CobaltWolf

[1.2.2] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.1 "Razved!" 24/Feb/2017)

8585 posts in this topic

Trailer cinematic by @MrMeeb

Thanks to @FullAuto556 for making this awesome movie using BDB!

zQCQFel.png   te1mKij.png    6tfwy7X.png

CaSXf6h.png    XOJtqQR.png    KVm6MhO.png

(Thanks to @Drakenex for the screenshot gallery and the historical descriptions!)

 

 

Changelog:

Spoiler

BLUEDOG DESIGN BUREAU CHANGELOG

1.1
-SAVE BREAKING UPDATE - Backup saves (KSP\saves) and remove any previous version of BDB (KSP\GameData\BlueDog_DB) before installing.
-New parts. Apollo Block V and AARDV, Scout rocket, Centaur T stage redone, Vega upper stage, OSO experiment.
-Tech tree completely redone.
-Lots of testing and adjustments by minepagan, IronCretin and Komodo and probably others.
-Far too many bugs fixes, tweaks and graphic improvements to list.

1.0.1

-Added version of DMSA for KSP 1.2.
 
1.0
-Updated BDB to KSP 1.2. New modules, etc
-Added Saturn S-IVB upper stage (3.75m) – Saturn V 3rd stage / Saturn 1B 2nd stage
-Added Saturn S-II stage (5.625m) – Saturn V second stage
-Added Saturn S-IC stage (5.625m) – Saturn V first stage
-Added Saturn S-IE stage (3.75m) – Saturn 1C first stage (Eyes Turned Skywards)
-Added Apollo Block 2 CSM (2.5m)
-Added first parts of advanced Apollo variants
-Added Lunar Excursion Module
-Added FASA Launch Clamps courtesy of Frizzank and the FASA team.
-Added APAS variant courtesy of CXG
-Included Community Resource Pack, for resource definitions.
-Saturn upper stages and Centaur converted to run off lqdHydrogen resource, for balance reasons. Additional functionality will be added to the cryogenic engines in future releases.

-Probably a bunch of other stuff.

0.11 (Vaquero!)
-Tweakscale support on all compatible parts (hopefully) - Cowboy-WY
-Bulkhead profiles corrected everywhere - Cowboy-WY
-Heatshields separated from pods
-Antenna Range, Community Tech Tree Support, and Science definitions updated - rasta013
-Saturn 1/Saturn IV and H-1 engines
-MOL
-Gemini reentry issues fixed
-Gemini parts renamed to avoid conflict with TRAILS. Totally save breaking!
-Numerous cost/mass/balance/description adjustments just about everywhere
-Too many bug fixes to list
-Part tags getting better
 
0.10.6b
-Navaho Real Plume configs
 
0.10.6 (Mice!)
-Added Mariner 4 dish
-Thrust curves for solid engines
-RealChute compatibility
-Agena/Able/AbleStar balance
-Added normal maps and other goodies to the Titan, Agena, and Mercury parts. Hurray!
-Added SOLTAN parts
-Moved some of the Titan parts around in the tech tree.
-Moved the Leo parts around, now they all unlock at the same tier. The Big G crew module was moved up a node, along with its heatshield.
-Art update for Agena, Thor, Redstone, Vanguard
-Added Navaho engine
-Cryogenic Engines compatability
-Fixed the IR spectrometer not being rerunnable. @raveloda
-Updated Antenna Range compatibility patches. @rasta013
-Upgraded Navaho engine to 1.25 meter and significantly increased power. Include a little test to make it very unreliable and prone to explode due to overheating.
-Gemini parachute fix. Might finally have it this time. Rebuilt the chute from scratch and increased the drag on the capsule.

-Numerous minor bug fixes

0.10.5 (Krikkit!)
-KSP 1.1.2 Compatibility
-Updated DMagicScienceAnimate
-Added TRAILS Gemini parts.
-Added Agena docking parts.
-Added specular maps to some of the parts
-Redid all the antennas
-Added several new antennas
-Misc fixes
-Many balance tweaks
-Screw you I hate changelogs

0.10(Älter!)
-Added Hullcam support to camera parts, courtesy of Jso
-Added Juno/Jupiter rocket parts
-Added Diamant rocket parts
-Added a number of small early probe parts
-Added Castor 120 and 30, for making Athena / Carrack
-Added a number of upper stage solid boosters
-All upper stage solids can be shut down and restarted, to make them more useful
-Added new sepratrons based on PDCWolf's Perfectron series
-Added two new engines based on the Titan first stage
-Redid many of the textures, again. Parts should generally look higher res than they actually are
-Rearranged the tech nodes of many parts, to give a more steady progression
-Structural adapters no longer have fuel tank ends
-Fairing bases now look more like fairing bases, and not short fuel tanks
-Split Redstone tank into two separate parts
-Converted the Agena SPS to run on LFO
-Rescaled Agena to a more accurate 0.9375m
-Added a new BDB flag
-Probably many more things I've forgotten

0.09a
-Included updated RP configs. Non-RP users should have working stock plumes now.

0.09 (Prometheus)
-All launcher parts were rebalanced with help from Jso and Araym
-Added Titan 1, 2, 4 first stages
-Added Titan 1, 2, 4 second stages
-Added Titan SRMs (various flavors)
-Added Titan Transtage
-Added Delta 2 first stage
-Added GEM strap on SRBs (3 flavors)
-Added Delta-K second stage
-Edited textures for most of the rocket parts
-Thor parts were completely redone
-Atlas V textures were redone on a larger texture sheet, improving the resolution
-Centaur interstages were redone **IMPORTANT** they now connect to a hidden node just below the top rim of the centaur mounting plate
-Added camera parts - film, self developing film, and pure digital
-Added three new science parts - a folding magnetometer, a hydrometer, and an IR spectrometer
-Added Ranger probe core and a new 100 EC battery

0.08 (Quicksilver)
-Added phase 1 of the probe part expansion. New cores, science, utility, propulsion!
-Added parts based on the real life Mercury Spacecraft, donated from PassingLurker's Bloeting mod!
-Added Karrot 2 man pod.
-Atlas V parts were redone entirely. The textures are currently low-res, and will be updated at some point in the future.
-Most of the textures for the launcher parts were redone, to add more detail.
-Real plumes support added, courtesy of VenomousRequiem.
-Added Bluedog Design Bureau as a working agency. I didn't break the game this time, I promise. I think.
-Bloeting Corp is also an agency.

0.07 (Rockets expansion!)

-Added Vanguard 0.975m lifter parts

-Added Able 0.625m upper stage parts

-Added Ablestar 0.9375m upper stage parts

-Added long 1.25m fuel tank for Redstone

-Added 0.5m radial SRB

-Added parts for Thor 1.5m launcher

-Fixed exhaust on the Atlas verniers

-Added custom fairing textures to some of the BDB fairing bases. They no longer use the stock texture.

-Tweaked the Atlas engine textures. They needed some work.

-Fixed the Atlas engine fairings.

0.06 (Atlas!) (5/11/2015)

-Added Atlas launch system!

-Added Centaur upper stage!

0.05b (28/10/2015)

-Fixed science compatibility - your modded career should work again!

-Redid B109-D model

-Moved B109-D to General Rocketry

0.05 (IMPACT!) (21/10/2015)

-Micrometeoroid Detector now animates! REAL (fake) IMPACTS!

-Micrometeoroid Impacts are now powered by DMagicScienceAnimateGeneric (that's a mouthful) - if you like them give him thanks!

-Made changes to the model of the Micrometeoroid Detector

-Added some sciencedefs for each stock body to the Micrometeoroid Detector.

-Added several new sciencedefs to the Ion Trap.

-Updated science parts and merged them onto a smaller texture sheet.

-Edited the collider for the Ion Trap. Should be easier to right click now.

-Added Mass Spectrometer experiment. Find out what's in that cosmic dust!

-Added Geiger Counter experiment. Find out how irradiated your kerbals are getting!

-All antennas had their mesh and textures updated.

-Added MSC Dome Antenna - Looks like a backwards dish antenna and functions about as well. 60Mm range, 40 degree arc.

-Added DP-75 Dipole Antenna - The antenna for people that thought Darth Maul's lightsaber was the coolest. 5Mm range.

-Minor buff to the M17 antenna's charge rate - should make it slightly more useful.

-N100 Omni now uses geiger counter and mag scan science defs from FASA and DMagic respectively.

-Removed N120... sorry.

-Redid Sienno probe parts. They now take up less texture memory and are more adaptable.

-Added adapter to Sienno probe core. Use the bottom node for a built in .3125m adapter plate.

-Added small decoupler for sienno parts, goes from .625m > .3125m.

-Added thermometer experiment to Sienno probe core.

-Added BDB as a contractor. I haven't been able to test it much. Let me know if it works.

0.04 (Atlas V) (9/10/2015)

-Finished texture updates that were unlisted in 0.03. Antennas should look a bit better now.

-Added Muo-2207 Liquid Engine - 2.5m engine based on the RD-180. For now it's a slightly more powerful Mainsail.

-Added Muo-2585 Fuel Tank - 2.5m fuel tank based on lower half of Atlas V CCB tank. Inbetween Jumbo-64 and X200-32.

-Added Tweakscale support to engines, Muo tank, PGM CS.

-Added BDB flag. It's a wurf.

-Fixed a few small cfg errors.

0.03 (Redstone)

-Resized Sienno parts to .125m in anticipation of the Taerobee WAC

-Added PGM Liquid Fuel Engine - 1.25m, early rocket. Less powerful than LVTs but cheaper + more efficient.

-Added PGM Control Surface - Winglet + Control surface for PGM Engine. Includes thrust vanes. Because I like ya a lot.

-Added B109-D Radial Engine - Basically a half sized Mk55, unlocks slightly earlier. Helps add control authority and TWR to rockets.

-Made it so Sienno probe core actually works with Remotetech.

0.02 (Antennas!)

-Added 'A' to the beginning of each antenna's name, to help with VAB organization.

-Added AN120 Omni Antenna - side folding version of the N100

-Added AKD2 Antenna - Extremely simple starting antenna. Short range, weighs almost nothing, has almost no power draw. 1Mm range.

-Added AA23 Antenna - Mid tech omni antenna. Nothing special, mostly looks cool/different. 2.5Mm range.

-Added AF23 Helical Antenna - Early tech communications antenna. Short but wide.

-Added AWPT Scimitar Antenna - Mid tech 'dish' antenna. 35Mm range, 120 degree arc.

-Added Remotetech definitions for original antennas:

-AN100 omni now has a 10Mm range. That size has to be good for something, nyeh?

-AA27-C omni now has a 7Mm range. Again, it's heavy.

-AM17 omni now has 2Mm range. Might buff to 2.5Mm same as communotron 16.

-Added functioning experiments to Sienno probe and N100 omni antenna.

0.01 (Alpha release 30/9/2015)

-First release

-Sienno Probe Core: Starting tech .3125m probe core. Includes antennas and a geiger counter experiment. Based on Explorer I.

-Sienno Solid Rocket Motor: Starting tech .3125 solid rocket booster. Includes a micrometeoroid detector experiment. Based on Explorer I.

-M17 Solar Antenna: Early game short range antenna that is attached to a small solar cell. Useful for extending the lifetime of your early probes. Based on Vanguard 1.

-A27-C Omni Antenna: Drum shaped omni antenna, mid game mid range antenna. Based on Mariner 2.

-N100 Omni Antenna: Heavy duty extending omni antenna. Contains a magnetometer and geiger counter mounted on the waveguide. Based on Mariner 4.

-Micrometeoroid Detector: Early game experiment. Logs impacts of tiny pieces of space junk. Based on Luna I.

-Ion Trap: Early game experiment. Captures charged particles that pass through it. Based on Luna I.

 

What is this mod?

Variety is the spice of life. BDB doesn't necessarily add new gameplay hooks, new systems to the game, new features. What it does add, are parts. Lots of parts. The mod adds a tremendous number of parts, including launchers, spacecraft parts, and probe parts, all in a stockalike style. The focus lies primarily on the US space program up through the Apollo program, but there are several unrelated parts. The parts are not perfect replicas, but rather take inspiration directly from existing designs. Care has been taken to research and include parts for projects that were proposed but never happened, to increase the possibilities available to the player. Parts are made in a lego frame of mind, and I greatly encourage you to mix and match parts to see what cool things you come up with. The mod is not recommended for new players, as the mod adds a good deal of clutter to the VAB lists. The mod also adds new standard sizes (such a 0.9375m, 1.5m and 1.875m diameter) of parts in order to more accurately scale to KSP.
Extreme care has been taken to leave the mod with as small a footprint as possible while keeping the graphical fidelity to acceptable levels. The textures are not HD, however they are intended to look as good if not better than stock textures. For example, the entire Titan rocket series (39 parts total) is made using 1x 1024 texture sheet and 5x 512 texture sheets (1 per fuel tank series, 1 for SRBs and 1 for Transtage). Compared to stock, which generally uses a 1024 texture for a single part, the savings are enormous.
For those familiar with KSP mods, BDB can be considered a stockalike equivalent of FASA, and a US counterpart to Tantares' soviet rockets.

Well, what do I get?

Currently, the mod includes 300 parts you can use to make:

  • Mercury (Courtesy of Bloeting Aerospace Corp)
  • Gemini (Courtesy of Trails Manufacturing Co.)
  • Apollo Block II, III, III+, and V CSM
  • Vanguard rocket with Able and Ablestar upper stages
  • Scout rocket
  • Redstone rocket
  • Juno II, IV rockets
  • Diamant rocket (All variants)
  • Thor-Delta rocket (Almost all variants can be made)
  • Delta 2 rocket (Including upper stage, GEM SRBs)
  • Atlas rocket (Can make pretty much everything up to Atlas 2AS)
  • Agena upper stage (All variants)
  • Vega (old Kerolox upper stage for Atlas)
  • Centaur D, G, G', T upper stages
  • Atlas V rocket (Pretty much just the CCB for now)
  • Titan 1, 2, 3, 4 rockets, with SRMs and Transtage (No IUS yet!)
  • Saturn (Can make C1, 1B, V, and 1C right now, along with some extra parts for more options)
  • New probe cores
  • New antennas and dishes
  • New science experiments

I would like to see X, Y, and Z in game!

Awesome! I love having people interested in the mod's development. First, check the roadmap to make sure I haven't already planned on making it. If it's on there, it will get done - eventually. Some day. Hopefully. If not, feel free to ask on the thread. Preferably with pictures, or something. Fair warning - I don't have much of an interest in modern rockets, so don't expect to see things like a Falcon 9 or some such in this mod. I also don't plan on covering anything Soviet - Tantares already does a fine job of representing those in a stockalike style. Right now I'm also sort of swamped, with content planned for upwards of the next year! However, if you have something relevant to what I'm currently working on (ie you can't have X rocket without Y part for it) please speak up - I like to be complete!

There's something wrong with the CKAN configs for BDB!

Myself and the other authors do not maintain the CKAN configs for this mod. @linuxgurugamer has graciously volunteered (I think) to look into any issues pertaining to this mod on CKAN.

Compatibility:

Spoiler

Bluedog Design Bureau should be compatible with most things, by which I mean your game will hopefully not self destruct. If it does, let me know. Officially, BDB supports:

DMagicOrbitalScience - If DMagic is installed, the overlapping experiments switch to using DMagic's experiment IDs.
FASA - If FASA is installed, the overlapping experiments switch to using FASA's experiment IDs.
Tweakscale - All parts should have tweakscale where appropriate.
RemoteTech - All antennas and probe cores are RemoteTech compatible.
Real Plume - Configs are included and will automatically activate if RP is installed.
Hullcam - Configs included in the download, provided by Jso
AntennaRange - Configs graciously provided by rasta013
Kerbal Inventory System
Community Tech Tree
RealChute
USI-LS
 

 

Credits:

Spoiler

Authors:
	CobaltWolf - Original author
	Jso - Balancing, compatibility configs, programming, 
	VenomousRequiem - Modeling, RP configs, bugtesting

Contributors: (No particular order at this point)
	PassingLurker - Bloeting Corp parts for Mercury
	Beale - TRAILS parts for Gemini
	Araym - Bugtesting + Balancing
	Kurld - Apollo Launch Abort System + working with Jso to get it all working.
	Komodo - Lots of balance, bugtesting, and compatibility, including cooking up some crazy projects with Jso
	129828 - Assistance with Micrometeoroid Impact Detector sciencedefs
	fs10inator, TimothyC, Curtquarqesso, A1Ch1, AnthonyJOlson97@gmail.com - Research
	Foxxonius Augustus - Research, Hypemaster General
	Drekerb42 - Sciencedefs, part descriptions
	DiscoSlelge - Memes, Manual
	Sgt.Shutsie - Craft Files, screenshots
	Cowboy-WY - Bugfixes, compatibility configs
	Mods-O-Joy - LEM IVA
	Daelkyr - Modified Apollo IVA
	IronCretin - Bugtesting + Balancing
	Akron - Feedback, bugtesting, sciencedefs

Dependency Credits:
	DMagic - Author of DMagicScienceAnimateGeneric
	Nertea - Author of ModuleDeployableEngine (modified in BDB)
	Roverdude - Author of Community Resource Pack

Misc credits:
	Felbourn - Advice on texture sizing and image compression
	DMagic - magnetometer science definitions.
	Frizzank and the FASA mod - geiger counter sciencedefs, Gemini IVA, and Launch Clamps
	RGBpeter - KSP decal library
	Beale - solar panel textures
	Ledenko - K-P0110 IVA

Special thanks:
	Everyone who comments on the thread! Your feedback is important and appreciated!

Programs used (for those curious):
	Modeling is done in Autodesk Maya 2016
	UV Mapping is done using the non-commercial release of Nightshade UV Editor
	Texturing done using Adobe Photoshop CS6 

Licensing:

Spoiler

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Bluedog Design Bureau by Matthew (CobaltWolf) Mlodzienski is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
I encourage you to make modifications to the content included in this mod and release it as your own, on the condition that I am credited where appropriate and I am linked to the fork.
If for any reason I am inactive in this thread for a period of more than two months, the mod can be considered up for adoption and may be maintained by anyone who is willing. I reserve the right to resume independent development of the mod when/if I return.
All source files for the mod, including uncompiled textures and models, are available upon request. Currently I do not have a good way to keep them available publically online and updated.

TRAILS Gemini parts were originally created by Beale. Modified/redistributed as per his license.
Hermes (Mercury) parts were originally created by PassingLurker.
DMagicScienceAnimateGeneric Copyright © 2016, DMagic. All rights reserved.
Launch Clamps originally made by Frizzank. Redistributed as per license.
 

 

Like what I do? Want to directly support development? Consider donating via Patreon or Paypal!

Set up recurring donations through Patreon QcYfNA1.png?1

...Or make a one time donation via PayPal btn_donate_LG.gif

 

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#RealThrustHasCurves

Edited by CobaltWolf
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Looks kinda interesting. If you can get a good picture of all the parts that'd be awesome.

(imgur)W07YX(/imgur)

Replace the parentheses () with brackets [] and it'll embed an album.

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Looks kinda interesting. If you can get a good picture of all the parts that'd be awesome.

(imgur)W07YX(/imgur)

Replace the parentheses () with brackets [] and it'll embed an album.

Thanks! I'll try and include some better pictures tonight.

oooh new science...

There probably won't be more than default flavor texts in the first release. My background is in art, I've been doing research but I don't think I understand the science enough to adequately write a full science defs for the new experiments.

Very nice. Good texture work too, fits right in.

Thank you! I'm not very good at texturing so it's a learning curve for me.

--------------------------------------------------------------------------------

So, question. Part of what I want to do is include a series of camera parts. While the later parts would be able to transmit their images to receive the science, I'd like the earlier ones to rely on film, which has to be returned to be recovered. I'd like to have a separate film canister part. Is it possible to let the game transfer science to a part without a Kerbal doing it through EVA?

.

WhoppingWarmBassethound.gif

Edited by CobaltWolf
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I like the micrometeorite impact thingy, would be useful as a camera/telescope.

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I'm really liking the way these parts look! I'll definitely be subscribing to this.

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Thanks for the feedback guys! I'll have some more preview stuff up tonight, and possibly an alpha release so that I can get feedback from some of the more balance minded forum members. It will *not* be a fully playable release.

In the meantime, I had a couple hours this afternoon to work on stuff.

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Edited by CobaltWolf
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First alpha release is here! This is not intended to be a playable release. I'd like to get feedback on part balance and texturing.

----------------------------------------------

Part of what I want to do is include a series of camera parts. While the later parts would be able to transmit their images to receive the science, I'd like the earlier ones to rely on film, which has to be returned to be recovered. I'd like to have a separate film canister part. Is it possible to let the game transfer science to a part without a Kerbal doing it through EVA?

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This mod looks really promesing. The models are really well made.

The only thing I would suggest it to put a small list in the discription about what every part is. So is a fast or heavy or cheap antenna.

Still a very good mod

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This mod looks really promesing. The models are really well made.

The only thing I would suggest it to put a small list in the discription about what every part is. So is a fast or heavy or cheap antenna.

Still a very good mod

I agree. Here, have some magic internet points!

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Thanks guys! I added a list of parts to the description. Made progress on a bunch of models today; several camera parts, film canister, and the Lunar Orbiter engine.

AP5MKMe.png

Am59FLP.png

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Thank you for adding the description.

That engine you are making looks really cool, it looks like it fits right in between the stock parts.

I would love to see an engine that includes a rcs. I have never actually seen that before (maybe I am not looking everywhere)

I hope it all works.

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Any chance of getting a version of the N100 Omni Antenna that folds at the base in order to lay closer to the surface of a ship? This would be great for applications where one would want to mount it on the side of a part, rather than facing straight forward.

Just a request. :)

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Thank you for adding the description.

That engine you are making looks really cool, it looks like it fits right in between the stock parts.

I would love to see an engine that includes a rcs. I have never actually seen that before (maybe I am not looking everywhere)

I hope it all works.

Thanks! Several of the Tantares engines have built in RCS I know.

I'm struggling somewhat with it, I can't figure out a way to make it not look sort simple in terms of the model.

Any chance of getting a version of the N100 Omni Antenna that folds at the base in order to lay closer to the surface of a ship? This would be great for applications where one would want to mount it on the side of a part, rather than facing straight forward.

Just a request. :)

Like this?

GGpEUBt.jpg

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Yep, exactly, the exact same antenna, just with a hinge at the bottom that lets it fold down 90 degrees for more compact storage, such as inside a fairing during launch. Of course, then the animation would include the 90 degree unfolding part in addition to the regular telescoping extension, etc. :)

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Well with the engine.

You could always start with a very simple model.

You should first make it work with a very simple model and after that you can make the model more detailed.

That is a process wich would work.

1. get it working

2. make it pretty

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This is good, I'll wait till the cameras are out before downloading though.

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Yep, exactly, the exact same antenna, just with a hinge at the bottom that lets it fold down 90 degrees for more compact storage, such as inside a fairing during launch. Of course, then the animation would include the 90 degree unfolding part in addition to the regular telescoping extension, etc. :)

It will be in the next release. :)

Well with the engine.

You could always start with a very simple model.

You should first make it work with a very simple model and after that you can make the model more detailed.

That is a process wich would work.

1. get it working

2. make it pretty

I feel like it's easier to some extent to start with a more detailed model. It's easier, for example, to merge sides of a cylinder down from 24 to 16, than it is to make a 16 sided cylinder have 24 sides.

This is good, I'll wait till the cameras are out before downloading though.

The cameras are being put on hold for the time being. I am having some difficulty finding interesting designs for them. I've modeled them several times and none have made me entirely happy. One of the only imaging systems I can find that has A) good looks and B) good reference images is the HiRISE system, which is already represented by DMagic's orbital telescope.

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Yeah I think you are right about the model, I am not really good at the models.

But on the other hand I am really looing forward to it.

I hope it is better then what I expect.

I hope the cameras will also turn out te be very good

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As I said, cameras will not be in the next release. I'm probably going to finish all the antennas that are on the back burner because they're relatively simple to texture and push through into the game. Once I finish those I'm going to finish a couple engines I have and try to get a release out. That release also includes remotetech compatibility for all the parts.

I'm tentative to include the cameras. I think they're cool but I A) still don't have good enough designs for them and B) don't have a satisfying way to integrate them into the game. I don't want them to be just another 'spam the science button' experiment.

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Update is here! Update adds a bunch of new antennas, remotetech compatibility, and fixes some science stuff.

WkJNhn7.png

0.02 (Antennas!)

-Added 'A' to the beginning of each antenna's name, to help with VAB organization.

-Added AN120 Omni Antenna - side folding version of the N100

-Added AKD2 Antenna - Extremely simple starting antenna. Short range, weighs almost nothing, has almost no power draw. 1Mm range.

-Added AA23 Antenna - Mid tech omni antenna. Nothing special, mostly looks cool/different. 2.5Mm range.

-Added AF23 Helical Antenna - Early tech communications antenna. Short but wide.

-Added AWPT Scimitar Antenna - Mid tech 'dish' antenna. 35Mm range, 120 degree arc.

-Added Remotetech definitions for original antennas:

-AN100 omni now has a 10Mm range. That size has to be good for something, nyeh?

-AA27-C omni now has a 7Mm range. Again, it's heavy.

-AM17 omni now has 2Mm range. Might buff to 2.5Mm same as communotron 16.

-Added functioning experiments to Sienno probe and N100 omni antenna.

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Those antennas look good, as if they are made from stock.

I like the design, on what real life antennas are they based on, that would be rather intresting to tell or what you used for the design (idea)

I am looking forward to the next update.

A tip, dont try to overkill the amount of antennas, you dont have a lot at the moment (a lot would be enough to scare jebediah)

If you focus on that it would not really help.

You could try to add a radial reaction wheel or a simple tank to get another update out while you work on the camera and the engine

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