mozartbeatle Posted May 23, 2020 Share Posted May 23, 2020 1 hour ago, sslaptnhablhat said: This was fixed a long time ago. Are you installing the right version? Just to cover my bases I emptied out my other mods and did fresh downloads of both release and dev versions of BDB and BDBNIC, and did 4 different tests. In each instance the bug was present. I would abort off the launch pad, open the Apollo parachutes via staging. The parachutes will visually open, but will not slow the capsule down. Quote Link to comment Share on other sites More sharing options...
alexander110 Posted May 23, 2020 Share Posted May 23, 2020 1 hour ago, mozartbeatle said: Just to cover my bases I emptied out my other mods and did fresh downloads of both release and dev versions of BDB and BDBNIC, and did 4 different tests. In each instance the bug was present. I would abort off the launch pad, open the Apollo parachutes via staging. The parachutes will visually open, but will not slow the capsule down. I also have that same issue. Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted May 23, 2020 Share Posted May 23, 2020 (edited) 2 hours ago, mozartbeatle said: Just to cover my bases I emptied out my other mods and did fresh downloads of both release and dev versions of BDB and BDBNIC, and did 4 different tests. In each instance the bug was present. I would abort off the launch pad, open the Apollo parachutes via staging. The parachutes will visually open, but will not slow the capsule down. 35 minutes ago, alexander110 said: I also have that same issue. How strange. I'm not sure what to suggest , other than don't use the affected parachutes for the time being . Edited May 23, 2020 by golkaidakhaana Quote Link to comment Share on other sites More sharing options...
Echo11 Posted May 24, 2020 Share Posted May 24, 2020 I've encountered the same parachute issue as well. My temporary solution at the moment is to turn on "Replace Drag Cubes with Spherical Model" option in KSP's debug menu. Parachutes would be working under this condition, though their drag would be a bit higher than normal. Quote Link to comment Share on other sites More sharing options...
alexander110 Posted May 24, 2020 Share Posted May 24, 2020 4 hours ago, Echo11 said: I've encountered the same parachute issue as well. My temporary solution at the moment is to turn on "Replace Drag Cubes with Spherical Model" option in KSP's debug menu. Parachutes would be working under this condition, though their drag would be a bit higher than normal. Thanks, I just tried it and that also worked for me for now. Quote Link to comment Share on other sites More sharing options...
davidy12 Posted June 10, 2020 Share Posted June 10, 2020 Yeah, Parachutes are still bugged for me. And it's a shame too, because I really love the colors that come with this pack. Quote Link to comment Share on other sites More sharing options...
Drakenex Posted June 11, 2020 Author Share Posted June 11, 2020 wow, the parachute bug, present when the part have the ModulePartVariants module causing it to not having any drag, was never fixed ... I was really sure but I was wrong, so, I'll have to revert to the previous solution and make the parachutes textures to switch using firespitter Quote Link to comment Share on other sites More sharing options...
davidy12 Posted June 11, 2020 Share Posted June 11, 2020 25 minutes ago, Drakenex said: wow, the parachute bug, present when the part have the ModulePartVariants module causing it to not having any drag, was never fixed ... I was really sure but I was wrong, so, I'll have to revert to the previous solution and make the parachutes textures to switch using firespitter I used drag cube, it effects just the Apollo Chutes and they work now, but they cause it to go at 3 m/s in descent. Quote Link to comment Share on other sites More sharing options...
Random Annoying Guy Posted June 28, 2020 Share Posted June 28, 2020 On 6/11/2020 at 4:02 AM, Drakenex said: wow, the parachute bug, present when the part have the ModulePartVariants module causing it to not having any drag, was never fixed ... I was really sure but I was wrong, so, I'll have to revert to the previous solution and make the parachutes textures to switch using firespitter ??? tantares soyuz parachute has variants and works i think Quote Link to comment Share on other sites More sharing options...
Drakenex Posted June 29, 2020 Author Share Posted June 29, 2020 On 6/28/2020 at 4:40 AM, Random Annoying Guy said: ??? tantares soyuz parachute has variants and works i think Really? So it is affecting BDB only? Quote Link to comment Share on other sites More sharing options...
davidy12 Posted June 30, 2020 Share Posted June 30, 2020 (edited) Bug with textures unlimited. Why aren't reflections showing up? Edited June 30, 2020 by davidy12 Quote Link to comment Share on other sites More sharing options...
Invaderchaos Posted July 10, 2020 Share Posted July 10, 2020 (edited) On 6/30/2020 at 12:54 AM, davidy12 said: Bug with textures unlimited. Why aren't reflections showing up? I think you’re problem lies with textures unlimited, maybe try updating the version? Anyways, sorry for the lack of updates about the new Gemini retextures. They’re going smoothly and will be ready for release relatively soon. I also got a little side tracked and started working on new probe variants! The foil technique is based off of Nertea’s used in Near Future Exploration. I plan on doing OGO, OSO, and OAO for now as those cores seem to be the best suited for foil. Let me know what y’all think! Edited July 10, 2020 by Invaderchaos Quote Link to comment Share on other sites More sharing options...
Doc Shaftoe Posted July 10, 2020 Share Posted July 10, 2020 Those look really good! Quote Link to comment Share on other sites More sharing options...
Oblate Prince Posted September 22, 2020 Share Posted September 22, 2020 (edited) The Seasat texture is my absolute favorite thing! Would you happen to have the RGB values you use for the white, black, red, and grey color variants? I'm looking to make a few parts and match BDB's color scheme. Edited September 22, 2020 by Oblate Prince Quote Link to comment Share on other sites More sharing options...
Friznit Posted November 6, 2020 Share Posted November 6, 2020 I've been experiencing a very weird issue with the BDB Apollo (Kane) parachutes in the latest KSP causing excess drag when undeployed. After a lot of trial and error I've narrowed down the cause of the issue to BDBNIC - remove it and the problem goes away. This makes me sad, because I like the pretty colours. Squad only knows why adding some stock part switches would make this happen but apparently it does. Quote Link to comment Share on other sites More sharing options...
davidy12 Posted November 6, 2020 Share Posted November 6, 2020 44 minutes ago, Friznit said: I've been experiencing a very weird issue with the BDB Apollo (Kane) parachutes in the latest KSP causing excess drag when undeployed. After a lot of trial and error I've narrowed down the cause of the issue to BDBNIC - remove it and the problem goes away. This makes me sad, because I like the pretty colours. Squad only knows why adding some stock part switches would make this happen but apparently it does. I've got the same issue. Sorry to say, but at this point, wait a year or so till 1.8 and the Apollo revamp is out. Likely they'll add in those colors by default. Quote Link to comment Share on other sites More sharing options...
Friznit Posted November 6, 2020 Share Posted November 6, 2020 1 hour ago, davidy12 said: I've got the same issue. Sorry to say, but at this point, wait a year or so till 1.8 and the Apollo revamp is out. Likely they'll add in those colors by default. Oh I wouldn't be so sure. BDBNIC is @Drakenex baby and not really a core BDB thing (unless @Invaderchaos get's their first of course ). Stock part switches may be FUBAR but B9 doesn't seem to have the same issue. In the meantime you can edit out the parachute config from BDBNIC and if necessary add an equivalent B9 switch using the same texture. Quote Link to comment Share on other sites More sharing options...
munman19 Posted November 27, 2020 Share Posted November 27, 2020 (edited) hey could you maybe make mission and/or service module colors for bdb kane (apollo) Edited November 28, 2020 by munman19 Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted November 29, 2020 Share Posted November 29, 2020 On 11/27/2020 at 3:39 PM, munman19 said: hey could you maybe make mission and/or service module colors for bdb kane (apollo) I think it would be better if the saturn/apollo revamp gets to the point where the csm is being remade Quote Link to comment Share on other sites More sharing options...
KeaKaka Posted March 13, 2021 Share Posted March 13, 2021 Any updates on development? Quote Link to comment Share on other sites More sharing options...
Adam-Kerman Posted March 16, 2021 Share Posted March 16, 2021 (edited) So just a question, are these skins switchable or is it "I put the skin I want to use into Gamedata?" Edit: Nvm.. Edited March 16, 2021 by Adam-Kerman Quote Link to comment Share on other sites More sharing options...
Epcotnerd Posted March 16, 2021 Share Posted March 16, 2021 Are pink Soyuz and taxi Soyuz ever coming back? They were my favourites, so I re- made them Sorry if they're a bit sloppy, it's my first time trying this. If you want to use the textures just lemme know! Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted March 23, 2021 Share Posted March 23, 2021 On 7/10/2020 at 7:20 PM, Invaderchaos said: I think you’re problem lies with textures unlimited, maybe try updating the version? Anyways, sorry for the lack of updates about the new Gemini retextures. They’re going smoothly and will be ready for release relatively soon. I also got a little side tracked and started working on new probe variants! The foil technique is based off of Nertea’s used in Near Future Exploration. I plan on doing OGO, OSO, and OAO for now as those cores seem to be the best suited for foil. Let me know what y’all think! Please please continue with their thermal foil recolours , they are best !!!!!! Quote Link to comment Share on other sites More sharing options...
DaveyJ576 Posted March 24, 2021 Share Posted March 24, 2021 (edited) I am sorry to report that I encountered a situation very similar to what Friznit reported above. The "bug" actually had two different components. I am currently running 1.10.1.2939. Prior to installing BDBNIC, my BDB Saturn 1 and 1B were so overpowered on a stock Kerbin that they were nearly SSTO's. I had to power them down for realism's sake. After I installed BDBNIC, I noticed that neither of them, at full power and fuel, would achieve orbit! A full 1st stage burned through all of its fuel at only at 15-17,000 meters and at less than 500 m/s. Because of air resistance staging was disasterous. I use MechJeb so I thought for a while that I had gooned up a setting. I also noticed that the Atlas Centaur and ETS Saturn 1C also struggled a bit, but I was able to achieve orbit at least. It really seemed as if someone had turned on a massive aerobrake. I spent three hours yesterday launching test after test with different MechJeb settings and nothing worked. The second issue involved the return to Earth. After deorbit and reentry, the Apollo CM would slow considerably, even without the parachutes deployed! At 6,000 meters I was down to 39 m/s and still dropping. I thought about letting her go all the way to see if it would safely land without parachutes, but I punched them out anyway. Immediately the speed increased to nearly 200 m/s, then started to slow down again! Final landing speed was 7 m/s, about 2-3 m/s higher than normal. After that I realized that it wasn't MechJeb at all so I backed out and uninstalled BDBNIC. After restarting and testing, the problem went away and BDB was back to normal. The BDBNIC install was via CKAN and it was bundled with Tantares. I uninstalled both. This is really a shame because I liked what was in this mod. It was one of those that greatly enhanced the visual aspect of the whole sim. I will fully admit that the problem may be linked to another mod that I have, but since the problem went away when I uninstalled BDBNIC, I will have to leave it behind for now. Edited March 24, 2021 by DaveyJ576 Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted March 24, 2021 Share Posted March 24, 2021 5 hours ago, DaveyJ576 said: I am sorry to report that I encountered a situation very similar to what Friznit reported above. The "bug" actually had two different components. I am currently running 1.10.1.2939. Prior to installing BDBNIC, my BDB Saturn 1 and 1B were so overpowered on a stock Kerbin that they were nearly SSTO's. I had to power them down for realism's sake. After I installed BDBNIC, I noticed that neither of them, at full power and fuel, would achieve orbit! A full 1st stage burned through all of its fuel at only at 15-17,000 meters and at less than 500 m/s. Because of air resistance staging was disasterous. I use MechJeb so I thought for a while that I had gooned up a setting. I also noticed that the Atlas Centaur and ETS Saturn 1C also struggled a bit, but I was able to achieve orbit at least. It really seemed as if someone had turned on a massive aerobrake. I spent three hours yesterday launching test after test with different MechJeb settings and nothing worked. The second issue involved the return to Earth. After deorbit and reentry, the Apollo CM would slow considerably, even without the parachutes deployed! At 6,000 meters I was down to 39 m/s and still dropping. I thought about letting her go all the way to see if it would safely land without parachutes, but I punched them out anyway. Immediately the speed increased to nearly 200 m/s, then started to slow down again! Final landing speed was 7 m/s, about 2-3 m/s higher than normal. After that I realized that it wasn't MechJeb at all so I backed out and uninstalled BDBNIC. After restarting and testing, the problem went away and BDB was back to normal. The BDBNIC install was via CKAN and it was bundled with Tantares. I uninstalled both. This is really a shame because I liked what was in this mod. It was one of those that greatly enhanced the visual aspect of the whole sim. I will fully admit that the problem may be linked to another mod that I have, but since the problem went away when I uninstalled BDBNIC, I will have to leave it behind for now. It sounds like BDBNIC is likely referencing and recoloring old models/parts altogether? It definitely wouldn't just be abstractly affecting "stats" of the rockets, etc. Just swapping out the textures shouldn't do that. I'd be curious to see what all the individual components' stats are pre- and post-installation of BDBNIC. Quote Link to comment Share on other sites More sharing options...
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