Immabed Posted October 23, 2016 Share Posted October 23, 2016 (edited) 11 hours ago, Foxxonius Augustus said: Many of the docking ports in BDB have a feature called two stage docking. The first stage is a soft docking, bringing the ports into contact but without locking on. The second is a hard dock where the two vessels merge. Hmm, last night I was doing this, and I could get all three types soft docked, but not hard docked. Now I can get the Kane and MOS-DM hard docked, but still not the CADS (I'm using an active and a passive). Spoiler Soft Docked. Retracted. Should be hard docked, but vessels not merged. My testing setup. I can get all but the CADS ports to merge the vessels (they have been decoupled). Quote With all the new people using the mod who haven't been following it through dev, perhaps the docking procedure for each set of docking ports should be added to the manual. Definitely, I went to the manual first, but couldn't find anything. On a side note, does anyone know of a mod with soft docking ports 2.5m+? These are fantastic (when they work). EDIT: I just got the CADS ports to dock in my test setup, but I've done the same thing many times? It is now consistently docking in my test setup. It seems to be that the docking port needs to be fully extended before coming into contact with the passive port. It seams that I was continually extending and then retracting after I attempted to dock. Edited October 23, 2016 by Immabed Figured out how to dock. Quote Link to comment Share on other sites More sharing options...
munlander1 Posted October 23, 2016 Share Posted October 23, 2016 10 minutes ago, Foxxonius Augustus said: If the probe is extended, it will prevent hard docking. You have to retract the probe in order to hard dock (craft merge). @DiscoSlelge @CobaltWolf Ok I will give it a try in a few minutes. Quote Link to comment Share on other sites More sharing options...
munlander1 Posted October 23, 2016 Share Posted October 23, 2016 (edited) 1 hour ago, munlander1 said: Ok I will give it a try in a few minutes. No go everything retracted, Tryed to dock and nothing. Edited October 23, 2016 by munlander1 Autocorrect Quote Link to comment Share on other sites More sharing options...
Foxxonius Augustus Posted October 23, 2016 Share Posted October 23, 2016 (edited) 1 hour ago, munlander1 said: No go everything retracted, Tryed to dock and nothing. I have made a small tutorial for the MOS docking procedure. Try these steps and if it's still not working it may be a bug. Remember, you may have to switch craft to retract the second ring. http://imgur.com/a/iGA3S Edited October 23, 2016 by Foxxonius Augustus Quote Link to comment Share on other sites More sharing options...
minepagan Posted October 23, 2016 Share Posted October 23, 2016 (edited) 9 hours ago, -VETTE said: [Snipped] Look up Saturn MLV on google and you'll see all the concepts. In fact, some variants are even on the craft repo in the OP, with more coming soon(tm). Edited October 24, 2016 by minepagan Oops Quote Link to comment Share on other sites More sharing options...
munlander1 Posted October 24, 2016 Share Posted October 24, 2016 Is there a drouge that I some how missed. I looked into the Apollo docking mechanism and i saw a drouge that the probe attached to and pulled the craft together into a hard dock. Is this my problem? 3 hours ago, Foxxonius Augustus said: I have made a small tutorial for the MOS docking procedure. http://imgur.com/a/iGA3S And very nice tutorial Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 24, 2016 Author Share Posted October 24, 2016 7 minutes ago, munlander1 said: Is there a drouge that I some how missed. I looked into the Apollo docking mechanism and i saw a drouge that the probe attached to and pulled the craft together into a hard dock. Is this my problem? And very nice tutorial ... Yes. Busy weekend everyone! I'll try and answer all the other questions tomorrow! Quote Link to comment Share on other sites More sharing options...
munlander1 Posted October 24, 2016 Share Posted October 24, 2016 8 hours ago, CobaltWolf said: ... Yes. Thank you and foxxonius for the help Quote Link to comment Share on other sites More sharing options...
Puggonaut Posted October 24, 2016 Share Posted October 24, 2016 Gotta say i love this Mod , thanks for keeping it up to date and the Craft Files are a godsend . Quote Link to comment Share on other sites More sharing options...
minepagan Posted October 24, 2016 Share Posted October 24, 2016 (edited) [plz ignore] Edited October 24, 2016 by minepagan Uneeded Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted October 25, 2016 Share Posted October 25, 2016 Quote Link to comment Share on other sites More sharing options...
komodo Posted October 25, 2016 Share Posted October 25, 2016 (edited) On October 22, 2016 at 2:00 PM, Daelkyr said: Since Kopernicus has been updated I've been testing out Saturn and Titan rockets in 3.2x and 2x solar systems. The Saturn 1B and Titan II GLV both come in around 5000 m/s delta v. The problem is that this won't reach orbit in a 3.2x system rescale because of the increase in delta v required. The rescale puts the requirement at 5724 m/s, leaving both launch vehicles short of the goal. The x2 scale works for them, although both are squeakers at 4525 m/s. I did end up restoring the Saturn 1B to pre-lessening fuel amounts to have it top out at 5000 m/s. I don't think this is a bug, just the way things are balanced. Hide contents Using KSP Delta-V maps show that an 80km LKO altitude needs 3400 m/s dv. Caculating an increase in dv by multiplying the base by the square root of the rescale LKO (80km) x1 Scale 3200 m/s dv LKO (80km) x2 Scale 4525 m/s dv LKO (80km) x3.2 Scale 5724 m/s dv You are correct that things are a bit iffy for the moment. The folks doing the rescale balancing are being drowned in RL for the next bit or so. It is entirely on the radar, however. Other factors you may or may not find are that the atmosphere isn't being rescaled quite right, if using Sigma Dimensions. We also don't have FAR yet, either, which I have always run with rescales, and it's throwing me off during testing. At the current moment, saturn balance for 6.4x is close to working. It's not ready for prime time, but once that one is nailed down, the smaller rescales should be more approachable. Best bet for the mean time is to check the rescale folder in the compatibility folder for hints. GLV in particular has some goodies you may find quite useful... (Pay no attention to the man behind the curtain in the saturn.cfg though ><) Additionally, for saturn in particular, check engine mounts for excess ballast, and feel free to trim from them fairly safely if dV is an issue. Just know that that is all in mega-flux at the moment tldr, yep, you're right. It's loud and clear on the radar, but time is a factor. Edited October 25, 2016 by komodo Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 25, 2016 Author Share Posted October 25, 2016 ~Vega Upper Stage Beta~ Now available on Github! Click the image for a small album! Quote Link to comment Share on other sites More sharing options...
komodo Posted October 25, 2016 Share Posted October 25, 2016 *honest applause!* It looks quite cool, i'm looking forward to taking it through config hell taking it for a spin soon! And, I needed my lol for the day, which the naming theme provided nicely, bravo! Quote Link to comment Share on other sites More sharing options...
NeoFatalis Posted October 25, 2016 Share Posted October 25, 2016 8 hours ago, VenomousRequiem said: Cool!, I have bought a founders edition on friday Quote Link to comment Share on other sites More sharing options...
JediRangerkendor Posted October 25, 2016 Share Posted October 25, 2016 I have it for 1.2.... i am noticing that several engines are missing their exhaust. Is it supposed to be like that or is some things still not updated or included yet? Quote Link to comment Share on other sites More sharing options...
PickledTripod Posted October 25, 2016 Share Posted October 25, 2016 6 hours ago, CobaltWolf said: ~Vega Upper Stage Beta~ -snip- Oh, a shiny metal rocket stage! Very nice. But you know what I'd like to put on top of my Atlas, or maybe on a Titan or even Saturn? A nice hydrolox stage with expander cycle engines and balloon tanks with a 2.5m option. Like, you know, something that used to be in your pack until you decided that the textures weren't pretty enough... Quote Link to comment Share on other sites More sharing options...
akron Posted October 25, 2016 Share Posted October 25, 2016 2 hours ago, PickledTripod said: Oh, a shiny metal rocket stage! Very nice. But you know what I'd like to put on top of my Atlas, or maybe on a Titan or even Saturn? A nice hydrolox stage with expander cycle engines and balloon tanks with a 2.5m option. Like, you know, something that used to be in your pack until you decided that the textures weren't pretty enough... *Insert Reaction Image of Morgan Freeman pointing up with the caption: He's right you know* Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 25, 2016 Author Share Posted October 25, 2016 4 hours ago, PickledTripod said: Oh, a shiny metal rocket stage! Very nice. But you know what I'd like to put on top of my Atlas, or maybe on a Titan or even Saturn? A nice hydrolox stage with expander cycle engines and balloon tanks with a 2.5m option. Like, you know, something that used to be in your pack until you decided that the textures weren't pretty enough... 1 hour ago, akron said: *Insert Reaction Image of Morgan Freeman pointing up with the caption: He's right you know* Yeah yeah. Waiting to feel inspired to finish those; the models are mostly done. And they'll be easier since I don't have to do an engine along with them. (at least, not at first; I still need to finish the two extending RL-10s). Meanwhile, I now have a Patreon page! A couple people asked me about setting up recurring donations to BDB, hopefully this makes it easier! Unfortunately I can't give much in the way of rewards for patrons - as before, WIP screenshots are posted as soon as they're at a point where I'm ok with people seeing them, and new parts are uploaded to Github as they become playable. This is really just for people that want to help support my work. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted October 25, 2016 Share Posted October 25, 2016 Wolfy, is it possible to add a fuel switch to the two Apollo service modules to allow LFO/LF/LH/LHO ? The part by itself is really nice and it would be nice to use it with other engines as well (LH2 engines and nukes, plus the stock NERV). Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 25, 2016 Author Share Posted October 25, 2016 4 minutes ago, Jimbodiah said: Wolfy, is it possible to add a fuel switch to the two Apollo service modules to allow LFO/LF/LH/LHO ? The part by itself is really nice and it would be nice to use it with other engines as well (LH2 engines and nukes, plus the stock NERV). Definitely possible, just something that someone needs to sit down and do at some point. I'd also like to have a full monoprop config, since there were some proposals for basically just sticking 4-8 extra Marquarts on the base of the SM to use as OMS, making it closer to Gemini. I'm making a dual linear Apollo RCS block (basically the rectangle shaped base, but with 2 coming out the... idk, normal direction? It's a linear thruster lol) for that purpose. Also, speaking of LHO service modules... Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted October 25, 2016 Share Posted October 25, 2016 Yep on the mono. SSTU used to have monoprop versions of the Apollo/Soyuz/Orion SMs and now uses Aerozine/NTO along with matching engines. Such a fuel switch would give a lot of options with other mods/engines, as that service module body of yours is really nice looking and has the opening compartments to hide ugly stuff under. CryoEngines uses B9PartSwitch with some cfg files for assigning fuel types. I can see if I can set it up for BDB using @Nertea's plugin, but you'll have to ask him if you can use it regarding licensing etc. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 25, 2016 Author Share Posted October 25, 2016 7 minutes ago, Jimbodiah said: Yep on the mono. SSTU used to have monoprop versions of the Apollo/Soyuz/Orion SMs and now uses Aerozine/NTO along with matching engines. Such a fuel switch would give a lot of options with other mods/engines, as that service module body of yours is really nice looking and has the opening compartments to hide ugly stuff under. CryoEngines uses B9PartSwitch with some cfg files for assigning fuel types. I can see if I can set it up for BDB using @Nertea's plugin, but you'll have to ask him if you can use it regarding licensing etc. We had B9 configs made when we decided we were going to natively include hydrolox engines, but we've moved to WBT. Right now tanks use the full window UI (like on Angel's MOLE/Skylab, for configuring the labs), but I can/will move them to using another module of his that just has the one-button switcher in the right click menu. I'll need to write some custom tank types for the service modules I think, since they have a bunch of different resources. Quote Link to comment Share on other sites More sharing options...
Jashin Posted October 25, 2016 Share Posted October 25, 2016 Hi guys! I have just restarted a career in 1.2 now that my modlist is complete and I have started to use this awesome mod by @CobaltWolf. However, I got some troubles with the antennas and the new stock KerbNet. Basically I am wondering why the antennas provided in the early nodes of the tech tree like the Belle B81 or the KD2 antenna cannot serve as a relay. These two have the exact same characteristics as the Communotron yet they won't help me control a probe even on the very launchpad (I am running this career in Hard mode: no control at all if there is no signal). Am I doing something wrong? Let's say I'm just using a very basic setup like an "Obelix" probe core and a B81 antenna, why can't I control this craft at all? Quote Link to comment Share on other sites More sharing options...
KSPNerd Posted October 25, 2016 Share Posted October 25, 2016 39 minutes ago, CobaltWolf said: We had B9 configs made when we decided we were going to natively include hydrolox engines, but we've moved to WBT. Right now tanks use the full window UI (like on Angel's MOLE/Skylab, for configuring the labs), but I can/will move them to using another module of his that just has the one-button switcher in the right click menu. I'll need to write some custom tank types for the service modules I think, since they have a bunch of different resources. Does this mean you might use his code module for a wet workshop??? That would be awesome! Quote Link to comment Share on other sites More sharing options...
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