CobaltWolf

[1.8.0][1.7.3] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.6.0 "титан" 25/Oct/2019)

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1 hour ago, Jso said:

That's weird. I haven't used RF in so long I'm not sure how it normally behaves with TweakScale. Can we see a GameData/ModuleManager.ConfigCache. I'm curious why there's two scales on the menu. Might as well upload a ksp.log too.

It's weird 'cause like only those 4 parts have this problem, every other bdb part that uses Liquid Hydrogen is not affected by this problem.
Here is the link to the KSP log: https://drive.google.com/open?id=1XLzXuA4KM4MnQOOjPw9YOr-_XJIM501b
I'd like to post the Modmanager config cache but it's not being created..

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Posted (edited)
5 hours ago, Pointblank66 said:

It's weird 'cause like only those 4 parts have this problem, every other bdb part that uses Liquid Hydrogen is not affected by this problem.
Here is the link to the KSP log: https://drive.google.com/open?id=1XLzXuA4KM4MnQOOjPw9YOr-_XJIM501b
I'd like to post the Modmanager config cache but it's not being created..

There's two errors in the BDB RF configs. I unloaded fixes to the dev branch, but you can see them here if you just want to edit your files. That should get your ModuleManager.ConfigCache going again.

As for your original problem, it looks like it related to these lines in the log:

Spoiler

[LOG 02:00:58.894] [ApplicationLauncher] OnSceneLoadedGUIReady: scene MAINMENU ShouldBeVisible() True ShouldBeOnTop() True iIsPositionedAtTop True
[ERR 02:00:58.897] TweakScale::PrefabDryCostWriter: negative dryCost: part=bluedog.agenaSecondaryEngine, DryCost=-80.79999

[WRN 02:00:58.898] [TweakScale] Removing TweakScale support for bluedog.Apollo.Block2.ServiceModule.
[ERR 02:00:58.898] [TweakScale] Part bluedog.Apollo.Block2.ServiceModule didn't passed the sanity check due having ModuleB9PartSwitch together ModuleFuelTanks - see issue #12 - https://github.com/net-lisias-ksp/TweakScale/issues/12.

[WRN 02:00:58.898] [TweakScale] Removing TweakScale support for bluedog.Atlas.AdapterFuelTank.
[ERR 02:00:58.898] [TweakScale] Part bluedog.Atlas.AdapterFuelTank didn't passed the sanity check due having ModuleB9PartSwitch together ModuleFuelTanks - see issue #12 - https://github.com/net-lisias-ksp/TweakScale/issues/12.

[WRN 02:00:58.898] [TweakScale] Removing TweakScale support for bluedog.Centaur4.Tank.
[ERR 02:00:58.898] [TweakScale] Part bluedog.Centaur4.Tank didn't passed the sanity check due having ModuleB9PartSwitch together ModuleFuelTanks - see issue #12 - https://github.com/net-lisias-ksp/TweakScale/issues/12.

[WRN 02:00:58.898] [TweakScale] Removing TweakScale support for bluedog.CentaurV.Tank.
[ERR 02:00:58.898] [TweakScale] Part bluedog.CentaurV.Tank didn't passed the sanity check due having ModuleB9PartSwitch together ModuleFuelTanks - see issue #12 - https://github.com/net-lisias-ksp/TweakScale/issues/12.

[WRN 02:00:58.898] [TweakScale] Removing TweakScale support for bluedog.Gemini.Resupply.Capsule.
[ERR 02:00:58.898] [TweakScale] Part bluedog.Gemini.Resupply.Capsule didn't passed the sanity check due having ModuleB9PartSwitch together ModuleFuelTanks - see issue #12 - https://github.com/net-lisias-ksp/TweakScale/issues/12.

[WRN 02:00:58.898] [TweakScale] Removing TweakScale support for bluedog.Saturn.S1F.Tankage.
[ERR 02:00:58.898] [TweakScale] Part bluedog.Saturn.S1F.Tankage didn't passed the sanity check due having ModuleB9PartSwitch together ModuleFuelTanks - see issue #12 - https://github.com/net-lisias-ksp/TweakScale/issues/12.

[WRN 02:00:58.898] [TweakScale] Removing TweakScale support for bluedog.HAPS.HAPS.
[ERR 02:00:58.898] [TweakScale] Part bluedog.HAPS.HAPS didn't passed the sanity check due having ModuleB9PartSwitch together ModuleFuelTanks - see issue #12 - https://github.com/net-lisias-ksp/TweakScale/issues/12.

[WRN 02:00:58.898] [TweakScale] Removing TweakScale support for bluedog.Athena.OAM.
[ERR 02:00:58.898] [TweakScale] Part bluedog.Athena.OAM didn't passed the sanity check due having ModuleB9PartSwitch together ModuleFuelTanks - see issue #12 - https://github.com/net-lisias-ksp/TweakScale/issues/12.

[WRN 02:00:58.898] [TweakScale] Removing TweakScale support for bluedog.Minotaur.GCA.
[ERR 02:00:58.898] [TweakScale] Part bluedog.Minotaur.GCA didn't passed the sanity check due having ModuleB9PartSwitch together ModuleFuelTanks - see issue #12 - https://github.com/net-lisias-ksp/TweakScale/issues/12.

[WRN 02:00:58.898] [TweakScale] Removing TweakScale support for bluedog.Peacekeeper.PostBoostVehicle.
[ERR 02:00:58.898] [TweakScale] Part bluedog.Peacekeeper.PostBoostVehicle didn't passed the sanity check due having ModuleB9PartSwitch together ModuleFuelTanks - see issue #12 - https://github.com/net-lisias-ksp/TweakScale/issues/12.

[ERR 02:00:58.898] TweakScale::PrefabDryCostWriter: negative dryCost: part=bluedog.Titan.TranstageEngine, DryCost=-80.20239

[ERR 02:00:58.899] TweakScale::PrefabDryCostWriter: negative dryCost: part=MassiveBooster, DryCost=-735.7625

[ERR 02:00:58.899] TweakScale::PrefabDryCostWriter: negative dryCost: part=solidBooster1-1, DryCost=-181.8628

[ERR 02:00:58.899] TweakScale::PrefabDryCostWriter: negative dryCost: part=solidBooster, DryCost=-59.70112

[WRN 02:00:58.899] [TweakScale] Removing TweakScale support for EnginePlate1p5.
[ERR 02:00:58.899] [TweakScale] Part EnginePlate1p5 didn't passed the sanity check due having a ModulePartVariants with Mass - see issue #13 https://github.com/net-lisias-ksp/TweakScale/issues/13.

[WRN 02:00:58.899] [TweakScale] Removing TweakScale support for EnginePlate2.
[ERR 02:00:58.899] [TweakScale] Part EnginePlate2 didn't passed the sanity check due having a ModulePartVariants with Mass - see issue #13 https://github.com/net-lisias-ksp/TweakScale/issues/13.

[WRN 02:00:58.899] [TweakScale] Removing TweakScale support for EnginePlate3.
[ERR 02:00:58.899] [TweakScale] Part EnginePlate3 didn't passed the sanity check due having a ModulePartVariants with Mass - see issue #13 https://github.com/net-lisias-ksp/TweakScale/issues/13.

[WRN 02:00:58.899] [TweakScale] Removing TweakScale support for EnginePlate4.
[ERR 02:00:58.899] [TweakScale] Part EnginePlate4 didn't passed the sanity check due having a ModulePartVariants with Mass - see issue #13 https://github.com/net-lisias-ksp/TweakScale/issues/13.

[ERR 02:00:58.900] TweakScale::PrefabDryCostWriter: negative dryCost: part=MEMLander, DryCost=-218.3873

[WRN 02:00:58.900] [TweakScale] Removing TweakScale support for Tube1.
[ERR 02:00:58.900] [TweakScale] Part Tube1 didn't passed the sanity check due having a ModulePartVariants with Mass - see issue #13 https://github.com/net-lisias-ksp/TweakScale/issues/13.

[WRN 02:00:58.900] [TweakScale] Removing TweakScale support for Tube1p5.
[ERR 02:00:58.900] [TweakScale] Part Tube1p5 didn't passed the sanity check due having a ModulePartVariants with Cost - see issue #13 https://github.com/net-lisias-ksp/TweakScale/issues/13.

[WRN 02:00:58.900] [TweakScale] Removing TweakScale support for Tube2.
[ERR 02:00:58.900] [TweakScale] Part Tube2 didn't passed the sanity check due having a ModulePartVariants with Mass - see issue #13 https://github.com/net-lisias-ksp/TweakScale/issues/13.

[WRN 02:00:58.900] [TweakScale] Removing TweakScale support for Tube3.
[ERR 02:00:58.900] [TweakScale] Part Tube3 didn't passed the sanity check due having a ModulePartVariants with Mass - see issue #13 https://github.com/net-lisias-ksp/TweakScale/issues/13.

[WRN 02:00:58.900] [TweakScale] Removing TweakScale support for Tube4.
[ERR 02:00:58.900] [TweakScale] Part Tube4 didn't passed the sanity check due having a ModulePartVariants with Mass - see issue #13 https://github.com/net-lisias-ksp/TweakScale/issues/13.

[LOG 02:00:58.900] TweakScale::WriteDryCost: Concluded

 

TweakScale is complaining about B9PartSwitch and ModuleFuelTanks being on the same part. That would be a valid complaint if B9 was doing a fuel and/or mass switch alongside ModuleFuelTanks, but these are all* simple mesh switches and shouldn't cause issues. We don't install the fuel switchers when RF is installed. @Lisias or @blowfish would have to comment on how exactly we're supposed to deal with this.

* The switcher on the Apollo service module references the fuel switcher and indirectly changes mass/fuel capacity, but in a RF setup it would do nothing since the fuel switcher is not present. That should be fixed. The LEM Ascent cockpit has a similar switcher but we don't add TweakScale to that part so there's no complaint, but that needs to be fixed as well.

Edited by Jso

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2 minutes ago, Jso said:

TweakScale is complaining about B9PartSwitch and ModuleFuelTanks being on the same part. That would be a valid complaint if B9 was doing a fuel and/or mass switch alongside ModuleFuelTanks, but these are all* simple mesh switches and shouldn't cause issues. We don't install the fuel switchers when RF is installed. @Lisias or @blowfish would have to comment on how exactly we're supposed to deal with this.

B9PartSwitch has its own checking which is a bit more sophisticated than this - it only complains if ModuleFuelTanks exists on the same part as a ModuleB9PartSwitch that actually switches resources (if it doesn't switch resources there's no issue)

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Posted (edited)

@Jso I added the fixes to the .cfg's. No errors, no warnings, and I got a configcache so that is all good now. Link to the file >> https://drive.google.com/open?id=1vNkxBG540U2N58Z3zmDXDG8fFqbj-86w
 

Regarding the resource switching problem. How can that be fixed? Isn't it possible to use the texture switching feature in the furure that KSP has added a few patches ago?
 can imagine that I am not the only one who uses RF and BDB together. And since B9 Part Switch is a dependency, I don't think I can just uninstall manually without it causing problems

 

****Also note that the log and the configcache are from a testbench installment and not from the main installment.
If you want to take a look at the logs of the main installment that can be done here. >> https://drive.google.com/open?id=1fV4RE3nr3W6Rp6h2eJU8tEVOUDWCwcpq  ****

Edited by Pointblank66

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5 hours ago, Pointblank66 said:

Regarding the resource switching problem. How can that be fixed? Isn't it possible to use the texture switching feature in the furure that KSP has added a few patches ago?

It depends on your priorities. You could remove TweakScale from parts that contain ModuleFuelTanks and B9PartSwitch, or remove B9PartSwitch from parts that contain ModuleFuelTanks. You can't use the stock module because these aren't always just texture swaps, it's changing the model too.

I don't see anything fishy in your configcache like double TweakScale modules. I'm guessing those Scale = 2 and Scale = Default items are coming from TweakScale bombing out.

5 hours ago, Pointblank66 said:

can imagine that I am not the only one who uses RF and BDB together. And since B9 Part Switch is a dependency, I don't think I can just uninstall manually without it causing problems

Yeah, we use it for a lot more than fuel switching so B9PartSwitch is a hard dependency now. None of the usual contributors use RF so those configs are kind of perpetually 6 months to a year behind the rest of the mod. There won't be setups for the more recent engines. And in your log I saw at least one minor bug that needs to be addressed with the negative cost on some parts (that comes from filling the tanks by default - CRP resources are more expensive than stock so they need a cost adjustment, or the tanks need to be left empty).

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13 hours ago, Jso said:

TweakScale is complaining about B9PartSwitch and ModuleFuelTanks being on the same part. That would be a valid complaint if B9 was doing a fuel and/or mass switch alongside ModuleFuelTanks, but these are all* simple mesh switches and shouldn't cause issues. We don't install the fuel switchers when RF is installed. @Lisias or @blowfish would have to comment on how exactly we're supposed to deal with this.

Problem is that B9PartSwitch when detectes MFT yields the fuel management to it, but keeps accepting requests from TweakScale to scale the fuel capacity - so TweakScale ends up scaling zero fuel tanks, leading to division by zeros and other accidents that ends up crashing the game. B9PartSwitch is the only code that knows what's happening, so the only safe solution for TweakScale is to do not touch parts where MFT and B9PartSwitch are both present.

5 hours ago, Jso said:

I don't see anything fishy in your configcache like double TweakScale modules. I'm guessing those Scale = 2 and Scale = Default items are coming from TweakScale bombing out.

Unfortunately not, I would had fixed it already if it was.

It's a patch problem. There're rogue patches injecting twice the same property without checking if it was already patched.

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1 hour ago, Lisias said:

There're rogue patches injecting twice the same property without checking if it was already patched.

I can reproduce his issue on a clean install with just TweakScale, RealFuels, and B9PartSwitch. If there's a rogue patch it's included with Stock or one of those three.

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Posted (edited)

PRPYWkO.png
2flesSY.png
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8taGHSO.png

7AGYX2N.png
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2yQo2FJ.png
HKX56I1.png

 

Thanks to some trick UV work, the Transtage will have texture switching.
I'm thinking of making an extra pack of optional textures so the main release doesn't get too bloated.
Here's an example I whipped up today.

Edited by CobaltWolf

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Posted (edited)
11 hours ago, Jso said:

I can reproduce his issue on a clean install with just TweakScale, RealFuels, and B9PartSwitch. If there's a rogue patch it's included with Stock or one of those three.

I found some inside TweakScale itself last revision, it's not impossible that I have some left. I will double check them, and then install the above Add'Ons and check it again. The lack of :FOR on TweakScale is partially to be blamed for this, and I didn't published a new revision using :FOR yet because I found some patches that were borking when TweakScale used them, and I'm mapping them to fire up change-requests when I release it.

In time, when doing clean Stock checks, be sure to really get a clean one. I lost some serious time recently because apparently some Add'On shoved a patch inside Squad (or SquadExpansion? I forgot) and that one was playing havoc - but I just realized it when I got mad on the issue and brute-forced some checks on the Squad's folders too. From now one, I plain delete all my testbeds and reinstall from scratch every new Test Suite run. Faster than doing integrity checks everytime.

— — — — — POST EDIT — — — —

Confirmed.

Spoiler

I found this on the MM Cache:

Quote

UrlConfig
{
        name = HeatShield0
        type = PART
        parentUrl = Squad/Parts/Aero/HeatShield/HeatShield0
        PART
 

<cut>

                MODULE
                {
                        name = TweakScale
                        type = stack_square
                        defaultScale = .625
                        type = stack_square
                        defaultScale = 0.625
                }

The HeatShield0 is being patched by both VSR_Tweakscale.cfg and Squad/Squad_Aero.cfg . Both from TweakScale distribution.
 

Worse. It's fixed since February, but somehow I forgot about.

https://github.com/net-lisias-ksp/TweakScale/commit/8f151fc9e10a010fa9359fcc990b6fde41744a12#diff-9ff3c2776287b8dde35f7f9a03bbe360

 

TL;DR: It's already fixed, but I didn't released it yet!! My apologies!!

— — — — POST POST EDIT — — — — 

New release was rushed with the fix in the change log.

Spoiler

 

 

Edited by Lisias
TweakScale Release 2.4.2.0

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On 4/30/2019 at 7:14 PM, komodo said:

Huh. I've always heard it as Chromolly in the states. TIL. 

Depends on the application.   Car parts /manufacturing it is Chro-molly (I have always seen it hyphenated.)   But I have seen it often when talking about aircraft (and therefor rockets) as Cr-Mo  aka crow-moe :)      Just depends on the industry and or supplier in question.   Since Car supply is the most prevalent Chro-Molly is common but LESS correct than Cr-Mo for rockets. 

15 hours ago, Lisias said:

I found some inside TweakScale itself last revision, it's not impossible that I have some left. I will double check them, and then install the above Add'Ons and check it again. The lack of :FOR on TweakScale is partially to be blamed for this, and I didn't published a new revision using :FOR yet because I found some patches that were borking when TweakScale used them, and I'm mapping them to fire up change-requests when I release i

 

Forgive my less than educated question @Lisias, but I thought :FOR[x] created a new reference to mod "x" that could be then used by other files?    I know I had a problem with this in one of my personal patches when I had a :FOR[RealChute] when RealChute was not installed in a test build.   Wouldn't it be :NEEDS[TweakScale] ?

 

15 hours ago, CobaltWolf said:

 

Thanks to some trick UV work, the Transtage will have texture switching.
I'm thinking of making an extra pack of optional textures so the main release doesn't get too bloated.
Here's an example I whipped up today.

Cobalt, Please PLEASE tell me you are naming that texture "Superman Ice-cream"?!?!?!   

BTW those UA-1206 powered Titan IIIC pics are AMAZING!

I vote for Alternate texture pack availability (if you are asking)    I think making it optional could lead to others integrating into it since it is "open" ended.   It won't be me likely cause we all know I can't texture to save my life...

 

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Posted (edited)
8 hours ago, Pappystein said:

Forgive my less than educated question @Lisias, but I thought :FOR[x] created a new reference to mod "x" that could be then used by other files?    I know I had a problem with this in one of my personal patches when I had a :FOR[RealChute] when RealChute was not installed in a test build.   Wouldn't it be :NEEDS[TweakScale] ?

:FOR[TweakScale] means "I am TweakScale", and allows proper use of :AFTER and :BEFORE by clients what would solve some problems for people willing to change the Tweakscale behavior on some parts. (but will cause some other problems to old Add'Ons that does that by relying on luck!)

I remembered this post, it explains very well how this works:

 

Edited by Lisias
Hit "Save" too soon.

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Finally got around to making the first set of alt textures for the core - Titan 3C. I'm not sure how many alternate textures we'll have, but there will be more than a few...

Current:

  • GLV
  • 3C

Proposed:

  • White and black (aka 'stockalike', since the lower part of the GLV tank is already white/black stripes, this will have the 3A's stripe pattern)
  • Late Titan 3 (that sort of yellow-goldish-brass? tinted color)
  • 23G (all gray, no white accents, extra brown accents)

Because of the atlasing, this means that more than just the tanks are getting variants - the interstage and gemini decouplers also will have a variant for each of these sheets, as well as the shroud on the LR-91-AJ5 (the AJ11 is on a separate sheet and idk how many variants I'm doing for that one yet). A small detail that some might enjoy, but because of the split in the first stage tankage, it will be possible to recreate the color scheme of the handful of Titan 3s that flew with a gold-ish fuel tank and gray oxidizer tank. :)

W66ZSAM.png
QkdR8S4.png
JsHoeZo.png
1MQvN7w.png
1MQvN7w.png
iycEYOt.png
ViCR9Ml.png

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Posted (edited)

 

On 5/6/2019 at 7:05 PM, CobaltWolf said:

Proposed:

  • White and black (aka 'stockalike', since the lower part of the GLV tank is already white/black stripes, this will have the 3A's stripe pattern)
  • Late Titan 3 (that sort of yellow-goldish-brass? tinted color)
  • 23G (all gray, no white accents, extra brown accents)

I really appreciate your commitment to give a us the possibility to make a ridiculous number of authentic looking IRL Titan variants :D

In the meantime playing around with the new Transtage... if only there was a Titan variant meant exactly for that purpose... :P

Spoiler

gm8EEMph.jpg

EDIT:

Corrected build with Titan III length tankage and new white texture for the bottom tank.

RudoReqh.jpg

Spoiler

Titan IIIA which used a Titan II core with a Transtage on top to test it.

Should be a titan III core actually I messed up! :o

 

Titan_IIIA.jpg

 

Edited by Zorg

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12 hours ago, CobaltWolf said:

Proposed:

  • White and black (aka 'stockalike', since the lower part of the GLV tank is already white/black stripes, this will have the 3A's stripe pattern)
  • Late Titan 3 (that sort of yellow-goldish-brass? tinted color)
  • 23G (all gray, no white accents, extra brown accents)

ViCR9Ml.png

I think the late Titan 3 "sort of yellow-goldish-brass"  should be named Brass Monkey!  :)  

After all the same band wanted us to go Intergalactic Planetary - Planetary Intergalactic.

So forgetting all the bad references to the Beastie Boys and the puns above, I really appreciate all the hard work you are doing on Textures for these game anchoring rockets.   Without Titan, or at-least a Titan sized rocket, I feel rocket part mods, in general, fall apart.   Stock allows you to build near Delta Rockets.   But even with 1.875m parts that are supposed to "represent" Titan they don't have an actual Titan analog.   Not only have you built a near perfect replica of Titan, you have built it in such a way you have variants upon variants available all with simple texture and part swapping... Just like real Titan Rockets.    I still think the Texture that you have created for the main tanks that showcases the actual construction of Titan are phenomenal (yes I know I am repeating myself!)     

As can been seen in Zorg's post above, you have done an amazing job of "getting it right"  

 

 

 

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Thanks @Pappystein, I'm still not sure about some aspects of the way these parts are coming out but I'm warming up to them. The Transtage is getting some significant changes with the texture, mostly related to the autoshroud.

@Zorg that looks awesome!

 

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Posted (edited)

I think this is the first time I've used it (both old and new) but finally got around to trying out an inline UA1200 series solid. Its actually quite a useful booster for an Ares 1 light type launch vehicle. In this case the payload is an extra heavy Gemini Augustus supply vehicle.

TOJctn1h.png

UwbhAfph.png

Using the Universal Storage 2 service module to stuff even more supplies in addition to the capsule.

A single stick Titan III core cant get this into orbit without using the spacecrafts OMS for circulirisation (I'm on a 2.6x rescaled system) and using a triple core Titan III with 2 SRBs seemed wasteful but a single in-line UA1207 did the job perfectly.

BCZqeXJh.png

I quite like the teardrop shape of this craft.

LWThx8Jh.png

RealPlume fans take note, the dev branch now has RealPlumes built using Plume Party effects for ALL BDB liquid engines (except for the old Titan stuff with which I've not bothered, Monoprop based engines keep the exisiting real plumes and so too do the solids).

mPDJCHdh.png

C0nyX59h.jpg

Delivering supplies to the station, basically two of my favourite mods making out here :o

cwfp6DTh.png

Edited by Zorg

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5 hours ago, Zorg said:

Delivering supplies to the station, basically two of my favourite mods making out here :o

Very neat screenshots! Was the transstage retained for OMS, or is there an additional stage?

Are those Universal storage modules in the Open service module? That might be the first I've seen that functionality visually demonstrated! If so, I'm glad it's useful. 

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4 hours ago, komodo said:

Very neat screenshots! Was the transstage retained for OMS, or is there an additional stage?

Are those Universal storage modules in the Open service module? That might be the first I've seen that functionality visually demonstrated! If so, I'm glad it's useful. 

Thanks! I deorbited theTranstage after setting up the initial intercept course. The US2 service module contains a couple of monopropellant wedges in addition to supplies and there are a couple of ultra low profile "Jib" engines from Coatl Aerospace Probes Plus providing enough Dv for OMS. 

The Apollo SM is indeed equipped with science instruments from Universal Storage 2 and US specific wedge format instruments from DMagic Orbital Science.

I often use this functionality to add science packages or extra life support for lunar missions. 

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Posted (edited)
On 5/6/2019 at 10:05 AM, CobaltWolf said:

 

ViCR9Ml.png

This is a beautiful rocket. With this and the other variants, I'll probably use Titans for most of my launches. As far as variants, I'd suggest enough different styles so the most commonly flown Titans can be made. (II, 23G, III, IV, etc.)

Edited by DJ Reonic
Downsizing

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3 hours ago, DJ Reonic said:

This is a beautiful rocket. With this and the other variants, I'll probably use Titans for most of my launches. As far as variants, I'd suggest enough different styles so the most commonly flown Titans can be made. (II, 23G, III, IV, etc.)

DJReonic,   Cobaltwolf wasn't asking what Titans you wanted to see.  But rather were there any specific color schemes for the alternate Textures you would like to see.

Beyond that, asking for Titan III is like asking for 18 different rockets.  Each Titan sub variant has several parts different from the next.   EG the Titan IIIB vs the Titan 24B.    IIIB has the Titan II lenght first stage tank with LR87-AJ-9 engines.   24B has Extended Titan IIIM (MOL) first stage with LR87-AJ-11 engines.   That is 6 different parts for what should be 3 parts.   Both are "Titan IIIB" according to the less than accurate world. 

Here are a few additional examples if you want to read them:

Spoiler

The upper stage tanks on Titan III never grew in length compared to the Titan II ICBM but the fuel load was increased greatly because the requirements from the Military for extra parts was gone.   That gave more room for the actual fuel tanks inside the stage structure to grow.   Next an Avionics truss was SOMETIMES mounted above the fuel tanks on the 2nd stage..  This was used to control SRM Thrust Vectoring on Titans without transtage.  It was also used to guide the final position of some spy satellite payloads.   And eventually would house the core guidance for the Entire Titan IV.   So one physical part that has to do 3 separate things (likely changing the config each time.)

I don't even want to talk about the LR87 first stage engine...   IRL Titan II ICBM flew with LR87-AJ-5.   Titan II GLV flew with a modified (they reduced the turbopump pressure) -5 called the LR87-AJ-7.  Titan III flew in it's first 3 (I think) launches with LR87-AJ-5s, then switched to the LR87-AJ-9 Sea Level launch for the IIIB, and the Air ignited LR87-AJ-9 for IIIC.   Later as a result of the MOL program an improved higher thrust LR87 was added to the mix ( all the Titan III 23 versions) flew with an LR87-AJ-11 again with two different sub versions depending on if it was ground lit or air lit.  Oh the Titan 23G were launched on modified LR87-AJ-5s that *MAY* have had a higher thrust.   my sources differ on that.   Any way you cut it that is an awful lot of work just to keep track of everything let alone make all those new parts.

I hope you and everyone else can appreciate the amount of blood sweat and tears  guts  tears that Cobaltwolf and Jso have put into these parts and I hope you enjoy them to their fullest when they are released.

 

BTW @CobaltWolf since I never answered your question:

 

Brass Monkey for me :)

also would love the all silver core.

And a question/Request:   I believe most of the "patches" on later Titan III/IV/23G were tan.  You have stated brown, is that an artificial color limitation or are more of your references brown on those rockets.   in my limited selection of Titan Photographs I have several pictures with tan being predominant over brown which is why I ask.

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@Pappystein I was simply chiming in on the discussion about variants. I was sitting in my work truck on my phone, so I did not have access to specific textures with which to reference my suggestions. Had I been at home on my computer, I would have had 3 monitors worth of information to look at, and could have been more specific. As such, my suggestion was meant to be very generalized. I know he has plans for various color schemes, and I was simply suggesting that he do textures consistent with the most commonly used paint jobs. I was not asking for a gazillion parts to make every possible variant of every Titan rocket. That would be insane, and nobody would want that many parts in their game. I respect Cobaltwolf tremendously. I know he pours an incredible amount of time into his mods, as is evident by the pictures in this thread, and I definitely will enjoy what he releases in the coming days and weeks. If you have any further questions or concerns, please feel free to PM me.

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On 5/8/2019 at 8:02 PM, Zorg said:

Delivering supplies to the station, basically two of my favourite mods making out here :o

Hey @Zorg, really nice screenshots! I assume you're using KS3P for post processing. Would you mind sharing your config file? :) 

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9 minutes ago, kewcet said:

Hey @Zorg, really nice screenshots! I assume you're using KS3P for post processing. Would you mind sharing your config file? :) 

Thanks! I am using a config created by Orbital Pheonix, link in the forum post below:

will need tweaking if you're using the experimental DX11 build of KS3P. 

 

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Posted (edited)

Development stream? Development stream.

Stream ended, will post pics later - I need to take care of some IRL stuff then I want to try and finish up one more part before I make a push to Github :)

Edited by CobaltWolf

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