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Everything posted by CobaltWolf
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Oh whoops. Yeah. now you've got me wondering what a new one would look like... but I've got bigger, balloon tanked fish to fry today. Yeah, I don't know. Like I said, it's a fair amount of work but I think it'd be a good first mod for someone that wants to cut their teeth on a fairly limited scope project. For what it's worth, this next update (shaping up to basically be Atlas revamp + Centaur touch ups + Atlas expansion + LDC Titan) will probably be the last non-Saturn LV update for the forseeable future, since I think the mod is fairly saturated with those now. I've also been having more fun with spacecraft parts as of late, so we'll see. You'll have to blame @e of pi for the bad RCS configuration on the Block IV and Block III+, let alone the AARDV. He says they're 'fine'. ... if you want to 'do the math' to figure out how powerful and where the thrusters need to go for the Block III+ and the AARDV Block I, maybe a single thruster version of the Apollo linear RCS is in order, complete with the plates on the texture like the Block II SM. On that note, I was super jealous of @Beale when he was making some of those cool little bits for the Soyuz capsule. Apollo doesn't really have a lot of stuff like that I can make off of historical sources, but if anyone finds anything - or thinks of something on their own! - I'd love to know. Like I said, I have a lot of space left on that texture sheet that needs to get filled up. In fact, maybe even sketches? (Don't worry about art ability, it's about getting ideas across). If enough people have ideas maybe I can choose my favorite 3 and make them into parts. I'm thinking little simple greebly bits that people will find useful, like Beale's lights. Maybe it's a new RCS layout to match the Apollo RCS set, or some little antenna, maybe Apollo style ladder bits to match the CM handholds? I wanna know.
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Why did you have them offset like that then? Just trying to figure out if it's balanced in the 'canon' configuration. And yeah, I never made a white version of the texture this time around. The original one was just goofing around after I found out the Skylab CM had a cream coating on one side. The new UV, where the capsule takes up a little more than half of a 2K texture rather than completely filling a 1K texture, is less easy to duplicate. I still have a fair amount of space on that one I need to fill (It's where I stuck the Subsat UVs, for instance). Maybe once I get to finishing the ETS Apollo bits (with the Block IV MM and the Block II AARDV) I'll need the extra space and I'll duplicate the texture, get rid of the non-CM stuff (leaving me ~2048 x 1024 pixels for new stuff) and do a more accurate Skylab CM texture... it was only on the one side of the capsule, the one that faced the sun along with the ATM. Which was why only one side of Skylab was white, BTW.
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See the post above yours. Looking good! I need to clean up the Aardvark's textures to bring it in line with the new Apollo stuff. Please tell me the Apollo RCS doesn't have to be that high to be balanced? They're meant to go on the little rectangles on the SM texture. I might have to @Jso might have to adjust the COMs again. Hrmm, I'm not sure what to say. It has always felt 'organized enough'. The organization is dependent on texture sheets - everything in a folder shares texture sheets, so by keeping together I keep it so that people pruning the parts can delete entire folders without having anything break. I don't much see the point in trying to divide those folders more than they already are - the names of the part cfgs are descriptive enough for pruning.
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It works out to being roughly 0.3125m, the size of the other mini probes. I feel that way too, but my hangup is that I feel like it would be a lot of work to create those parts, which would then be very single-use. Yeah, maybe there's a case that if I designed them right, they could look decent on station truss segments maybe? Sort of like the unpressurized palettes for the ISS. But then, there probably isn't much that can be done with them without other mods - you could have a life support package, KIS package... a Materials Bay / Mystery Goo combo probably wouldn't go amiss. One that looks like the Apollo 15 experiments with the two boom instruments. Maybe standardize the height and a 'box' that they fit in, make them like 1/3 the height of the service bay each... idk. Probably not something I'm up to doing right now. I will say, if someone wanted to make a small expansion for BDB, that wouldn't be a bad one. Fairly fixed in scope, nothing crazy from a modeling POV... The UV would have to be pretty intense to make the AO bake work, but it'd be worth it I think. Something for the peanut gallery to think about. The service module bays are being changed somewhat, to have a flat back. I think I'd also like to look into putting some more detail into the inside. I might even try and fill in a little bit of the space on top, throw some boxes in there, I'd like to put a little floodlight similar to the Agena Materials Bay's at the top of the compartment.
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Open Source Full Size Gemini Sim-Pit
CobaltWolf replied to Dr.Vulpinus's topic in KSP1 Mod Development
If I fund a switch, can I get it to say 'BDB to AUX'? For real, that is a super well done proposal! You've clearly put in the work to actually make this happen. Look forward to seeing where this goes. -
Bluedog Design Bureau v1.3 "небеса" is now available on Github and Spacedock! Get it while it's hot. Changelog: -Skylab -Lunar Orbiter -New textures for Titan rocket family -New textures for Mercury -New textures for Agena -Agena Materials Bay -New textures and meshes for Apollo CSM -New textures for some of the probe parts -New textures for Diamant -Updated RealNames config (thanks @IronCretin) -Probably more stuff I'm forgetting As ever, this release would not be possible without the help of my co-author @Jso, and all the community members that find bugs and contribute patches and tweaks on the Github. Thank you! Like what I do? Want to directly support development? Consider donating via Patreon or Paypal! Set up recurring donations through Patreon ...Or make a one time donation via PayPal
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I accidentally committed over them (bad version control on my end), and @Jso reverted it so I could try and make a clean commit. They should be correct now? Also, all the bugs that people have found were fixed last night! Today I'm going to be putting in some more polish on everything, making sure that the tech tree placement of the new parts makes sense, stuff like that. Again, thanks so much to everyone that has been finding and reporting bugs!
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Alright, thanks to everyone for the testing this weekend! I've put together a list of things that I think I have the power to fix - one or two of them seemed to be beyond my power, or in other words, not BDB's fault unless you can prove it's happening on a vanilla+BDB+BDB dependencies install. Any I'm missing? Skylab texture bits - top panel and solar panels (nobody noticed this, since it's a 'me' thing and not a bug) Skylab tech tree placement, cost balance new probe stuff balance Advanced Apollo lights SLA animations Ranger attach nodes Reduce mini decoupler ejection force test large decoupler alignment - has to be same as mini? N100 omni experiment is wrong? Either it has the wrong one, or others aren't MM patching S-1C Retros Can you verify whether you have a 'Saturn_Rescale.cfg' ANYWHERE in your KSP folder (not even just Gamedata)? That's a MM patch which is causing it, but it's not even included in the base download and should only be installable by someone that knows what they're doing and does it on purpose. And yet, a lot of people are reporting it. I'm not sure what to tell you. That doesn't sound like a BDB issue. Can you post screenshots of your various VAB tabs's contents (just the first pages, so I can see what you mean) Dunno what to tell you, doesn't do that on my install. Doesn't sound like BDB's causing it. Yeah, no I decided that it was better to leave the parts more flexible. To get it to rotate it would have to be designed entirely around that truss and basically have the whole ATM be one part, which would then interfere with the MDA as designed, the entire design of all the part would have to be modified to interface with that truss properly. And that takes away the 'modular' aspect of them a bit. I just launch the ATM on top of the stack (docked and strutted to the axial port, basically) and then undock>redock it once in orbit.
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@Bonus Eventus that is looking absolutely splendid. Might I suggest making the roadmap a viewable-only (to the public) Google Doc instead? I've found that's far easier to update than having to upload a file every time.
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gonna need to see your man card, fam. don't believe you.
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Been off the grid all weekend everyone, thank you for all the reports. Rest assured everything I've seen so far seem to be simple, obvious mistakes that I already know how I need to fix. Please continue reporting anything else that you find - I'd like to get the release out tomorrow night before I start my first full time job Tuesday!
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Awesome! You know where to get help if you need it!
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- definitely not tantares!
- big soyuz
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