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Invaderchaos

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Everything posted by Invaderchaos

  1. I just updated to 1.8 and I'm loving it! I even went back to that craft the moment I had my game loaded to see if the shaders were working(and to get a picture for my loading screens), and damn, does the new terrain look awesome!
  2. I know, right? That is one of my favorite colors, on one of my favorite rockets. As for the x9 symmetry, in normal ksp I normally just do three different x3 SRB's and try to line them up the best I can, but I'm pretty sure this mod allows you to get x9 symmetry.
  3. Thanks! Off the top of my head, the primary graphics mods I use are scatterer, EVE, planetshine, and KS3P(with Zorg's config). Additionally, this is also the planet pack JNSQ's Duna in case if that was part of your question.
  4. The moment I saw the new Near Future Exploration triangle-shaped probe I instantly thought of Viking. I've been waiting for a long time to get a probe exactly in that sort of shape! I even was able to tweakscale the hollow version of the triangle bus to be a cover for the fuel tanks. I really liked how it turned out!
  5. While the color of the body of the KH is accurate, irl before the KH is launched into orbit, it is wrapped in a silver insulating blanket (MLI) for thermal protection. However, MLI is extremely difficult to produce in KSP in a good quality for a variety of reasons(many of which being how KSP itself works), and it gets even more difficult to create a seamless, good-looking, stockalike/restockalike texture on a strangely-shaped/larger objects such as the KH9. So at the end of the day, despite being less historically accurate per-se, it would be higher in overall quality and more in line with the style of the other parts in BDB to not use the MLI. Personally I love the tan! I think adds some variety as most spacecraft parts are inherently a gray/metallic color.
  6. That's really REALLY cool! I'll never get tired of Earth/Kerbin rise Also what KS3P config are you using there, it looks great!
  7. Hello, I'm one of those "people that paid money" for the proper documentation to make a BDB-worthy KH9. First, Cobalt is not unaware of the fact that the KH9 had MLI. In fact, I believe Cobalt had already answered whether or not MLI would be used in that same post you yourself referenced: MLI is very difficult to make nicely in KSP, and even more difficult to make it look stockalike/restockalike. Cobalt has spent a great deal of time and effort working on the KH9, like he does on all the parts he makes, and it's clear from the amazing quality of his parts that he has high standards for his work, and simply the MLI would not meet that standard. And Cobalt isn't obliged to make the parts completely 100% historically accurate, with the whole "stockalike/restockalike" style. And after all, as it says on the first page of this thread: There are plenty of other mods on KSP that make parts in a more historically accurate/less stockalike style, and others that obtain just the assets of spacecraft from 3D models on NASA's website, if those are more to your liking. Personally, I really like the look of the KH9 the way Cobalt has made it so far, but if it is a really big problem for you, the files are free to you to modify for yourself. In my case, I taught myself how to use GIMP so that I could modify planet packs to fit my liking as well as add my personal texture variants to parts.
  8. This reminded me of something I’ve been meaning to ask about. I’ve been doing a few mapping missions with the Keyhole vehicles on JNSQ, and usually when I try getting back to Kerbin in the reentry vehicle, the heat shield runs out of ablator. In some cases both the heat shield and parachute explode due to overheating but the reentry pod survives, only to slam into the ocean. I know JNSQ’s Kerbin atmosphere is higher than stock’s, but I don’t what I’m doing wrong. Is it just my fault for having a simply too steep reentry? I’ve only been able to keep the pod from overheating by spinning after reentering at super low LKO orbits, which would usually be fine but for mapping higher orbits are necessary, as in IRL Corona’s orbit was around 160 km if I’m correct, and scansat requires and even higher orbit for better scans. Maybe there should be an option to add more ablator to the reentry heat shield with the cost of added weight?
  9. I love the idea of using the Saturn’s S-IVB RCS thrusters (forgive me for forgetting the proper name) on the sides of the Starliner! I can’t wait to use a similar design when I start to make the ISS in my JNSQ playthrough!
  10. First off, I meant an Apollo Block V, not a Block IV or Block III, I apologize for the confusion. I don't know if the Delta III could lift the Apollo Block V CSM to LEO, but I was able to get it to LKO on JNSQ. As for the textures, I used the BDB Now in Colors mod (which adds a couple texture variants to the Gemini and Apollo capsule's) and I modified the config to add my own personal re-texture of the Apollo CM and SM.
  11. I'm really loving the parts from the last update and the current one that's being made. Inspired by many of the pictures on this forum of the beautiful space stations made with many of the newer parts, I finally got around to making Space Station Columbia, a hypothetical Orbiter-Derived Station based around Shuttle Columbia. There are a ton of pictures so I put them in under a spoiler, as I don't want to clog the forum:
  12. Wow those are some really beautiful parts! I love the look of those air vanes especially . Excellent work, as always!
  13. I think I found a bug. After booting the game, I noticed that while the clouds were working, the scattered on several bodies looked... off? It's hard to describe how, and it was most evident for me in Laythe, which when viewed from the tracking station didn't have its atmospheric halo, and its ocean didn't look as reflective as it was supposed to be. I checked the scatterer menu to see that it was registering that Laythe did not have an ocean for me, and it was appearing to draw information from the wrong .cfg file. I checked the planetsList.cfg and the first line said: @Scatterer_planetsList:LAST[scattererJNSQ]. I'm pretty sure it was supposed to be @Scatterer_planetsList:LAST[JNSQ]? I might be wrong though. Anyways, great mod!
  14. I just did my own Apollo 17 in my 1/4 scale RSS playthrough, and I love how perfectly the new MOL communications dish fits as the LRV's antenna! Plus, by attaching it to a rotator from Infernal Robotics/Breaking Ground, you can make it turn! Here's the full album: https://imgur.com/gallery/xE9vyDd
  15. I’m loving the new Delta texture variants! I’m wondering I’m if you have any plans to add a variant to the Thor engine fairing; while the Thor engine fairing is quite similar to the Delta II’s, the Delta II’s fairings have some more greebles on the side, and a blue colored bottom. You did this with the old Delta II engine. Is this planned for the feature?
  16. I've always been a huge fan of that signature 'Delta blue' primer color of the Delta-II/Delta-III rockets', so because I was bored I went in GIMP and made myself a texture-switch for the LDC fuel tank parts so that I could fulfill my dreams of a blue Delta IV rocket! Pictured below is the Delta IV Medium, I might want to figure out a blue Delta IV Heavy rocket in the future, but this is good enough for me for now!
  17. Wow this mod looks absolutely amazing! I really liked the feel of playing GPP, but I also enjoy the iconic-ness of the stock solar system. This seems like the perfect planet pack as it not Wow this mod looks absolutely amazing! I really liked the feel of playing GPP, but I also enjoy the iconic-ness of the stock solar system. This seems like the perfect planet pack as it not only expands on the existing system like many planet packs do, but additionally enhances the feeling of the stock solar system to keep a feeling of familiarity while experiencing something new. The visuals look excellently done, I love the new looks of the stock planets(those Eve clouds tho! :0) and also the new planets too! I can't wait to play this on my next install once I finish my quarter scale RSS playthrough! I also noticed that you were able to allow breaking ground features to spawn on non-stock bodies in this planet pack. Once I saw that the biome/planet spawning of surface features was determined by the rocsdef.cfg file after installing breaking ground, I have made several attempts to make configs to allow features to spawn on non-stock bodies for my OPM and RSS playthroughs to no avail. I was quite surprised to see that you were able to figure that out, as I've only ever seen people modify the spawning of stock features on other stock features, and never a non-stock planet. How were you able to do that if you don't mind me asking? Anyways, absolutely amazing looking mod. I can't wait to play it! :3
  18. I’ve been playing KSRSS for a little bit and noticed two weird things. First of all, the KSC Switcher coordinates are off. Not only are the sites offset from their correct places, but also Kennedy Space Center appears to be underground for me. This is a minor issue as I’m able to remedy this easily by modifying the KSC configs. The other issue is somewhat harder for me to fix; it appears as if the ocean is too low/ground is too high. When taking off from Florida, I see many places are raised above the ocean where they are not supposed to be in the Gulf of Mexico and the Atlantic Ocean. I only have minor experience working with Kopernicus configs, but maybe it is due to the terrain height noise being high enough to raise pieces of land over the sea level? It’s worth noting that it only happens in small chunks of land in seemingly random places so it would make sense this is the cause. I was able to partially fix this error by raising the sea level, but I feel like if I just keep raising the sea level I might create other issues.
  19. Can’t wait to test this out! Also are the Russian variant parts that were being worked on in this version, or will that come out at a later time?
  20. I am simply amazed by this latest update. BDB has always been a MUST-HAVE in my mod list since I stumbled upon it quite a while ago, and I couldn’t even imagine how far it would come. The Titan parts are amazing alone, but going even farther with the MOL parts and Gemini space station parts, the Delta IV Heavy upper stage, and even Helios?? I don’t have the words to express my amazement. I’ve had KSP since 2013 and it’s always been a great motivator in my interest in space exploration. However, I truly believe what caused my interest in space to shift from fantasy to something more grounded in reality, inspiring me to apply to college to study aerospace engineering, was playing KSP with BDB. While that sounds like an exaggeration, the dedication and care put into this mod, all the details, all the greebles, was a real eye-opener in how far real space exploration has come over the decades, and it helped convinced me that one day I want to contribute to that journey. So overall, thanks for the amazing work! BDB is a real cornerstone of the KSP modding community!
  21. This mod is exactly what I was looking for! Now I can make the floating Eve base of my dreams!! I made this awesome airship with hooligan labs and airpark. I was surprised how smooth EVA’s and switching between ships were, especially with Eve’s gravity! Here are some pics: Now all that’s left is for me to find a mod that can let me make underwater bases on Laythe...
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