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Everything posted by Araym

  1. I post again the link to my "very unofficial", but also "very under development", BDBINC, with all of my new recolors for the upcoming "apollo-saturn-revamp". IF you are recently downloaded it, and experiencing some B9PartSwitch errors, it very likely because I have a single repository (pending to know the final status of BDB, once the new parts will be released) both aimed at the "master" branch/release 1.9.0 (with the old Apollo and Saturn parts) and the "apollo-saturn-revamp" one (with all the new related stuff). There is no need to re-download it, but just read the first page where I put some "Notes" to how handle my repository, based on which dev version you are using, if you are experiencing some B9PartSwitch errors on game start-up (it is nothing game breaking, but surelly it could be annoying): https://github.com/Araym-KSP/BDBNIC
  2. EHM... uhm... yeah... why not... (as soon I'll learn how Github REALLY works I really never explored past the basic features ) Yeah... it's because my branch has still, as legacy, the "old" BDBINC recolor for the old BDB Apollo capsule (in par with the actual BDB v.1.9.0 release), as I made some fix for it recently because asked, and not knowing where to put them, I just placed it in my grand archive of Github. (Mine, as BDBINC, is not only a "unofficial" version, but also a "under development" version, being for the moment still an archive that could be used both with the BDB "master dev"/release 1.9.0 with still the old Apollo/Saturn, that with the "BDB apollo-saturn-rework" with the new parts...) The old and new Apollo share the nosecone name, so the "old patch" is trying to find the "old model" and "old texture". If you have removed the old Apollo and rocking around with the apollo-saturn-dev one only, just go into <your KSP install>/GameData/BDBINC/Patches and remove the "Apollo.cfg" file, that it is for the old one. Also you can remove entirelly the "Apollo" folder, with the textures for the old models too. It should resolve your problem. EDIT: ... learnt how to abilitate "issues" and "discussions" in my Github BDBINC page. Thanks for the imput. Added also in the front page some indication to resolve for any future user the issue you were experiencing, being my repository a bit of a mix of folders both for the BDB release 1.9.0/"master" dev and the "apollo-saturn-revamp" versions, pending to know the final state of BDB once the new Apollo/Saturn will be released, just to have a clean up of anything not needed anymore.
  3. Another weird repaint of mine, for the upcoming new Apollo capsule: today I present you the Gemipollo! Available, as always, in my personal (unofficial) BDBNIC fork (only for BDB dev. versions): https://github.com/Araym-KSP/BDBNIC
  4. Pushing some ulterior fixes to my BDBNIC fork, after the Titan texture updates, for all of those downloading any of the BDB dev versions! Fixed Titan II second stage tank Fixed Titan II Gemini decoupler If anyone using it found any other errors, feel free to post it here or to send me a PM here on the forum (or drop an "issue" warning on the github page). I will try to fix them "as soon as possible™"
  5. ... silently working in the background, some sneak pics...
  6. After a while, I remembered to add the mod also on Spacedock.
  7. ... and for those that were enjoying also my unofficial BDBNIC fork for the new Apollo capsule repaint I made, a simply reminder to download it again, as the new Titan cleanup gives some B9PartSwitch error with the previous version. Grab the updated version here: https://github.com/Araym-KSP/BDBNIC (downlad the repo thru the big green button... then you can simply copy-paste and everything should be fixed)
  8. I'm in contact directly with Cobalt and a lot of other modders involved in BDB since long ago, so I got access to some of the original art in PSD format that I'm having fun to modify to get some extra paints for the upcoming new Apollo revamp (I have put them, for now in a fork of BDBNIC mod, as they will be release indipendently from BDB... I'll see if I'll release later under another name) It's a bit easier using an already layered file, rather than working with the texture available to the public, with all the graphic merged (but it's not so easy when you have then understand every bits and layer, before actually work on the paints). Then, case by case, aside painting it, I made extras when needed by the design I was trying to replicate (the BDB's new Apollo, for example, has a tiled heatshield: I made a new normal map for some of my repaint with a smooth one). If you have access to the BDB saturn-revamp dev (github is a bit problematic to let it download any branch not set as main: you have to fork it and set then the saturn dev as main branch on your fork, to download it), you can also already try my add-on from here: https://github.com/Araym-KSP/BDBNIC (Also, if you check my repositories, there is already a BDB fork set up for me, when I want to download the saturn-rework dev branch: it's generally up to date to the latest addition on the original one - I have to manually update it, so maybe is one day off, sometime - that you can use: just use the big green button "CODE" to download it as a whole in zip - DO NOT GO on the release section, as they will get you just the old parts)
  9. Did anyone loose a boilerplate??? BP 1227 ready to be handled back by Soviets to Americans. No "NASA" marking to let anyone use his own preferred (real, finctional or whatever), with "Conformal Decals". Added to my BDBNIC fork: Link - https://github.com/Araym-KSP/BDBNIC Entire family on display:
  10. I didn't know about the story (your request moved my interest to do a bit of research). It's an curious story, for sure notably... ... but I have to admit that looking at the capsule itself, it's not really particulary interesting as "design". By my choice (now that is possible to place decals at will, with "Conformal decals" and related add-ons) I avoid to put writing non essential for the design on any of my repaint: this is done to allow the best personalization by anyone (... those running "real names"... or those running fictiona, kerbal, agencies). So the only "standing" particulary (the "NASA" logo) would be omitted. That leaves with "a gray capsule" with no particulary feature. Basically it will be a plain Apollo default capsule, without the TU shader applied. Probably jthe only difference would be the omission of the "tape" that make all the fine lines wrapping around the capsule. It could be an easy task, however: I just need to desaturate to grey my already done file for the BP 1102A and tune down the reflection (BP 1102 has a more reflective surface... BP 1227 seems a simple, opaque, finish)... ... I'll look at it, eventually: I have actually some plans already for some more interesting designs, but for sure it could be done (also as stand in for numerous, similar, grey boilerplates)
  11. EDIT: ... for anyone that has already downloaded the saturn dev-branch, and eventually is willing to test my recolors too, I have a VERY UNOFFICIAL fork of the old "BDB Now In Color", from when I helped to updated it to KSP 1.12.2 standards, that I'm using as "storage". Aside all the past goodies still working (included the old Apollo parts, until official release of the newest one), there is present all the art I'm adding on my own. Github link: https://github.com/Araym-KSP/BDBNIC (keep it saved, because more will be coming in the near future )
  12. Another Apollo paint done, for my collection: This time is BP 23A
  13. Having fun with photoshop and the new Apollo models in development for the upcoming new BdB release, I'm in the process to make some extra paints to complement the already official variations (mine will be release indipendently, as add-on): for now I have "Boilerplate 1101A" and "Boilerplate 1102A" (and in the process to make "Boilerplate 23A"). Comparison with the real life counterparts: BP 1102A: BP 1101A: Fun fact: ... in "The Dev Hole", BP 1101A has already gained the nickname "the LOL capsule"
  14. Having fun with photoshop and the new Apollo models in development, I'm in the process to make some extra paints to complement the already official variations (mine will be release indipendently, as add-on): for now I have "Boilerplate 1101A" and "Boilerplate 1102A" (and in the process to make "Boilerplate 23A").
  15. Indeed was something related to an external mod, probably a glitch, because after a few tries (clicking on various other icons, exit/entering the vab, etc etc, but with no really a clue), KVV reverted itself to normal. After your advice, I'll keep an eye on RCSBA, in case it will appear again! Thanks for your help
  16. Hello, fellow kerbonauts. I'm in a strange situation: I'm used to make some blueprints from KVV, but, dunno how, in my latest attempt (after a while not using it), suddenly this yellow scale appeared on top of my plane, once I turne KVV on: Does anyone know how to disable it???
  17. Today? Nothing fancy. Unlike when I just build silly things in sandbox (reference to my previously shown Saturn C-8/Nova rocket), I pushed a bit on my (started not so much ago, in 1.12.2) career: I'm basically just grinding money, flying around, with the limitation of of lv.1 runway and SPH, with a tech level that is basically "WW2 alike". And with my obsession of build, if possible, only things from real world, it's a challenge to get some decent "replicas" in 30 parts only, not so much money (I play with the needs to BUY parts after research, so I have to limit further the choices) and with A LOT of limitation in global size of the craft (... as above, my VERY SHORT winged Spitfire-alike: I had to cut a good meter in wing span to stay in the allowed size) BUt at least in the next 30 kerbin days I will get the runway at lv.2, to ease the dimension allowed (so I'll move my "Kitfire K5054" from the status of "poor man prototype" to a more fleshed out shape, even if I will later change the whole canopy set up, with more modular parts incoming) EDIT: ... and finally, the runway is upgraded, and I was able to actually finish the wing. I gained a nice 1.4m in wing span.
  18. If it is not "overkill", it is not Kerbal Space Program enough.
  19. It's a shame but actually I do not remember the exact events: it was around the period I left EveOnline, so in a broad sense a lot of space-stuff related games were often played by my recommended Youtube videos. Then stumbled in an early gameplay of KSP 0.13 and, even if bare, had something really interesting in it. I then followed the development a bit, and in a token of apreciation (because I liked the idea behind the game) I threw in the money needed to "buy" it, even if I actually started to play a bit later, when the initial prototype of spaceplane parts were added, with the first rework of the parts available (when the small white mk1 pod was swapped in favour of the first iteration of the mk.1-2, actually sized to fit 3 kerbal inside... it should been probably KSP 0.15...) I then struggled a lot with my pc at the time, so I had to take a bit of a break untill I get a better rig: I'm here then since 0.17, when I started to collect mods to "upgrade" the game (I still have everything on archive, from that day onward). The rest is history, marked by my presence in this very forum since the 3rd of September 2012. Already 9 years........ KSP is without doubt the "longest game" I ever played (even if not continnously).
  20. Saturn C-8 Mission (Apollo IV), second part... We left our trio of space heroines, Valentina, Linlas and Virfel, on the way to The Mun, after the ride on orbit and TMI onto "The Nova Beast 2", as we call my second version of Saturn C-8... ... this is the rest of their adventure (I'll place most of it in spoilers containers, to avoid cluttering the thread): The girls made their way to The Mun uneventfully... and orbit was achieved with no particulary problem: A slightly issue was immediately noticed: being the whole launch a "test mission", it was not particulary considered the phase of The Mun. The only portion of the Kerbin's satellite under the sun was the "dark side" (irony of nomenclatures), totally opposed to the planet itself. Mission Control was about to call it just a Munar fly-by, but Valentina (as hot headed Kerbal second only to Jeb) make use of her Commander privilege to call in the landing in any case: "We didn't make the whole trip to be so close, just to swing around. We are capable of manage the landing ourselves, so we will commit to it!" It was then provided the coordinates of a location of some interest, and the very brave trio of girls started to adjust the orbit and prepare for landing: The "interesting location" was soon revealed as the East Farside Crater's Mun Arch: A couple of problems then arised. First was that the data for the landing was slightly off, so the landing zone was placed a bit too much on the crater rim, and Valentina had to manually adjust it once the landing was in the ending phase... ... and second: our engineers didn't take in consideration the compression of the new leg's suspensions. Paired with the late correction to avoid to fumble into the crater itself, it created a bit of a trouble: there was little to no clearance between the landing engines and the terrain. This caused the craft to bounce on them (with the result of one of them exploding) and slightly slide away on the munar surface. Designers are aware, now, of the shortcoming of the vehicle and assured that a "mk.2 version" will totally address at least the engine clearance problem. The tension at the moment didn't allow any image taken of the "hard landing", but in the end the craft itself settled in a stable, even if inclined, position. Thankfully to the craft redundancy already into the design, this didn't pose any danger: the Apollo IV has a whole ascent stage, and the landing stage was not even needed anymore, if not as platform for later lift off. It was time, then, to start the surface operations. It was a fiery moment of satisfaction when the intrepid girls performed the ritual "placing the Flag", as symbol of their landing. But the trip was not over yet: being the "Scientist Specialist", Virfel decided to take a stroll to the nearby MunArch, at least to mark it properly for future explorations, and avoid the crater rim border that posed the danger to jeopardize their own mission: It was time, then to wrap up the mission and return home: The lift-off was uneventful up to orbit, in the clear winsdom to have provided a fully autonomous ascent stage: As soon Kerbin rised above the horizon, comunications with the KSC were, finally, restablished: "Capcom to Apollo IV... Capcom to Apollo IV: we have you back on the tracking station! Long time no see, Val! Are you all alright?" "Apollo IV to Capcom, Commander Valentina speaking: Yes, Jeb! Do not worry: we are safe and sound, and in a great mood here! Ready to return home!" It was just time now to perform the engine burn to leave the Munar gravitational sphere of influence and enjoy the trip back: A beautiful space sunset timed the separation of the command module from the service module, in preparation for reentry: Once the hot reentry plasma dissipated together with the velocity, in a dark but beautiful night all the parachutes were deployed succesfully, up to landing. (Sadly, for the very same reason that the launch was just made as test and made the lunar landing on the far side, in this case the not perfec plans deemed the whole landing to happen in Kerbin night. The audience has to excuse me, for the poor quality of illumination on this ) Safe and sound home... somewhere in a dark shore of Kerbin.
  21. I'm not a very expert on FAR (I tried in the past, but not using it recently): if FAR still patches wings, ailerons and aerodynamic parts like in the past, it could be very likely the fact that it removes a lot of the stock "deflecting" modules, change them to its own. So, with FAR installed, it could be that KAL-1000 cannot recognize the FAR modules related to deflection. (It's just an educated guess, as said I do not have FAR in my game, recently)
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