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CobaltWolf

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Everything posted by CobaltWolf

  1. Parachutes were a mistake. Do suicide burns instead. Invader has been working on ORANGES with @EStreetRockets. I can't find a thread but I know they've shared a lot of the work (as well as a pre-release download) on Twitter. https://github.com/EStreetRockets/ORANGES/releases I haven't heard anything about the Viking in months now, I don't know if I'd hold out hope. Yeah, I've been absolutely dead since the wedding+hunting and haven't even thought about modding much at all lately. Still waiting to see how things shake out.
  2. Not really, just something I wanted to make. There's some legacy parts in the mod that are just stockalike parts that popped into my head. (also, lol, hi everyone. been busy)
  3. While I certainly don't enjoy someone using my work to put down another author, I will say that texturing isn't that hard. Really just a simple set of procedures that you repeat over and over again. Speed comes with practice. (and as @610yesnolovely pointed out, these are far, far better than BDB's early development. The models are gorgeous)
  4. The latter - I'm not sure about nuclear stages, but the chemical OLVs were supposedly ok with just improved insulation and accepting some amount of boiloff. System Heat (as well as our old boiloff) don't model a lot of the tricks that they'd use to keep things cool, and I wanted to provide players with a straightforward + understandable solution to boiloff management. The Atlas V was due to be revamped by Invader but... yeah that's not happening now. At least, at the moment.
  5. How are you organizing the lander? There is an extra storage section that gets added to the LM, opposite the side of the LRV. Putting all the non-folding LRV parts in there (I think it's short one slot, so the last part should go in the descent stage cargo I guess) SHOULD balance the CoM. As far as wobbles, I'm not sure... @Rodger it's bad juju to toggle autostruts on/off on these, right? But with that said, we've honestly had so many issues with the LRV, that are the result of stock issues we cannot fix. If you're ready to give up, the easiest thing is to land a LM, then build the rover separately (there is a welded version of the frame parts, so that there's no robotics whatsoever to cause issues). Once you have the rover built, you can cheat it to the surface next to your lander and go from there. Not ideal at all, but there's nothing left we can do to make the rover (and its robotics...) behave more consistently. Another new radiator part, this one is meant for helping control boiloff on S-II derived stages
  6. And node size is defined by the config, not the model. So I could make it equivalent to docking 3x of the Senior docking port.
  7. I have to get married and move in that time if anyone wants to help with those expenses, check the first post of the thread
  8. Coming back to this - something I didn't clarify, the axial S-IVC docking ports aren't for nuclear tugs. Barely even on my mind, to be honest. The S-IVC is designed for daisy chaining normal chemical stages together, so a way of generating EC for the radiators to prevent boiloff will still be necessary. There's actually a real LRV in the mod as of v1.11, which released this past weekend. So no more need to kitbash the rover Oh, I might've messed around a bit with the S-1D. But in all seriousness, no there's no MEM under development. Does it confirm we're going to make one? Also no, I really can't say at this point. But I know long term we probably want something capable of Mars/Duna landings. But as I said, it's probably not worth attempting to do now with the limited time we have before work on BDB2 will need to begin, and that will likely put off new content for literal years.
  9. Crap, really? Guess we'll find out if it works... And yeah. Like I said, probably need more parts for this to work. I might try and make a new APS unit that fits this sort of task better ie has a reverse thruster. True, I don't know how our nukes are set up. But that might solve one issue. Some dedicated radiator parts that fit the look are definitely still necessary. I wouldn't say one way or the other regarding the MEM. It's something I'm open to looking into more, but there's no way we have time to attempt it now. And we're at a point where each day, it makes less sense to work on KSP1 and more sense to start learning Substance or something. Yep that's the idea for those side-docking ports. Not sure what else would be needed, apart from the MEM obviously.
  10. Not quite that ambitious... I'm not doing a full part set for these, just trying to make orbital construction for interplanetary stages possible. Probably will need to come up with some appropriate radiators and a way to generate power, but that's about it for these. Two separate parts, 4 when actually built. First is the structural part, with 3 nodes and length switches. Then the docking ports are placed in the slots. I don't know if that works as well in practice as it does in theory, but we'll have to see. I can confirm there is not, I am definitely waiting to tackle that. (And before someone says something, I don't think I've ever lied about saying something isn't in the works)
  11. You didn't think we were done, did you? Axial docking ports for S-IVB size stages Side docking "rail", with length switches and dedicated docking ports. The idea is to consistently be able to 3x dock stages together. Works for S-IVB and S-II.
  12. We're still working on stuff for the interplanetary portion, at least. Nah. The models can probably be reused, the textures probably can not. Unfortunately there's no source material to be found past what's on Astronautix. Yeah that would be a wait until KSP2 thing, though I'm not sure how good that recolor system is going to look...
  13. Oh I'm totally down to make a BDB version of Orion (the nuclear propulsion vehicle) for BDB2. What I'd like is to sort of treat it as a total conversion, but maybe including some of the really whacky IRL ideas we always avoided in KSP1... since all that is stock hopefully we could easily make our own. We'd also probably try and break the mod up, but we'll have to see how stuff like asset sharing works. The "real" Novas would definitely be more in line with what we've seen from the trailers... I don't know, I've had changes of heart before... Like I said, we have a few things we're working on still as we can. I just don't think people should expect another update of this size and scale, with... jeez I have no idea how many new parts were added in 1.11 haha. Hopefully sooner than later we'll get a clearer idea of what modding will look like, hopefully some documentation for stuff like art standards (if we all pray hard enough), then we might start thinking about doing prep work for BDB2. Zorg never got to the Atlas update, I pointed out that real, PBR Atlas would look pretty amazing...
  14. Yeah I realized I messed up the name and forgot the hyphen. Thought I removed the upload and replaced it... check again?
  15. Bluedog Design Bureau v1.11 "вне" Release Album Downloads: GitHub | Spacedock Available on CKAN Changelog: A note on the future: With the KSP2 release date announcement, I'm sure you're all wondering what the future of BDB is. Well, this is probably the last "big" update for KSP1. We have some stuff coming down the line still - Zorg's fantastic Voyager Mars, as well as some small projects from myself. But we simply won't have time to take on big new expansions before that comes. So what happens when KSP2 arrives? Well, we don't know yet. BDB isn't going anywhere, that's for sure. That goes for both KSP1 (these releases won't go anywhere) as well as KSP2 (we fully intend on carrying on our work there). What will BDB2 look like? We don't know that either. There hasn't been any information on KSP2 modding yet, so we're as in the dark as you all are. We'll have to be patient, and even once we get our hands on the specs it will be a long, long process to create something on par with BDB1. Many of the models are probably good enough to make the jump, but the shaders and textures will not. Despite that, we're excited for the future. And on that note, I want to thank everyone who's spent the last 7+ years playing, enjoying, commenting, and sharing their creations with the mod. It has been an absolute blast, and hopefully will continue to be for many years to come. - CobaltWolf aka Matt
  16. Oh I was frustrated at having to go through and write in hundreds of parts worth of tags when they added that feature. There was cusses for a while too but I think someone removed them all at one point.
  17. We don't even know what's in the game, let alone what modding for it entails, unfortunately.
  18. For that exact reason (KSP players being bad or impatient at low TWR upper stages ) there's a cfg that should double the thrust of upper stage engines. https://github.com/CobaltWolf/Bluedog-Design-Bureau/tree/1.11-development/BD_Extras (No Warranty)/GameData/Bluedog_DB_Extras/UpperStageThrustBuff
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