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About mcdouble

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  1. Changed the plume config from @PART[ApolloD2_AJ10]:FOR[RealPlume]:NEEDS[SmokeScreen] to @PART[ApolloD2_AJ10]:NEEDS[RealPlume,SmokeScreen] I don't know if that fixes the issue (I'm terrible with configs), but it seems to work ok in my stock install with no RealFuels or Realplume.
  2. Hiya, sorry for my lack of replies, as usual I am bad at checking the forums In theory the stock configs should be working at the moment, but there's probably plenty of tweaks that can be done. I've been slowly redoing the parts to clean up colliders, have more consistent texture art etc so when that's done I will try to release the D2 stuff properly with balanced stock configs and everything. Ah yeah thanks I saw an issue like that raised on github but I've never got round to looking at it, will do soon. Thanks, that was my attempt to create the effect of the Skylab solar panels (like below) which kind of do something similar. It's basically just changing the specular colour in Unity so pretty easy to do but I guess there's no way to modify existing parts to do that without re-exporting them from Unity..
  3. What do you mean exactly? The only staging icon for the reentry module should be to decouple whatever is attached to the top node. Haven't noticed any problems with it.
  4. I don't suppose you would share your secrets? Looks kinda like using the "find edges" option in Photoshop with Kronal Vessel Viewer screenshots, but it is a lot cleaner than I have been able to get with my attempts. Anyway great stuff, I'm a big fan of the "real world artifact" theme you have been using for the pics.
  5. Updated with some new interstages, a larger berthing mechanism docking port and node, and some other stuff
  6. Feel free to contribute anything you'd like, I'd welcome and appreciate any help with things like that. I was actually just redoing the interstages so I will definitely look into that. (Also good idea moving the fuel cell to the skirt section) Stockalike was probably the wrong word, basically the textures are a bit messy with pixel densities all over the place and I just wanted to clean that up a little, and make it fit a bit more consistently with mods like BDB.
  7. Wow nice pics Sorry I haven't updated here in a while, I will finish off this stuff soon hopefully and then I think I will go back and redo the D2 models and textures a bit with more consistent pixel densities etc since I didn't really know what I was doing when I started out. Maybe make it look a little more stockalike. Oh and that tank part was something I was just doing for fun, was going to be part of an alt-history launch vehicle for the D2 and station parts.. didn't mean to actually upload it to github
  8. Really nice detail and diagrams, look forward to seeing more
  9. They are just nodes with a space for attaching the docking port, they could also fit a stock docking port junior or others of that size.
  10. Everything should be working in stock without needing to delete RO patches in the latest version on github (or at least it works on my stock install I've tested on). Not sure if there are still any conflicts with other people's installs, let me know if you find any problems.
  11. Slowly making some kind of progress with this orbital tug system, basically the idea is that a variety of modules can be attached to the tug which delivers to a station, and then remains there providing electrical power, orbital boosts etc. Then theoretically another module could be launched alone and the tug undocks, goes and gets it and delivers it back to the station. Or of course the tug and module can simply be launched together and stay as one piece, similar to Russian DOS modules. So far have just made a node module but others should be pretty quick to make.
  12. It's named "canopy" in Unity with "canopyName = canopy" in the config, should it be capitalized? I basically just opened a stock parachute .mu in blender and then copied what they'd done. I did at one point have some problem where the RO config was creating a second copy of the part on top of itself or something, so you might want to try deleting the RO_config folder if you aren't using RO. There is also a RealChute config in there so that might be causing a conflict?
  13. Yeah I haven't seen that problem either, although I would not be surprised at all if there was something wrong with the parachutes as they were one of the first parts I made and I had even less idea what I was doing then than I do now. Is this using the latest version of stock? I'll try and test it out.
  14. Oh yeah it doesn't have to be a cargo module if you don't want to use it that way. Another possibility is that the earlier module required windows because dockings had to be done manually, while this is an upgraded module with autonomous docking capability which allows more space. Of course it is also missing the airlock but by that time you would probably be visiting space stations with their own airlock modules anyway. Also feel free to do whatever you like with configs etc, I don't mind at all.
  15. Added a cargo module with 0.9375m docking attachment, not sure yet on how to config it to reflect its role (in stock at least) Oh yeah I remember reading that, like how are we going to ignite the fuel on this first human trip to the moon? "oh just dump some fluorine in the fuel mix and make hypergolic hydrolox, trust me it'll be a great idea".