100% of IRL performance in 2.5x scale to be acceptable. The IRL figures here are from example missions from Ed Kyle so are indicative rather than max payload. From Atlas 2 onwards the figures are max payload from Lockheed/ULA users guides. Atlas II struggles to LEO but this is due to the difference in scaling between the world vs the atmo I believe. It suffers significant gravity losses and the core never gets close to 1:1 TWR. However most other builds fall in an acceptable range so I'm planning to leave the balance as is." Unless someone discovers a major issue I dont think I will make any major changes. Perhaps some small tweaks to the mass of structural parts etc if we spot anything. But fuel loads arent going to change. Quote Link to comment Share on other sites More sharing options...
Pappystein Posted June 23 Share Posted June 23 43 minutes ago, Zorg said: So I've done a bit of testing and honestly I'm largely happy with the balance. Just quoting from the issue page: https://github.com/CobaltWolf/Bluedog-Design-Bureau/issues/1456 "Due to various factors the performance of KSP rockets can vary a lot but I consider between 2/3 to 100% of IRL performance in 2.5x scale to be acceptable. The IRL figures here are from example missions from Ed Kyle so are indicative rather than max payload. From Atlas 2 onwards the figures are max payload from Lockheed/ULA users guides. Atlas II struggles to LEO but this is due to the difference in scaling between the world vs the atmo I believe. It suffers significant gravity losses and the core never gets close to 1:1 TWR. However most other builds fall in an acceptable range so I'm planning to leave the balance as is." Unless someone discovers a major issue I dont think I will make any major changes. Perhaps some small tweaks to the mass of structural parts etc if we spot anything. But fuel loads arent going to change. No major issues that I have seen on my end. However, a Small favor. Could the older GEM-60 get a node to work with the new atlas V GEM-63/AJ60 decoupler? Quote Link to comment Share on other sites More sharing options...
Zorg Posted June 23 Share Posted June 23 (edited) 58 minutes ago, Pappystein said: No major issues that I have seen on my end. However, a Small favor. Could the older GEM-60 get a node to work with the new atlas V GEM-63/AJ60 decoupler? I'll look at that as an interim solution. GEM 60 probably needs to be remade to match the newer motors though. In the meantime the update for today is BDB's first flourine engine. The Rocketdyne G-1 Flourine Engine-Hydrazine for the NOMAD upper stage. NOMAD itself may happen some time in the future perhaps. Spoiler This incredible model was made by @Al2Me6 for RO-engines originally, for once we are importing a model from them rather than the other way around I made a few small adjustments to the TU based PBR textures to fit the other BDB engines but this is 95% Al's work as is with very minor tweaks to fit. Its a pressure fed engine with low thrust. But due to the Flourine, it still gets 357s and 368s with the nozzle extension. In game it will use LFO by default but maybe someone will do something for BDB extras. Little bonus update, some tweaks to the RD180 to make it a little less monotone. Still based on IRL pics, but some engines had less paint and more surface variation. Think it looks better. Edited June 23 by Zorg Quote Link to comment Share on other sites More sharing options...
Entr8899 Posted June 23 Share Posted June 23 15 minutes ago, Zorg said: In the meantime the update for today is BDB's first flourine engine. The Rocketdyne G-1 Flourine Engine-Hydrazine for the NOMAD upper stage. NOMAD itself may happen some time in the future perhaps. Reveal hidden contents This incredible model was made by @Al2Me6 for RO-engines originally, for once we are importing a model from them rather than the other way around I made a few small adjustments to the TU based PBR textures to fit the other BDB engines but this is 95% Al's work as is with very minor tweaks to fit. Its a pressure fed engine with low thrust. But due to the Flourine, it still gets 357s and 368s with the nozzle extension. In game it will use LFO by default but maybe someone will do something for BDB extras. Oh my god I love wacky engines with weird fuels like this. Please can we get a dedicated methalox engine at some point, or some other engine that uses weird exotic fuels? Methane-powered nuclear engine? Quote Link to comment Share on other sites More sharing options...
GoldForest Posted June 23 Share Posted June 23 42 minutes ago, Zorg said: I'll look at that as an interim solution. GEM 60 probably needs to be remade to match the newer motors though. In the meantime the update for today is BDB's first flourine engine. The Rocketdyne G-1 Flourine Engine-Hydrazine for the NOMAD upper stage. NOMAD itself may happen some time in the future perhaps. Reveal hidden contents This incredible model was made by @Al2Me6 for RO-engines originally, for once we are importing a model from them rather than the other way around I made a few small adjustments to the TU based PBR textures to fit the other BDB engines but this is 95% Al's work as is with very minor tweaks to fit. Its a pressure fed engine with low thrust. But due to the Flourine, it still gets 357s and 368s with the nozzle extension. In game it will use LFO by default but maybe someone will do something for BDB extras. Little bonus update, some tweaks to the RD180 to make it a little less monotone. Still based on IRL pics, but some engines had less paint and more surface variation. Think it looks better. A surprise, to be sure, but a welcome one. I like the stabilizing structural fins, for lack of a better word. Quote Link to comment Share on other sites More sharing options...
Zorg Posted June 23 Share Posted June 23 5 minutes ago, GoldForest said: I like the stabilizing structural fins, for lack of a better word. They're really cool. The signature visual feature of the engine for sure. They are heat exchangers. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted June 23 Share Posted June 23 7 minutes ago, Zorg said: They're really cool. The signature visual feature of the engine for sure. They are heat exchangers. Interesting. So they would cool the engine using the fuel or oxidizer, then dump them back into the thrust chamber, like the shuttle I'm assuming? Or is the dumping more like the F-1 and it happens at or near the end of the bell? Quote Link to comment Share on other sites More sharing options...
Zorg Posted June 23 Share Posted June 23 (edited) 20 minutes ago, GoldForest said: Interesting. So they would cool the engine using the fuel or oxidizer, then dump them back into the thrust chamber, like the shuttle I'm assuming? Or is the dumping more like the F-1 and it happens at or near the end of the bell? There's not much about it but I believe its regenerative. I would think its the hydrazine I think not the flourine oxidizer being circulated. BTW the F1 was also regeneratively cooled where fuel ran through the tube channels and then went into the chamber (this would be for everything above the manifold thats halfway down the nozzle). It was the burnt turbopump exhaust that was used for film cooling, not unburnt propellants. Edited June 23 by Zorg Quote Link to comment Share on other sites More sharing options...
ra4nd0m Posted June 23 Share Posted June 23 (edited) 2 hours ago, Zorg said: In the meantime the update for today is BDB's first flourine engine. The Rocketdyne G-1 Flourine Engine-Hydrazine for the NOMAD upper stage. NOMAD itself may happen some time in the future perhaps. 0_0 This is COOOL!! What kind of hydrazine was used by the way? Mono or UDMH or simple? For toxicity purposes) Edited June 23 by ra4nd0m Quote Link to comment Share on other sites More sharing options...
GoldForest Posted June 24 Share Posted June 24 Verdigris (Very Oxidized/Pinta Copper) Atlas V launching a G-1 upper stage (Uses Titan IV second stage). Like how the exhaust goes from yellow to green to blue-ish brown(?). Full album: Imgur: The magic of the Internet Also, @Rodger Could I maybe get your help with something? I made a second texture for the Atlas V, and it's not showing up in game. I looked at the KSP log and it says the texture was loaded, but it doesn't show up in game. There's no errors pertaining to the texture. I can provide the logs if need be. Quote //uppertank @PART[bluedog_AtlasV_CCB_upper]:FOR[Bluedog_DB] { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[textureSwitchPaint]] { SUBTYPE { name = Verdigris primaryColor = #43b3ae secondaryColor = #43b3ae TEXTURE { texture = Bluedog_DB_Extras/Atlas_V_Texture_Variants/bluedog_AtlasV_CCBverdigris transform = CCBU_tank transform = CCBU_tankShort transform = CCBU_tankGeneric transform = CCBU_tankLong } MATERIAL { transform = CCBU_tank transform = CCBU_tankShort transform = CCBU_tankGeneric transform = CCBU_tankLong } } } SUBTYPE { name = Statue of Liberty primaryColor = #a1c7b6 secondaryColor = #a1c7b6 TEXTURE { texture = Bluedog_DB_Extras/Atlas_V_Texture_Variants/bluedog_AtlasV_CCBsol transform = CCBU_tank transform = CCBU_tankShort transform = CCBU_tankGeneric transform = CCBU_tankLong } MATERIAL { transform = CCBU_tank transform = CCBU_tankShort transform = CCBU_tankGeneric transform = CCBU_tankLong } } } //Lower tank @PART[bluedog_AtlasV_CCB_lower]:FOR[Bluedog_DB] { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[textureSwitchPaint]] { SUBTYPE { name = Verdigris primaryColor = #43b3ae secondaryColor = #43b3ae TEXTURE { texture = Bluedog_DB_Extras/Atlas_V_Texture_Variants/bluedog_AtlasV_CCBverdigris transform = CCBL_tank } MATERIAL { transform = CCBL_tank } } } SUBTYPE { name = Statue of Liberty primaryColor = #a1c7b6 secondaryColor = #a1c7b6 TEXTURE { texture = Bluedog_DB_Extras/Atlas_V_Texture_Variants/bluedog_AtlasV_CCBsol transform = CCBU_tank transform = CCBU_tankShort transform = CCBU_tankGeneric transform = CCBU_tankLong } MATERIAL { transform = CCBU_tank transform = CCBU_tankShort transform = CCBU_tankGeneric transform = CCBU_tankLong } } } Quote Link to comment Share on other sites More sharing options...
Rodger Posted June 24 Share Posted June 24 16 minutes ago, GoldForest said: Also, @Rodger Could I maybe get your help with something? I made a second texture for the Atlas V, and it's not showing up in game. Just gotta keep an eye on your brackets Quote Link to comment Share on other sites More sharing options...
GoldForest Posted June 24 Share Posted June 24 13 minutes ago, Rodger said: Just gotta keep an eye on your brackets Ah, I see it now. Thanks. I even counted the brackets like twice before hand lol. I guess I should tab my code over so I can see more clearly. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted June 24 Share Posted June 24 (edited) Decided to make a color scheme based off the Statue of Liberty color... I don't think it's very vibrant. Used this: Taubmans Statue of Liberty / T12 50.C8 / #a1c7b6 Hex Color Code, RGB and Paints (encycolorpedia.com) Also, the CCB can be used for SSTO purposes... huh. Edited June 24 by GoldForest Quote Link to comment Share on other sites More sharing options...
GoldForest Posted June 24 Share Posted June 24 Atlas... uh... something. AR-1's replace the RD-180s, and a 4 engine centaur III for the second stage. Full American. Full album: Imgur: The magic of the Internet Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted June 24 Share Posted June 24 5 hours ago, GoldForest said: Ah, I see it now. Thanks. I even counted the brackets like twice before hand lol. I guess I should tab my code over so I can see more clearly. If you use VS Code (it's free) to write your cfg files you'll never have this issue again. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted June 24 Author Share Posted June 24 On 4/29/2024 at 7:02 AM, Entr8899 said: @CobaltWolfUnrelated, but is there any chance you could add a white switch for the Saturn vernier engines so they can be used for other rockets without looking odd? I'd be very grateful Added all white and all black switches for this engine. Quote Link to comment Share on other sites More sharing options...
Galland1998 Posted June 24 Share Posted June 24 Anyone know what Tech Trees pair with BDB these days? Quote Link to comment Share on other sites More sharing options...
Pappystein Posted June 24 Share Posted June 24 19 hours ago, Zorg said: I'll look at that as an interim solution. GEM 60 probably needs to be remade to match the newer motors though. Thanks, yes the old Castor/GEM Rockets are probably now the least "BDB" parts in the BDB Catalogue. In fact, Cobaltwolf will have to correct me, I think they are about the oldest parts in BDB? With the Castor I/II combined model being the newest of them. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted June 24 Author Share Posted June 24 13 minutes ago, Galland1998 said: Anyone know what Tech Trees pair with BDB these days? As far as I know, Skyhawk is the main/only one. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted June 24 Share Posted June 24 (edited) Delta Update when? ./joking Hmmm. Are there any other concepts for the Thor/Delta family besides the Double Barrel Delta II and the Delta II MDD Barbarian? And obviously besides the ridiculous stuff with Delta IV like the 6 boosters strapped to the core or the enlarged CCBs that some of which reach SLS/Ares V levels of size... what the heck were the ULA/Boeing designers thinking with the Paris 7 launcher? Edited June 24 by GoldForest Quote Link to comment Share on other sites More sharing options...
Entr8899 Posted June 24 Share Posted June 24 (edited) 1 hour ago, Pappystein said: Thanks, yes the old Castor/GEM Rockets are probably now the least "BDB" parts in the BDB Catalogue. In fact, Cobaltwolf will have to correct me, I think they are about the oldest parts in BDB? With the Castor I/II combined model being the newest of them. I'm pretty sure the Scout parts are older, and some of the old science parts and old Gemini parts that weren't depreciated yet are older still. @CobaltWolfplease please PLEASE can we get dedicated Conestoga parts for the inevitable Scout revamp? Edited June 24 by Entr8899 Quote Link to comment Share on other sites More sharing options...
GoldForest Posted June 25 Share Posted June 25 Atlas II launching EutelSat to geo. Full album: Imgur: The magic of the Internet Quote Link to comment Share on other sites More sharing options...
GoldForest Posted June 25 Share Posted June 25 Um, @CobaltWolf @Rodger the F-1 Ethalox version has two models appearing at once. Quote Link to comment Share on other sites More sharing options...
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