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CobaltWolf

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Everything posted by CobaltWolf

  1. The roadmap was never in order. Here's a cleaned up, smaller version. This upcoming update is entirely focused on Atlas. https://docs.google.com/document/d/1BOpeL6m2apuJTGwqfiHu0frGEgEdZPuWRwUxkY9cSU8/edit?usp=sharing
  2. There is also a manual and craft files linked in the OP at the beginning of the thread. @SneakyBastd I also recommend the real names .cfg that is in the BD_Extras folder in the download (if you're installing through CKAN you may need to download it manually and extract the file yourself - don't worry it won't break anything!) courtesy of @IronCretin. @Cheesecake worth noting that there are two H-1 variants in the mod - the H-1C ("Grivan") that is used for the inner 4 engines on the Saturn 1/1B, and the H-1D ("Navi") that is used for the outboard 4 and is capable of gimballing. They provide more than enough control authority, and the H-1C's lighter weight gets you a very minor performance bump.
  3. your forum title is Anyways.... the usual, very WIP, just showing what I have so far, textures are unfinished or even unstarted in some spots... first screencap is Maya, to show the vernier and sustainer for context, followed by two Unity pics.
  4. I've stopped and started working on them several times. Can you PM me with a list of what you have? Getting it put together for at least the crewed parts (not all the solar panels) should be doable. I have the Apollo more or less done, and the capsule walls are reflective as well!
  5. He was asking for the original PSD files, which contain the various layers to make the texture. Once they're flattened for export it's almost impossible to edit them very well without destroying the original.
  6. I was under the impression the other books in the trilogy were only loosely related. I am about halfway through Voyage right now, I have to same I'm lukewarm to it. The characters feel like they're an obstacle to the engineering talk rather than carrying the story forwards. If you haven't, you really should read Prospero One, his short story set in the same timeline about the first British manned spaceflight. https://web.archive.org/web/20050310032846/http://www.cix.co.uk/~sjbradshaw/baxterium/prospero.html I'm not sure, I don't believe we actually have proper CLS support, and I honestly don't really know how it works at all. And if I follow, part of the issue is the need to retract both docking ports? I'll keep that in mind for when I get to updating the MOS ports - a passive variant shouldn't be too hard, and would probably be useful. Since the colliders on the active port would still allow soft>hard docking, it wouldn't even have to be gendered and the player could still dock active>active or passive>passive if that's what they wanted. Also, I believe last time myself and @Jso spoke, he thought there was an issue with the way you had configured the TAC-LS configs. Something like the TAC configs WERE configured correctly, and the resources are supposed to go in container parts and not the pods themselves? Thanks! Don't know how long it'll take to finish. It feels so far along and yet... not? Anyways, only had a few minutes last night to work on it but I added some greebles to the adapter tank:
  7. It's not the monoprop, it's because they have decouplers (Lonesome) or docking ports (BDB) to separate them built into the part. Using a docking port module instead of a decoupler allowed us to get Mechjeb working, but there's nothing else we can do.
  8. Very nice! I want one of the future updates to be focused on interplanetary Saturn/Apollo stuff - probably the two main Venus proposals (the S-IVB one and the one that uses a mission module with the Apollo, each only requires one new part), and Ares from Voyage - which would include stuff like 5.625m docking ports, side docking ports, active cooling radiators to reduce/eliminate boiloff at the cost of EC... MEM probably wouldn't be part of it, at least not in that same update. I'll keep that in mind when I do the MOL parts revamp at some point. Thank you!
  9. Ok... well... 'attaching without H', you mean, dropping it? Doesn't matter what tool you use as long as you attach it to the node (the wrench can't do it)... Not sure what else to tell you apart from make sure you're attaching them correctly. EDIT: @KerbMav you don't appear to have KAS installed.
  10. Install one of the plugs on the other end (both ends need one), and then drag a connection between them via the right click menu.
  11. I've been making so much progress on those, that's why I've been posting so many WIP screenshots of them.
  12. Those two boosters (the two Algol variants) were bugged in that version. Just take the Engines folder (which REALLY needs to get renamed since it's actually pretty much just Scout, Athena and some misc solid stuff) from the latest release and replace it in your old version. In fact, everything in the newest Bluedog_DB/Parts/ directory should work except the Agena Materials Bay - they were all developed in 1.2.2, after all.
  13. Awesome! You might want to tweakscale the antennas down, the problem with the BDB probe stuff is that they were all made piecemeal so they aren't scaled perfectly like, say, Apollo.
  14. I believe you'll need @Drakenex's Block 4 MM part cfg for that. The 'actual' Block IV MM hasn't been made yet (simply put, I ran out of room on the first extra texture sheet for Apollo, and published what I had), but he made a MM config that rescaled the Block III MM to fit it. @minepagan must've used it in one of his craft files. That will all be fixed #eventually.
  15. He's talking about the turbopump exhaust for the boosters, which on Atlas shared a common exhaust in the early models. You can't see it in the image I posted, but it's there. The one in the image @NeoFatalis linked is bigger than in all the other images I've seen. Here's the other side of the rocket, you can see the pipe. Also, this should go without saying but the textures are very WIP.
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