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CobaltWolf

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Everything posted by CobaltWolf

  1. I think... the easiest way, for you, would be to have texture switching on the fins, don't attach them with symmetry, and then you can individually change the textures... which sucks. But perhaps a worthwhile technical solution? Also, since you're working on the S-1C, don't forget the retros. They're designed to blast straight through the top of the engine 'lobes'. Did you ever get to use your LES in a full Apollo mission?
  2. Doing ISRO rockets? AWESOME!
  3. Dank. You know where to find me if you ever have questions, both on the details of the Saturn and anything related to the modeling/texturing side.
  4. It was.... deandreedwards I think, back when he used to chill on the stream. @Jso don't we have a MM config in the BD_Extras folder to scale down the default sizes of the DMagic spy camera parts?
  5. Hrmm... nothing jumps out to me in the cfg. Can you post some Unity screenshots of it with your hierarchy and the mesh visible?
  6. Finally, some sounding rockets with a more restrained color scheme
  7. It will make your stuff look A LOT better. Basically, you make a 2D height map (50% gray base, anything darker is lower, anything lighter sticks out) and then let Unity or xNormal convert it into a normal map from grayscale. Little bit more info here
  8. That actually is where the supplies go IRL. They're usually full of fuel for the ISS's engines, located in the Zvezda module. EDIT:
  9. uhhh. I don't know, our dependencies are bundled but CKAN might be ignoring them. I don't have anything to do with the CKAN configs.
  10. Made this for Akron back in the day. Here's how to set it up. When I finish work for a night, I just copy over whatever files I've updated into the local copy of the repo and make a quick commit/sync. Or it can be even faster to just upload them directly to the website, though you have less control over things like file structure.
  11. You could look at the stuff @tg626 has been making for his career game. Otherwise, you could look at the manual posted in the OP of the thread.
  12. Not quite that easy. You have to manually rescale each individual part of the rocket to get everything to fit together. Numbers from wikipedia would likely not be sufficiently detailed. For instance, you would know the length of the stage, but how then would that be divided between the component parts? Of course, you should feel free to take a swing at it if you think you could do it.
  13. Basically. It would be in Greenbelt, MD so probably working with a team out of Goddard. Maybe the SVS.
  14. Very nice! Can't wait for the day I'll be able to see my Skylab in game, but until then @Angel-125's is a good substitute. I did, yes. Another one of those things that got lost in all the different ideas and tasks for this mod. I realize this isn't really a divergence from standard operating procedure for me these days, but just a heads up, I'm not sure how much progress will be happening in the next couple weeks. In addition to my course loads, I am trying to prepare my resume/show reel/essay to apply for a year long NASA Animation Fellowship that would start this summer immediately after I graduate. The submission deadline is in a few weeks so I need to book it to catch up! Hopefully BDB will be featured?
  15. I believe there was one at some point. It wasn't included in the mod though. There is a RemoteTech compatibility file but I don't know if its outdated. There is only one part that would need a transmitter, so it should be an easy fix if it's not working.
  16. Missing from the pack is a proper length fuel tank for the centaur, a proper interstage+fairing base combo for said centaur (if we're talking 5xx with the 5m ((3.125m in KSP)) fairing) and the traditional AJ-60 SRBs. With that said, the CGR-60s are analogues for the GEM-60 SRBs from Delta-IV, which I've heard will be replacing the AJ-60s some time in the next couple years for the remaining Atlas V flights before the planned transition to Vulcan, which will also use them. The Atlas V parts are also some of the oldest parts in the mod. I personally hate looking at them but I think I hate everything I've done after a week or so
  17. Neat! I'm guessing the door is the side of the bulb?
  18. It's modeled but won't be in this release. It'll be in the next batch of Apollo stuff I make. And, to expand on the clarification - I pulled the stats for those engines off of astronautix (since all BDB engines used real world ISP and are balanced with mass) http://www.astronautix.com/j/j-2t-200k.html http://www.astronautix.com/j/j-2t-250k.html
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