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CobaltWolf

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Everything posted by CobaltWolf

  1. I'm not sure what you mean. Last I checked, the petals are supposed to open before the CSM is released, is this not the case? Aha, you have run into the well know, but little understood bug of 'Cobalt is a lazy piece of trash that forgets entire functionalities during revamps'. I forgot to make the new switching geometry, though the new iteration may take advantage of mesh switching instead of autoshrouds so that people could potentially use 3 engines at once... see, this is why it's great when people try and break the stuff on Github! Similarly, I must've accidentally adjusted the thrustTransform of the Inon in Unity, which in turn offset the RealPlume. In short, the cause is not somewhere between your keyboard and chair, but between your computer and a blue, mangy, alcohol-soaked wolf.
  2. No problem, I think i know what it is. The rescale cfg universally rescale all the Saturn parts, then goes back and adds exceptions/overrides. I was mostly concerned with the adapter below the IU being the right size (since it needed an alternate model) and forgot to check the IU itself. It's an easy enough fix. Gah, hopefully the forum merges my replies. Anyways, don't know anything about the extra stuff since I didn't make it. (Worth noting the official Block IV MM is coming this update) as for crashes, I have never encountered a crash testing BDB that i don't know the cause of, and that's in a mostly stock game. Now, saying 'it must be another mod' isn't fair, since plenty of other mods work fine together! so if we can track down what in BDB is aggravating another mod (or, indeed, perhaps the game engine) we'll see what we can do to fix it.
  3. Glad you like them! Make sure you check the RCS options as well. In some of them. They're not a priority and I don't make them myself.
  4. Sure! They already have basic descriptions but could probably use something better. Same for all the new stuff I've uploaded today. On that note... The basic Centaur parts have been 'mostly' updated. I think if I have this much time free next weekend as well I might be able to get the remaining Atlas / Centaur stuff pretty sorted.
  5. ¯\_(ツ)_/¯ I don't understand how the Squad fairing module works but it does that to me too sometimes.
  6. Hmm, but don't forget the OWS is supposed to have an IU as well. What does it look like compared with Skylab with the IU on top, and the engine mount in place of the IU on the bottom of yours? No, the new adapter includes the same fairing. I believe you're right and some passing mention is made of Spacelab having more substantial shielding but I'm not sure what it is exactly.
  7. No, I never got around to making it. Someone should though. EDIT: The ion / xenon parts as well as the Pioneer 6 parts are up on Github. 15 new parts to try and break / give me balance feedback on!
  8. Ah, it is an alternate history written by the same author as Eyes Turned Skyward. Deals with exactly that - Shuguang, and a bunch of other early chinese tech. Basically, it's about what was possible with CZ-2 level launchers and nothing more. https://www.alternatehistory.com/forum/threads/tliaw-dawn-of-the-dragon.383156/
  9. @hraban have you read Dawn of the Dragon lately?
  10. Very nice as well! Though, there is a new part that replaces the original Skylab airlock/adapter part since in Spacelab the airlock functionality is moved to an annex module... However there is some weirdness to the part right now, I need to try and track it down. Also, I just noticed that your reskinned S-IVB is very short. I was trying to think of why, then I remembered - the length of the engine mount part is already included in the Skylab OWS! Which in turn makes building a wet workshop version (using the actual BDB parts, not yours) a bit of a minger... Hurray! I know I already told you but I like it! EDIT: For @Drakenex and anyone else testing the Spacelab bits, I just made a commit to Github that fixes the broken adapter module.
  11. Yup! By the way, these are on Github for testing... they need some balance feedback since I just copied in values from other cfgs without getting a chance to playtest. Tomorrow I have another mostly-free day, I'll try and finish up that Xenon stuff as well.
  12. Spacelab Sole American space station as of 1982. Heavily modified and upgraded version of Skylab, it was designed to serve as the home of ASTP II, where Soviet and American spacefarers would spend several months together in space. After doing so, it became a joint US-European station with the addition of the European Research Module, ERM, in October 1979. Routinely plays host to American and European astronauts.
  13. And, interestingly, as near as i can tell that booster design in turn dates back to a mid-80s proposal for something called 'Comet Saturn', albeit I think without the F-1B. Unfortunately ETS isn't the only non-RL thing that features in BDB, though i believe it's the only thing that isn't just random proposals. I honestly don't even remember what the bug was at this point. Thanks for reminding me to look at it though - that was one of my goals for this update.
  14. Sorry, as much as I love and respect ShadowMage's work on this I can't see myself remaking everything for a PBR workflow unless it was generally adopted.
  15. Yup! They were included in the original release. They *should* come up in the VAB if you search Skylab. Same as normal Skylab! The European Research Module and the Airlock (note that there will also be an alternate adapter part to reflect the change in the airlock's location) were added later using AARDV tugs (basically, an automated Block III service module with a docking port on top) I never got around to getting them in game. I tend to follow a 'path of least resistance' when it comes to working; if i don't feel like getting the Unity and cfg setup done (which are by far the most boring part), I just work on new models textures. It all tends to work out, though I know I'm very overdue for a release and I apologize. I had one day last week where i could work on Unity/cfg stuff but i spent it getting the revamped Apollo stuff in game. The Spacelab stuff kind of just happened because someone was talking to me about it and i got inspired. In general, to let people know where my head is at right now: As much as i love smaller launchers and probes, I think the most important part of BDB (to me and most people) is the manned stuff, especially the expanded Apollo and Saturn parts. They've also been fairly underdeveloped in the mod so far. I'd like to orient my work back towards that after this release. Big things near the top of that list - mostly because there is some measure of work done for the already - would include the ETS Saturn, Spacelab and AARDV Block 2 parts, the AJ-260 boosters, E-1, as well as Big G, the Gemini lander, and possibly LDC Titan; however, I'd also like to get an update out that focuses more on payloads so lifters like that are still on the back seat for now. As always, I have finite time and there's always so much stuff that can be done. I've mentioned it before but there is definitely room in the world for BDB expansions in areas I do not have time to cover. While i don't have time to hold peoples hands, those that are self-starters and are willing to put the time in will get some measure of direct support from me and other modders working in the 'stockalike real world rockets' universe.
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