squeaker0704 Posted March 12, 2021 Share Posted March 12, 2021 i cant download it Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted March 12, 2021 Share Posted March 12, 2021 17 minutes ago, squeaker0704 said: i cant download it Go here: https://github.com/CobaltWolf/Bluedog-Design-Bureau Then click the freen Button "Code" and download the zip. Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted March 12, 2021 Share Posted March 12, 2021 (edited) Request: Boeing\Hughes HS 376 satellite bus Last couple of days, I've been trying to make a good-looking replica of TACSAT 1 - prototype military commsat launched in 1969. It used Hughes HS 308 satellite bus - a cylinder 2.8m in diameter, covered with solar panels. Think BIG Pioneer 6 (without motor, although it was added in later HS series buses). While "cylinder" part is not a problem, "covered with solar panels" is. Curved solar panels are extremely rare feature in KSP mods - I know only of NFElectrical, and these are too big for KSP-scaled HS-308 (should be either 1.25m or 1.5m). Thus, I humbly request several parts which can be used to make a HS-series cylindrical satellite buses. Mainly HS 376 (since it has some notable and fun features). Suggested parts: - Probe core: 1.25m diameter, cylinder about 0.5m height, gray color. SAS, reaction wheels, about 40 Ec. Has built-in RCS with tiny monoprop supply. - Equipment bay: Same dimensions as probe core, covered with solar panels, empty shell with toggleable endcaps. You can place anything you want in it, including other probe cores (to make pre-376 buses). Make a sandwich with probe core to make HS 376 main body. Toggleable node for telescopical solar panel (see below). - Telescopical solar panel: No, I'm not kidding. Diameter slightly larger than 1.25m (to accomodate satellite main body). Height of about 1.5m, attaches to aforementioned toggleable node. EDIT: Sorry, pasted wrong link (that particular page can be accessed only via Wayback Machine). Fixed. Edited March 12, 2021 by biohazard15 Quote Link to comment Share on other sites More sharing options...
SpaceFace545 Posted March 13, 2021 Share Posted March 13, 2021 So I've see a lot of people with shiny centaurs, how can I do that? Quote Link to comment Share on other sites More sharing options...
Invaderchaos Posted March 13, 2021 Share Posted March 13, 2021 7 hours ago, biohazard15 said: Request: Boeing\Hughes HS 376 satellite bus Last couple of days, I've been trying to make a good-looking replica of TACSAT 1 - prototype military commsat launched in 1969. It used Hughes HS 308 satellite bus - a cylinder 2.8m in diameter, covered with solar panels. Think BIG Pioneer 6 (without motor, although it was added in later HS series buses). While "cylinder" part is not a problem, "covered with solar panels" is. Curved solar panels are extremely rare feature in KSP mods - I know only of NFElectrical, and these are too big for KSP-scaled HS-308 (should be either 1.25m or 1.5m). Thus, I humbly request several parts which can be used to make a HS-series cylindrical satellite buses. Mainly HS 376 (since it has some notable and fun features). Suggested parts: - Probe core: 1.25m diameter, cylinder about 0.5m height, gray color. SAS, reaction wheels, about 40 Ec. Has built-in RCS with tiny monoprop supply. - Equipment bay: Same dimensions as probe core, covered with solar panels, empty shell with toggleable endcaps. You can place anything you want in it, including other probe cores (to make pre-376 buses). Make a sandwich with probe core to make HS 376 main body. Toggleable node for telescopical solar panel (see below). - Telescopical solar panel: No, I'm not kidding. Diameter slightly larger than 1.25m (to accomodate satellite main body). Height of about 1.5m, attaches to aforementioned toggleable node. EDIT: Sorry, pasted wrong link (that particular page can be accessed only via Wayback Machine). Fixed. Maybe one day something like that would be fun to do down the line. I made an HS-376 with a lot of tweakscale and offset tool with NFElectrical and NFEX in the past. It looked and worked mostly well (until the robotics would cause the craft to rip itself apart from time to time). Quote Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted March 14, 2021 Share Posted March 14, 2021 Are you swapping out the 3.125 jank size for the 4.375 jank size? Quote Link to comment Share on other sites More sharing options...
OrdinaryKerman Posted March 14, 2021 Share Posted March 14, 2021 Just now, Rory Yammomoto said: 3.125 jank size for the 4.375 jank size what? Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted March 14, 2021 Share Posted March 14, 2021 1 minute ago, Rory Yammomoto said: Are you swapping out the 3.125 jank size for the 4.375 jank size? why should they? I mean genuinley why should they? Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted March 14, 2021 Share Posted March 14, 2021 On 3/12/2021 at 8:11 PM, SpaceFace545 said: So I've see a lot of people with shiny centaurs, how can I do that? I think that’s TU Quote Link to comment Share on other sites More sharing options...
OrdinaryKerman Posted March 14, 2021 Share Posted March 14, 2021 1 hour ago, Rory Yammomoto said: Are you swapping out the 3.125 jank size for the 4.375 jank size? Why? These are representative of different IRL sizes, why should these be swapped? And what does 'jank size' mean anyway? Quote Link to comment Share on other sites More sharing options...
theleg Posted March 14, 2021 Share Posted March 14, 2021 I hope this works with KSP 1.11.1... Quote Link to comment Share on other sites More sharing options...
OrdinaryKerman Posted March 14, 2021 Share Posted March 14, 2021 (edited) 57 minutes ago, theleg said: I hope this works with KSP 1.11.1... It does, as in 'most of it isn't really broken', since the latest release was made before 1.11 came out. There is no inventory support, and lights haven't been updated. The dev version on github (linked in OP) is made for 1.11.x, and so will the next update. Edited March 14, 2021 by OrdinaryKerman Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted March 14, 2021 Share Posted March 14, 2021 Is bdb specifically designed for 2.5 or 2.7 resale? I know it works both but what was the version it was made for? Quote Link to comment Share on other sites More sharing options...
OrdinaryKerman Posted March 14, 2021 Share Posted March 14, 2021 Just now, Starhelperdude said: Is bdb specifically designed for 2.5 or 2.7 resale? I know it works both but what was the version it was made for? it's not designed for any specific scale, just that something like 2.5x to 3x rescale gives most realistic performance to stock-scale rockets (2.5m rocket can't get you to the Mun and back for example) Quote Link to comment Share on other sites More sharing options...
theleg Posted March 14, 2021 Share Posted March 14, 2021 4 hours ago, OrdinaryKerman said: It does, as in 'most of it isn't really broken', since the latest release was made before 1.11 came out. There is no inventory support, and lights haven't been updated. The dev version on github (linked in OP) is made for 1.11.x, and so will the next update. Oh ok thanks, I will keep an eye out for the update. Thanks a lot for replying... Quote Link to comment Share on other sites More sharing options...
Zorg Posted March 14, 2021 Share Posted March 14, 2021 16 minutes ago, Starhelperdude said: Is bdb specifically designed for 2.5 or 2.7 resale? I know it works both but what was the version it was made for? BDB is technically balanced against stock parts which means a 2.5ish scale for *reasonably* realistic performance. More recently we have been doing our flight testing in JNSQ (2.7x) these days and but you should have a good time with 2.5x with fairly good performance accuracy as well. 3.2x if you need more challenge and dont want exact historical accuracy, at 3.2x some of the smaller rockets in their historical configuration will likely be underpowered. 5 minutes ago, theleg said: Oh ok thanks, I will keep an eye out for the update. Thanks a lot for replying... We're hopefully quite close to the next update, a few more small things to sort out first though Quote Link to comment Share on other sites More sharing options...
StarStreak2109 Posted March 14, 2021 Share Posted March 14, 2021 IMHO, using BDB in JNSQ feels juuuuust right. Shouldn't be much bigger or, as you @Zorg pointed out, some of the earlier rockets are underpowered. However in JNSQ, you can perfectly reenact for instance the early Redstone flights etc. Quote Link to comment Share on other sites More sharing options...
SpaceFace545 Posted March 14, 2021 Share Posted March 14, 2021 1 hour ago, StarStreak2109 said: IMHO, using BDB in JNSQ feels juuuuust right. Shouldn't be much bigger or, as you @Zorg pointed out, some of the earlier rockets are underpowered. However in JNSQ, you can perfectly reenact for instance the early Redstone flights etc. I feel you, I just got JNSQ yesterday and everything feels crisp. Im a Delta guy so I just love when my 9 srbs burn out and are discarded at their right altitude. Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted March 14, 2021 Share Posted March 14, 2021 1 minute ago, SpaceFace545 said: I feel you, I just got JNSQ yesterday and everything feels crisp. Im a Delta guy so I just love when my 9 srbs burn out and are discarded at their right altitude. shouldn't you air light 3 and 6 at the ground? Quote Link to comment Share on other sites More sharing options...
SpaceFace545 Posted March 14, 2021 Share Posted March 14, 2021 4 minutes ago, Starhelperdude said: shouldn't you air light 3 and 6 at the ground? Yeah I do. Its so amazing feeling. Real deltas discard the SRBs in sets of three not all 6 at a time. I could do this maybe with remove from symmetry. Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted March 14, 2021 Share Posted March 14, 2021 (edited) 3 hours ago, SpaceFace545 said: Yeah I do. Its so amazing feeling. Real deltas discard the SRBs in sets of three not all 6 at a time. I could do this maybe with remove from symmetry. Here's how. You'll need Editor Extensions. 1) Build one SRM (booster + decoupler. Use BDB Mini decoupler for Castor 4s or GEMs - this is important!), this will be SRM 1 from now on. 2) Use Editor Extensions to place said SRM in 9x symmetry, with SRM 1 placed at 180°. (Follow steps count SRMs from 1 to 9, clockwise from 1). Autostrut all boosters and decouplers. If necessary, correct with offset (this is the last time you'll be able to use it without ruining the whole setup!) 3) Use "Remove from symmetry" on SRMs 1, 4, 7, on both boosters and decouplers. Set air-lit variant for boosters if available. 4) Set stage delay to 0.7 on decouplers for SRMs 3, 6, 9. 5) Stage it that way, from bottom to top: - Main engine and verniers - SRMs 2, 3, 5, 6, 8, 9, launch clamps and other launch pad stuff - SRMs 1, 4, 7 - Decouplers for ground-lit SRMs (they should stay in 6x symmetry, so it would be easy) - Decouplers for air-lit SRMs 6) Ignite air-lit SRMs a couple of seconds before ground-lit SRMs burnout. 7) Decouple ground-lit SRMs several seconds after air-lit SRMs ignition. If everything is done right, they should decouple in set of 3 (2-5-8 followed by 3-6-9), with 0.7 secs between sets. I'm not sure what was IRL time between sets, however. Edited March 14, 2021 by biohazard15 Quote Link to comment Share on other sites More sharing options...
SpaceFace545 Posted March 14, 2021 Share Posted March 14, 2021 13 minutes ago, biohazard15 said: Here's how. You'll need Editor Extensions. 1) Build one SRM (booster + decoupler. Use BDB Mini decoupler for Castor 4s or GEMs - this is important!), this will be SRM 1 from now on. 2) Use Editor Extensions to place said SRM in 9x symmetry, with SRM 1 placed at 180°. (Follow steps count SRMs from 1 to 9, clockwise from 1). Autostrut all boosters and decouplers. If necessary, correct with offset (this is the last time you'll be able to use it without ruining the whole setup!) 3) Use "Remove from symmetry" on SRMs 1, 4, 7, on both boosters and decouplers. Set air-lit variant for boosters if available. 4) Set stage delay to 0.7 on decouplers for SRMs 3, 6, 9. 5) Stage it that way, from bottom to top: - Main engine and verniers - SRMs 2, 3, 5, 6, 8, 9, launch clamps and other launch pad stuff - SRMs 1, 4, 7 - Decouplers for ground-lit SRMs (they should stay in 6x symmetry, so it would be easy) - Decouplers for air-lit SRMs 6) Ignite air-lit SRMs a couple of seconds before ground-lit SRMs burnout. 7) Decouple ground-lit SRMs several seconds after air-lit SRMs ignition. If everything is done right, they should decouple in set of 3 (2-5-8 followed by 3-6-9), with 0.7 secs between sets. I'm not sure what was IRL time between sets, however. Thanks Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted March 14, 2021 Share Posted March 14, 2021 SurveyoRanger Mk II lander (Atlas-Centaur) This is a semi-fictional mission featuring a modified BDB SurveyoRanger, which is to land at the Moon's North Pole. Launch vehicle is a standard Atlas SLV-3C Centaur, launched from CCAFS. Timeline is supposed to be late 1968. Liftoff! Orlando, Florida. You can see Jacksonville at the top let corner. And of course, Miami. Weather doesn't look good today... ...definitely doesn't look good - cyclones are all over the place! Launching Atlas-Centaur at the sunset is always a good idea due to its high boiloff rate. Performing orbital insertion burn... ...followed by a short coast through the darkness of space... ...and the trans-Lunar injection burn. Now on its way to the Moon, SurveyoRanger separates from the Centaur. I call this contraption "SurveyoRanger Mk II". Ranger monopropellant motor is removed and replaced with extra fuel tanks for side-mounted engines. This allowed to add extra batteries and additional experiments for both space and surface science. These come from BDB abd Coatl. The lander uses its main engines to perform course correction maneuvers, intended to prepare for insertion to polar orbit. Firing the Star-37 to insert the lander to polar orbit... ...and jettisoning it after a successful insertion. Performing deorbit burn... ...aiming for that nicely-looking crater. Okay, that was probably a bad idea. But hey, it's landed in one piece, so probably not so bad! Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted March 14, 2021 Author Share Posted March 14, 2021 I've been too quiet lately... Quote Link to comment Share on other sites More sharing options...
AmateurAstronaut1969 Posted March 14, 2021 Share Posted March 14, 2021 (edited) Oh my giddy aunt! That is incredible I’m Speechless Edited March 14, 2021 by Ollz Quote Link to comment Share on other sites More sharing options...
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