CobaltWolf Posted May 27, 2017 Author Share Posted May 27, 2017 I wish I could work faster T.T It will all get done eventually... Quote Link to comment Share on other sites More sharing options...
Tuko Posted May 27, 2017 Share Posted May 27, 2017 Cobalt - Is BDB compatible with KSP 1.3 or does it need to be reworked? If answered previously, I apologize but did not see anything earlier in this thread. BTW, I think the work you did with this Mod is awesome Quote Link to comment Share on other sites More sharing options...
minepagan Posted May 27, 2017 Share Posted May 27, 2017 2 hours ago, Rory Yammomoto said: I have another two cents: make other things that fit in the holes. Like a light, or a small science container, or a KAS container. those would all be useful for an orbital tug/shuttle. What about doing this, but with the parachutes? Make LS containers, science experiments, antennas, recyclers, fuel cells, ect. that fit in the slots the parachutes normally go in. Those would be great for a DA Apollo (since you'd have the parachute where the DP is normally). It would also be cool for the LEM Shelter proposals. Quote Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted May 27, 2017 Share Posted May 27, 2017 (edited) 18 hours ago, minepagan said: What about doing this, but with the parachutes? Make LS containers, science experiments, antennas, recyclers, fuel cells, ect. that fit in the slots the parachutes normally go in. Those would be great for a DA Apollo (since you'd have the parachute where the DP is normally). It would also be cool for the LEM Shelter proposals. exactly. that's exactly what I mean. 19 hours ago, Tuko said: Cobalt - Is BDB compatible with KSP 1.3 or does it need to be reworked? If answered previously, I apologize but did not see anything earlier in this thread. BTW, I think the work you did with this Mod is awesome Mostly. All the science experiments don't work, Because DMagic will crash your game. The fuel and mesh switching won't work, because B9PartSwitch will crash your game You will have to update B9PartSwitch or else it crashes your game. And while your tanks will be full of hydrogen, it won't boil off unless you update the plug-in in the mod (which is in the Git). But the rest of the mod works really well. Edited May 28, 2017 by Rory Yammomoto Turns out that boil-off is done in house. Adjusted post to reflect that. Quote Link to comment Share on other sites More sharing options...
PocketBrotector Posted May 27, 2017 Share Posted May 27, 2017 16 minutes ago, Rory Yammomoto said: All the science experiments don't work, Because DMagic will crash your game. I'm pretty sure the cameras and the magnetometer are the only experiments that rely on DMagic; the rest of the experiments use the stock module. It should even be possible to create an interim patch that converts the DMagic experiments back to the stock module, with some loss of functionality. Quote Link to comment Share on other sites More sharing options...
Jso Posted May 27, 2017 Share Posted May 27, 2017 (edited) 6 hours ago, Rory Yammomoto said: And while your tanks will be full of hydrogen, it won't boil off, because CryoEngines CryoEngines is not a dependency, we use our own boiloff code. There's an updated 1.3 BDB.dll on GitHub in the Extras folder for testing. The boiloff slider in settings is still screwed up so I'll see what I can do about that. You can play without B9 for fuel switching but there are a few parts that use it for mesh switching and lack the NEEDS[B9PartSwitch] clause so they throw errors. B9PartSwitch is updated. You also need ModuleManager 2.8.0. Edited May 28, 2017 by Jso Quote Link to comment Share on other sites More sharing options...
Tuko Posted May 28, 2017 Share Posted May 28, 2017 11 hours ago, Jso said: CryoEngines is not a dependency, we use our own boiloff code. There's an updated 1.3 BDB.dll on GitHub in the Extras folder for testing. The boiloff slider in settings is still screwed up so I'll see what I can do about that. You can play without B9 for fuel switching but there are a few parts that use it for mesh switching and lack the NEEDS[B9PartSwitch] clause so they throw errors. B9PartSwitch is updated. You also need ModuleManager 2.8.0. Thanks to everyone for the feedback. I gather I need to manually apply the Mod and only use the Bluedog_DB folder. The B9PartSwitch, CommunityResourcePack and ModuleManager 2.8.0 I downloaded via CKAN. Will you be updating the CKAN download to reflect above mentioned issues for Bluedog? Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted May 28, 2017 Author Share Posted May 28, 2017 On 5/27/2017 at 0:14 PM, Rory Yammomoto said: I have another two cents: make other things that fit in the holes. Like a light, or a small science container, or a KAS container. those would all be useful for an orbital tug/shuttle. 23 hours ago, minepagan said: What about doing this, but with the parachutes? Make LS containers, science experiments, antennas, recyclers, fuel cells, ect. that fit in the slots the parachutes normally go in. Those would be great for a DA Apollo (since you'd have the parachute where the DP is normally). It would also be cool for the LEM Shelter proposals. No, I'd rather not add more single-use parts. That's the same holdup I have with making experiment palletes for the inside of the service module. 7 hours ago, Tuko said: Thanks to everyone for the feedback. I gather I need to manually apply the Mod and only use the Bluedog_DB folder. The B9PartSwitch, CommunityResourcePack and ModuleManager 2.8.0 I downloaded via CKAN. Will you be updating the CKAN download to reflect above mentioned issues for Bluedog? CKAN will update whenever an official release is put out, which will be after we make sure everything is working. Some time in the next couple of days maybe. In the meantime, we can't really offer support for any issues that arise out of getting the test release working. But I don't expect there to be any issues provided it's all installed correctly. Quote Link to comment Share on other sites More sharing options...
minepagan Posted May 28, 2017 Share Posted May 28, 2017 43 minutes ago, CobaltWolf said: No, I'd rather not add more single-use parts. That's the same holdup I have with making experiment palletes for the inside of the service module. What about making a generic "container" then? You can stick whatever you want in it, it'll still lool flush, and you would only have 1 part that is multi-functional (even if it can only be used in 1 place). Same could be done with the service module; you could make different sized "pallets" that fit into the bays. Quote Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted May 29, 2017 Share Posted May 29, 2017 (edited) Dammit. My game keeps crashing and the last line in the log is: [LOG 08:42:51.286] PartLoader: Compiling Part 'Bluedog_DB/Parts/Agena/bluedog_AgenaA/bluedog_AgenaA' LS command of my gamedata (it's all links because I don't to keep copying it in) Spoiler 000_AT_Utils KerbalEngineer NearFutureProps 000_USITools Kerbaltek QuarterRSS Bluedog_DB Kopernicus ReentryParticleEffect Coatl Aerospace KSEA RSS-Textures CommunityResourcePack ModularFlightIntegrator Squad CryoEngines ModuleManager.2.7.5.dll SXMk2 CryoTanks ModuleManager.2.7.6.dll SXT DeployableEngines ModuleManager.2.8.0.dll Tantares DIRECT_LV ModuleManager.ConfigCache TantaresLV HabTech ModuleManager.ConfigSHA TweakScale HalfRSS ModuleManager.Physics UniversalStorage KerbalAtomics ModuleManager.TechTree WildBlueIndustries (I don't think it's you, but I put my issue here because you mod is the last line in the log) Edited May 29, 2017 by Rory Yammomoto Quote Link to comment Share on other sites More sharing options...
Hay Posted May 29, 2017 Share Posted May 29, 2017 18 minutes ago, Rory Yammomoto said: Dammit. My game keeps crashing and the last line in the log is: [LOG 08:42:51.286] PartLoader: Compiling Part 'Bluedog_DB/Parts/Agena/bluedog_AgenaA/bluedog_AgenaA' LS command of my gamedata (it's all links because I don't to keep copying it in) Reveal hidden contents 000_AT_Utils KerbalEngineer NearFutureProps 000_USITools Kerbaltek QuarterRSS Bluedog_DB Kopernicus ReentryParticleEffect Coatl Aerospace KSEA RSS-Textures CommunityResourcePack ModularFlightIntegrator Squad CryoEngines ModuleManager.2.7.5.dll SXMk2 CryoTanks ModuleManager.2.7.6.dll SXT DeployableEngines ModuleManager.2.8.0.dll Tantares DIRECT_LV ModuleManager.ConfigCache TantaresLV HabTech ModuleManager.ConfigSHA TweakScale HalfRSS ModuleManager.Physics UniversalStorage KerbalAtomics ModuleManager.TechTree WildBlueIndustries (I don't think it's you, but I put my issue here because you mod is the last line in the log) Are you playing on 1.3? Quote Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted May 29, 2017 Share Posted May 29, 2017 (edited) 3 minutes ago, Hay said: Are you playing on 1.3? erm... yes. *walks off in shame* (I have updated some of my mods, including BDB, but I thought the others wouldn't cause problems. I must have been wrong. having only BDB, B9Partswitch, and Tantares works fine.) EDIT: (But without any tanks, apparently - must've forgot CRP.) Edited May 29, 2017 by Rory Yammomoto Quote Link to comment Share on other sites More sharing options...
Hay Posted May 29, 2017 Share Posted May 29, 2017 1 hour ago, Rory Yammomoto said: erm... yes. *walks off in shame* (I have updated some of my mods, including BDB, but I thought the others wouldn't cause problems. I must have been wrong. having only BDB, B9Partswitch, and Tantares works fine.) EDIT: (But without any tanks, apparently - must've forgot CRP.) If you have the steam version you can revert to 1.2.2 Quote Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted May 29, 2017 Share Posted May 29, 2017 (edited) 2 hours ago, Hay said: If you have the steam version you can revert to 1.2.2 No need... This is Skylab II. I had some problems with the transfer from 1.2.2 to 1.3 and I accidentally an entire space station, and so I decided to make a new one. It's a bit more useful - It's on the same sort of orbital inclination as the Mun Moon, so I can easily strap boosters to it and send it off. On top of that, it has enough High-strength MOL ports to allow for a whole host of expansions. Edited May 29, 2017 by Rory Yammomoto Quote Link to comment Share on other sites More sharing options...
AstroPawian Posted May 30, 2017 Share Posted May 30, 2017 1.3 support ?? Quote Link to comment Share on other sites More sharing options...
Deddly Posted May 30, 2017 Share Posted May 30, 2017 @AstroPawian, please read the last few pages of the thread before asking that. I expect you'll be able to find the answer . Quote Link to comment Share on other sites More sharing options...
abbe026 Posted June 1, 2017 Share Posted June 1, 2017 Where do i put the extra file? Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted June 1, 2017 Author Share Posted June 1, 2017 38 minutes ago, abbe026 said: Where do i put the extra file? What do you want from it? There's a couple different little things that all need to be installed differently. Quote Link to comment Share on other sites More sharing options...
abbe026 Posted June 1, 2017 Share Posted June 1, 2017 (edited) 39 minutes ago, CobaltWolf said: What do you want from it? There's a couple different little things that all need to be installed differently. The saturn rescale and real names Edited June 1, 2017 by abbe026 Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted June 1, 2017 Author Share Posted June 1, 2017 2 hours ago, abbe026 said: The saturn rescale and real names Just drop Saturn_Rescale.cfg and RealNames.cfg anywhere in your gamedata folder, they'll activate through Module Manager. Just know that there's no warranty for any issues encountered using them. Quote Link to comment Share on other sites More sharing options...
abbe026 Posted June 1, 2017 Share Posted June 1, 2017 52 minutes ago, CobaltWolf said: Just drop Saturn_Rescale.cfg and RealNames.cfg anywhere in your gamedata folder, they'll activate through Module Manager. Just know that there's no warranty for any issues encountered using them. okay thanks Quote Link to comment Share on other sites More sharing options...
Pxtseryu Posted June 1, 2017 Share Posted June 1, 2017 On 5/29/2017 at 1:14 PM, Rory Yammomoto said: No need... This is Skylab II. I had some problems with the transfer from 1.2.2 to 1.3 and I accidentally an entire space station, and so I decided to make a new one. It's a bit more useful - It's on the same sort of orbital inclination as the Mun Moon, so I can easily strap boosters to it and send it off. On top of that, it has enough High-strength MOL ports to allow for a whole host of expansions. Is that RSS? How did you get RO configs working? ...or is that stock sized rss Quote Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted June 1, 2017 Share Posted June 1, 2017 1 hour ago, theaveragepxtseryu said: Is that RSS? How did you get RO configs working? ...or is that stock sized rss Neither, actually. I use Quarter Sized Real Solar System, so that I can play a balanced BDB. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted June 2, 2017 Author Share Posted June 2, 2017 WIP Titan decoupler Quote Link to comment Share on other sites More sharing options...
Pappystein Posted June 2, 2017 Share Posted June 2, 2017 9 minutes ago, CobaltWolf said: WIP Titan decoupler Oooooooooohhhhhhh! 1.875m? AWESOME! When can I haz? Kidding of course. @CobaltWolf Am continued to be amazed So that brings up a question that sort of popped into my head today while I was driving (4.5hrs of drive-time today) is there any way to apply a SLIGHTly greater force at the top of a decoupler to tend to pop SRBs/SRM/LRBs away from the Connected Rocket? IRL bomb shackles do this the front or rear as needed has a higher force of explosive (I kid you not explosives are used to drop bombs) to separate the bomb tail or nose first. IE can a decoupler apply a torque from top to bottom in addition to sideways push force? Quote Link to comment Share on other sites More sharing options...
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