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CobaltWolf

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Everything posted by CobaltWolf

  1. Once again, as a general note - the BDB devs don't really have time to play KSP, or work on the mod very much at all lately. We're also short on people to do balancing, so a lot of stuff is copy pasted configs and not properly balanced. Please keep an eye out for this sort of stuff and bring it up if possible. Writing them on the forum is good, logging them as issues on Github is much much better since it won't disappear. On that note, we do accept pull requests - if anyone wants to try their hand at balance improvements and bug fixes, that would be VERY appreciated. 1) I may be wrong, but I thought gravity gradient booms extended from the nadir side 3) We probably need to reduce the data packet size, the EC consumption of the antennas, or both 5) I tagged the main collider meshes for the Atlas as "NoAttach" in Unity. I was trying to prevent players from surface attaching boosters to the balloon tanks. Unfortunately, several years later, Conformal Decals has made it an issue. I'm not sure if/when it will be fixed, Zorg was planning on looking at updating the Atlas parts in the future. See top of this post, I'm pretty sure it's an oversight. I'm not sure if we ever got around to defining different gameplay roles for all the Keyholes. Small note, but it's definitely using 3 RS-27s/H-1s. The LV stats page makes it pretty clear if you look at the numbers they used. I think a lot of Eyes was basically E of Pi putting numbers into Silverbird until they got the performance they needed. A similar situation happened with the Artemis upgraded Multibody - the S-IVC actually uses two J-2s, judging from it's stats, but that goes unmentioned in the TL I believe. I bugged Zorg to look into a 4x S-IVB mount, as well as a single one.
  2. 1) Oh, like I literally just forgot to add crew capacity to the part? Whoops. 3) I'll have to see. My gut says I'll have to make a separate mesh, but yeah if people want it I can combine the two Big G retro modules with B9 probably. Not happening right away, mind you. Yeah I'm still unclear on whether RCS can just work as engines now or not. Regarding the interstage, I've set it up so that you can use the wide SLA base for it - there's a switch that changes the nodes to be more appropriate. Was I being lazy? Yes. Does it perfectly fit the length I needed? You betcha.
  3. First off - THANK YOU! I've said it before, I'll say it again - I don't really have the time or energy to play with these parts extensively. So please, be vocal with your feedback and I'll address things as best I'm able. I'll have to look into it, I'm not sure what the cause would be. Are you referring to ConnectedLivingSpace? If so... uh, does anyone want to try and take a look at the compatibility cfgs for that? Yes, I completely forgot to add light function to the cargo module window. The brown hemispherical bit, yeah. I think. As @OrbitalManeuverssaid, holding ALT makes it possible to node attach them. I'll have to add a note about that to the part description. Yeah probably not going to fix it. The 'cylindrical' SM (as I call it) needs to be remade. I just sorta winged it and threw it together a couple years ago. It's going to be redone fully. Idk if the CCR module works for that, I think the bottom is too wide. In any case, I am planning on remaking it in the next dev cycle at some point. I just felt that making the 'conical' SM was a bigger priority, now that we have the proper sized S-IVB. I thought Invader added a white IU? I prefer to think of it as GoldForest having incredible powers that they're just unaware of
  4. Oh snap, I didn't even think about the 1.875m ports. I just hope I modeled the aft greebles in a way they will get covered up cleanly...
  5. I have such little experience with the stock ground deployment stuff, I honestly have no idea. I was about to say try removing KAS, but I stopped before posting and downloaded KAS to see what was in it. No files that modify or patch the stock ground parts, at least that I can find. So I'm at a loss. But yeah my best advice would be to back up your save/install, and see if you can narrow down what the issue is.
  6. Honestly can't wait to see some of those solar arrays erected next to an LM Shelter, with an LM Taxi in the background...
  7. I had set the LM descent stage to 12 slots for my testing. There's also the ascent stage slots (and the Kerbal's inventory, it turns out). I was thinking 9 slots for release? And that's just because it's in rows of 3... Heh, wasn't sure if anyone would notice. It's like... partially implemented lol.
  8. Oh uh. PF support is/was done with a blanket patch. I must have to update it for the new diameters
  9. I've been thinking about that too. I don't think I can have both an experiment module and a control station module on the same part, sadly. EDIT: Gnomon and FROST telescope added.
  10. Have you been able to get them working past that part? I haven't been able to figure it out yet!
  11. I got the rest of the parts in game last night. I have no idea if they work at all, though - I haven't managed to figure out how even the Squad BG parts are supposed to work. They appear in game, I can store them in the LM and deploy them, but I can't figure out what comes past that. The large solar panel in particular doesn't track the sun at all. Stupid undocumented Squad modules... And unfortunately, ironing out the in game functionality is always the part that kills my motivation Smile and wave, boys. Just smile and wave... Uh, yeah that's probably something work looking into. Honestly? I didn't add those nodes to the engine plate. I don't know who did. I assume some sort of, node fairy. I really wish they'd add the missing ones too
  12. If you're using the release and not dev branch (if you don't know what we mean, then you're using the release) then there's no rover-capable version of the descent stage.
  13. Yeah. If I remember I HAD something like that for SEP, just like a cardboard box so that you could move several objects at once. If I remember they just couldn't hold anything if they were in storage.
  14. Yeah I'm trying to track this all on an issue on Github. The TV camera is a great one - I remember I made one for SEP but never finished it. I'll have to add that to my list. The other ones I all have, in my mental to-do list at least... the EASEP (Apollo 11) stuff is great since I can differentiate it by the lack of power requirements (the only one that needs it would be the seismic experiment, which I can make generate it's own power) https://github.com/CobaltWolf/Bluedog-Design-Bureau/issues/1178
  15. Yeah, I was thinking about that. Probably going to try and MM patch the BG RTG to provide more power units. I also want to add a large deployable solar panel that could support a number of instruments. If need be, we can also change where it appears in the tech tree. If you're using BDB with BG I'd assume you're trying to follow our balancing so I don't think that would be an issue. I will say, I think I'd like there to be enough experiments, that you can't bring ALL of them on a single trip. You'd either need to do like, cargo landers or multiple missions to the same biome... well, actually I don't think these are biome specific. But you get the idea. Gnomon and other props are still on the table but I'm not 100% if I'm doing them. I think I'd want there to be more than one prop, I guess. I wonder if there's something I can add to make it easier to move stuff from the landers to the experiment site. If I could add something like the MET wheelbarrow that would be sick but I know nothing about how this stuff works. Even if it was just fixed in front of the kerbal when equipped and they used their normal walking animation / didn't interact with it really. EDIT: Something like this for the large panel. And I want to have like, a battery pack / AC converter kinda thing sitting on the ground under it.
  16. Walking down an alley on a rainy night, you see a flickering neon sign beckoning you inside. Curious, you stamp out your cigarette, pull open the door, and step inside to discover what awaits you...
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