minepagan Posted March 7, 2017 Share Posted March 7, 2017 9 hours ago, Cdw2468 said: Where in the world is the extendable RL10? I've spent a good 10 min combing through the VAB menu and cant find it Edit: Did some config searching and found it. Why tease us and put it in the tech tree and not give it in game? well, because IIRC it was going to be redone, but I put it in the tree anyway, so I wouldn't use it if I were you unless you want your save broken. Quote Link to comment Share on other sites More sharing options...
Drakenex Posted March 7, 2017 Share Posted March 7, 2017 2 hours ago, minepagan said: well, because IIRC it was going to be redone, but I put it in the tree anyway, so I wouldn't use it if I were you unless you want your save broken. there are no broken saves, just incapable people . I mean, you can do what you want, add deprecated parts, mod them, re-texture them, but yeah, most of the people barely use winzip. Quote Link to comment Share on other sites More sharing options...
minepagan Posted March 7, 2017 Share Posted March 7, 2017 29 minutes ago, Drakenex said: there are no broken saves, just incapable people . I mean, you can do what you want, add deprecated parts, mod them, re-texture them, but yeah, most of the people barely use winzip. at least get 7zip, jeez. Quote Link to comment Share on other sites More sharing options...
Raptor831 Posted March 7, 2017 Share Posted March 7, 2017 @Jso I can check the configs out. I was actually beginning to go through BDB engines on my own, so it's not a big deal to spin up KSP a few times to make sure nothing random sticks out. Quote Link to comment Share on other sites More sharing options...
Drakenex Posted March 7, 2017 Share Posted March 7, 2017 37 minutes ago, minepagan said: at least get 7zip, jeez. tar from the command line like real man! I want to build the Apollo CSM + Saturn V as close to the real thing as possible, is there a good website where I can find info? I don't need much, just to place the scimitar antennas and some other details. Quote Link to comment Share on other sites More sharing options...
Jestokost Posted March 7, 2017 Share Posted March 7, 2017 19 hours ago, CobaltWolf said: Drop it in your gamedata folder, same with any other pure MM mod. Thank you! One other question, though: any idea what I did wrong that removed the sounds/particle effects from the Sergeant, Atlas, Redstone & other rocket emgines? Quote Link to comment Share on other sites More sharing options...
minepagan Posted March 7, 2017 Share Posted March 7, 2017 1 hour ago, Drakenex said: tar from the command line like real man! Command line? Back in my day we used punchcards! Quote Link to comment Share on other sites More sharing options...
Hay Posted March 7, 2017 Share Posted March 7, 2017 13 minutes ago, minepagan said: Command line? Back in my day we used punchcards! Back in my day we used clay tablets Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted March 7, 2017 Author Share Posted March 7, 2017 1 hour ago, Jestokost said: Thank you! One other question, though: any idea what I did wrong that removed the sounds/particle effects from the Sergeant, Atlas, Redstone & other rocket emgines? The Real Plume configs are activating for some reason, probably because you have SmokeScreen installed but not Real Plume. Either install Real Plume, or go into Bluedog_DB/Compatibility and delete the Real Plume folder. Quote Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted March 8, 2017 Share Posted March 8, 2017 HydroDelta II takes the ideas of HydroDelta and makes them bigger. A new half-centaur stage,new CryoThor core, new 'Volcano' engine, and 9 new GEM solids around the base. payload capacity becomes about 3 tons of third stage and payload to orbit. Quote Link to comment Share on other sites More sharing options...
Kerbal01 Posted March 8, 2017 Share Posted March 8, 2017 @CobaltWolf see my question in the IRAS thread? Quote Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted March 8, 2017 Share Posted March 8, 2017 Erm, what did the Saturn II have in the engines department? were they SSME-like? and if so, are they going to be in the mod? Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted March 8, 2017 Author Share Posted March 8, 2017 1 hour ago, Rory Yammomoto said: Erm, what did the Saturn II have in the engines department? were they SSME-like? and if so, are they going to be in the mod? I think it used sea level modified J2s or HG-3s. Quote Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted March 8, 2017 Share Posted March 8, 2017 Just now, CobaltWolf said: I think it used sea level modified J2s or HG-3s. In Eyes. What did the Partially resuable Saturn II in Eyes have in the engines department? Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted March 8, 2017 Author Share Posted March 8, 2017 Just now, Rory Yammomoto said: In Eyes. What did the Partially resuable Saturn II in Eyes have in the engines department? Oh. I don't know. It's outside the scope of BDB (because there's no visual reference and there's plenty other Saturn stuff that has to be done) Quote Link to comment Share on other sites More sharing options...
Wahgineer Posted March 9, 2017 Share Posted March 9, 2017 1 hour ago, Rory Yammomoto said: In Eyes. What did the Partially resuable Saturn II in Eyes have in the engines department? 2 SSME like engines for lift-off, two smaller engines for boost-back & landing. Quote Link to comment Share on other sites More sharing options...
e of pi Posted March 9, 2017 Share Posted March 9, 2017 2 hours ago, Rory Yammomoto said: In Eyes. What did the Partially resuable Saturn II in Eyes have in the engines department? 1 hour ago, awsumindyman said: 2 SSME like engines for lift-off, two smaller engines for boost-back & landing. Not quite. Twin main engines staged combustion kerolox engines of roughly RS-84 design (~4.5 to 4.75 MN sea level each), and two gas gen kerolox engines in the class of the FASTRAC but designed for easy reuse instead of low-cost expendability (~200 kN each, throttle to 70%). Same basic concept, just kerolox. Quote Link to comment Share on other sites More sharing options...
Wahgineer Posted March 9, 2017 Share Posted March 9, 2017 @CobaltWolf, could you please add a baeic hab template to the Skylab module? That way, we could use it as a component in our interplanetary spaceships! Quote Link to comment Share on other sites More sharing options...
Meltdown Posted March 9, 2017 Share Posted March 9, 2017 On 4.3.2017 at 11:10 PM, Jso said: I have no idea what you're talking about. There's no RF configs in this mod. However... I took my very very old set of RF configs and brought them up to date. There's just Apollo left to do. Since I don't use RealFuels anymore, I need a person or two that both uses BDB/RF-Stockalike and is knowledgable about RF configs to give them a dry run before I turn them over to @Raptor831. There's probably a few NEEDS[!RealFuels] we need to sprinkle around for the next release. I'm currently running my own setup of configs for RF and BDB (here's ( Atlas configs for BDB ) an example on how I managed it). If you want a helping hand, drop me a message. Quote Link to comment Share on other sites More sharing options...
minepagan Posted March 9, 2017 Share Posted March 9, 2017 11 hours ago, awsumindyman said: @CobaltWolf, could you please add a baeic hab template to the Skylab module? That way, we could use it as a component in our interplanetary spaceships! what? Quote Link to comment Share on other sites More sharing options...
Drakenex Posted March 9, 2017 Share Posted March 9, 2017 5 minutes ago, minepagan said: what? he wants to implement wildblue's OWS hab features to other vehicles like interplanetary spaceships; I guess is just matter of adding OWS modules to other habs Quote Link to comment Share on other sites More sharing options...
Wahgineer Posted March 9, 2017 Share Posted March 9, 2017 2 hours ago, minepagan said: what? Give the Skylab the ability to be converted into a habitation module for use in long range spacecraft/permanent bases. Quote Link to comment Share on other sites More sharing options...
Hay Posted March 9, 2017 Share Posted March 9, 2017 My wet workshop skylab minmus space station: Quote Link to comment Share on other sites More sharing options...
minepagan Posted March 9, 2017 Share Posted March 9, 2017 1 hour ago, awsumindyman said: Give the Skylab the ability to be converted into a habitation module for use in long range spacecraft/permanent bases. Please elaborate. Do you mean you want more life support supplies? Do you want some sort of habitat modifier for something a living space or fitness mod? Do you just want more crew capacity for use as a 'bus'? "Habitation module" isn't that useful for anyone who wanted to make configs. Quote Link to comment Share on other sites More sharing options...
Kerbal01 Posted March 9, 2017 Share Posted March 9, 2017 (edited) deleted. Edited March 9, 2017 by DarthVader Quote Link to comment Share on other sites More sharing options...
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