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Zorg

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Everything posted by Zorg

  1. I don't see any reason to do this. The game doesn't require radiators to actively cool crew capsules nor any of the life supports mods that I'm aware of.
  2. Not a big update but with the latest BDB update out of the way, I've started work on the chute canopy.
  3. That’s actually a typo in the changelog there. It OV1-1 and OV1-10. The series that flew on Atlas was known as OV1 within the broader OV program. OV2 and OV3 series flew on Titan test flights and Scout respectively while OV4 flew on the MOL test flight. The boiler plate MOL mockup in fact was technically OV4-3.
  4. UPDATE - Bluedog Design Bureau v1.14.0 And to celebrate BDB's 9th anniversary, v1.14.0 "металл" is released! Its been over a year since the last one and this is a big update. Featuring revamped and expanded Atlas and Atlas V parts, all new parts for X15, Mariner 9, OV1 and plenty more! Full album here : https://imgur.com/a/bluedog-design-bureau-v1-14-wI3oLrz Changelog Download (github) Download (Spacedock) Also available on CKAN
  5. Updates on the service module and thruster doghouses
  6. Adapters to standards sizes is what the entire conversation above is about.... I dont know what you mean by compatibility with Benjee's orion. Its a much largers capsule than starliner. Starliner isnt going to fit the Orion SM decoupler and umbilical. As Sofie pointed out none of the new stuff is in game yet. I only took over working on this mod a couple of weeks ago and we've made good progress so far. Revamped parts and new parachutes will be in game before too long.
  7. Uh idk yet. The thought crossed my mind but I havent planned this out properly yet. Depends on how the texture sheet works out and if the existing truss structure can be reused since I dont want to make a new one for it.
  8. By the way if anyone has issues with tech balance placement for the current dev Atlas parts please do let us know either here or preferably over at https://github.com/CobaltWolf/Bluedog-Design-Bureau/issues/1454
  9. I haven't decided yet. 2.5 and 3.125m for sure. Am considering 3.75m and 4.25/4.375m too. The alternate adapters would probably be static conical adapters rather than a truss with fairing like the original.
  10. Working on the heatshield. Making our way slowly down the stack.
  11. Of course. That will happen at the end of the texturing process.
  12. Some more progress. Started texturing the second sheet containing most of the rest of the spacecraft. Starting with the top node and parachute bay. You can disable the center hatch of Benjee's NDS to see the Starliner hatch.
  13. The villainous thruster doghouses, now with the correct asymmetrical layout of the large roll thrusters. Also the thruster holes in both the doghouses and the capsule are now in mesh rather than texture.
  14. Revised airbags and animation. The radial airbags will be built into the capsule. The central one which is used for emergency water splashdown only will be a separate part.
  15. Airbags WIP. Not final yet but I thought I would preview a rough idea of how they might look. The abort engine is being made as a separate part this time. Additionally a 1:100 area ratio vacuum optimised version, an actual proposal for the Bantam family of engines (of which the RS-88/Starliner LAE is a part of). The actual outline of the nozzle extension is speculative. Neither version gimbals. The vac version would make a good lunar lander ascent engine. Parachute bay AO baked and ready for texturing
  16. So good news, I did a little mockup test. And it seems like the bucket handle like thing for the main chutes will indeed work. In the actual version I will try to add the arm movement to the end of the full deploy animation which I beleive would be correct (rather than at the end of the partial deploy as seen here. But the basic principle works. Here's some previews of the main parachute container And the fully modelled parachute bay When the chute activates the containers dissapear and they will appear to somewhat magically deploy fron the end of the handle. But those are KSP limitations and it happens quickly so it should mostly look good. And at the end of full deploy it should look like this There's also a new top node that intergrates exactly with Benjee's NDS port And a slimmer generic top node (keep in mind the clampotron is still not a perfect fit but its workable especially in orbit where the parachute cover hides any clipping issues. But Benjee's NDS port is what the mod is built around and he has offered to let us include it in BCS too.
  17. This will remain a standalone mod. The only thing its borrowing from BDB are a couple of lightweight modules.
  18. Oh I realised its in the development forum and so some people here might not have seen it but I'm doing a little side project
  19. Anyone interested trying out the new PBR stuff you can grab Resurfaced from here: The latest update to shabby (linked there) is a dependency and deferred is reccomended. Of course you need the BDB dev branch for our converted parts. Keep in mind we still in early days of the conversion and it will take some time for the whole mod. But Atlas/Atlas V, and a bunch of probes are converted so far. Remember to set the KSP reflection quality as high as you can manage for metals to look right (reflection refresh rate can be set to the lowest). Also things in the VAB generally look better with deferred but still not great but they will look good in flight (hopefully!).
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