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CobaltWolf

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Everything posted by CobaltWolf

  1. ^All those things sound awesome. I don't have a GitHub set up for this yet but if you just post them I'll integrate them and release a patch.
  2. Just pushed a bit commit on GitHub. All the Sarnus C-1 and MOS/Gemini parts should have fully fleshed out configs now, with the appropriate tech tree placement, names, descriptions, etc. I ALSO was able to remake the Leo Service Module, and now it should have a proper collider that allows you to place things inside the base of the adapter, just like the real one. I haven't been able to test *anything*, so please take a look at it for me. Especially the tech tree placements of the parts!
  3. Shoot me a PM if you have new/better copy written for the OP. I'm busy the next couple days still.
  4. Delete folders for crafts you don't want to use. Me and @Danny88 were expanding on that - if you want to get rid of individual parts in a folder, just delete the individual cfgs while leaving the .dds textures alone.
  5. Stock doesn't let solid fuel flow, I was referring to the modeling program step. Yeah there are multiple .mu files but those are nothing compared to textures, the segments only take up a small part of the texture sheet.
  6. Not sure what you mean by individual crafts? The config files for the parts are in the Parts folders.
  7. The emissive.dds is for the window lights, you need it. Generally speaking, unless you REALLY know what you're doing, don't delete anything inside folders other than cfg files. Those will make it so the part doesn't show up in game, but won't break any other parts. You can also delete the .mu files for those parts if you really want to.
  8. UA1206? Oh dear. Don't make me add another one to BDB. Did you just scale them? I modeled them as separate segments, with the different length stripes on the ends, and inserted clean/plain segments in the middle for the different lengths. Also, is the intent to use these engines with the rest of the craft being made out of FASA parts?
  9. I figure it'll save you the work. I still have to get those extra parts sorted and moved to a separate texture sheet for you. Eventually? Thanks! It actually didn't use any new texture space. It just uses the texture for the hab module. I wasn't planning on making more intersections, at least for now. There's a strong history of three way symmetry for MORL/LORL/MOL station designs.
  10. Seriously it's the only thing I can see in that list that's relevant. Well, for anyone interested, here's BDB: https://api.github.com/repos/CobaltWolf/Bluedog-Design-Bureau/releases So it looks like Spacedock's (meager) downloads are the largest concentration by far...
  11. Well, Git, for some UNGODLY REASON, doesn't track downloads... so I like to think I'm getting thousands more downloads there than from spacedock.
  12. I'd love to see it be useable in RO/RP-0, but I wont be the one to do it. Since its only two parts, perhaps @Ravenchant would be interested?
  13. I wanted it to look more like the Soyuz headlamp shape, but I couldn't keep it at 0.625m if I did that. But there are only so many vaguely proper shapes for a reentry capsule
  14. Well, tonight was mostly polishing MOS stuff, getting the textures finalized and adding normal maps, etc. I did whip up one more part - the three/five way 1.5m adapter. Which is further evidence that I'm apparently just copying @Angel-125's MOLE at this point (Even though it's actually a pretty old part, just unfinished). EDIT: Updated the github with the work from the last week. It's mostly just cfg edits for this release now.
  15. Hello all! I have another new mod for you. A couple weeks ago, the incredibly handsome @AlbertKermin asked me if I was interested in making a mini-mod. Inspired by the OSIRIS-Rex mission, he wanted a small sample return capsule that could be loaded with experiments and safely return. The mod contains two parts, a command/parachute and heatshield/cargobay. It is currently 2AM, so I don't want to write more, but I wanted to post this in time for the weekend! Compatibility: RemoteTech configs are included. Known Issues: There is no data storage in the command module. It will be added soon. Future Plans: lol. Accept compatibility patches, keep it working with future KSP updates. Credits: @AlbertKermin - Configs, compatibility, balance @CobaltWolf - Models, textures, Unity @Deimos Rast - Compatibility configs License: This work is presented under a Simplified BSD license. Art assets used in Mini Sample Return Capsule were made by Matthew (CobaltWolf) Mlodzienski and are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. All source files for the mod, including uncompiled textures and models, are available upon request.
  16. So, I know you posted a thing in @akron's stream chat, but I stumbled across this: http://www.aerospaceprojectsreview.com/blog/?p=13
  17. Well, there WERE proposals to have inline UA12xx SRMs, as a low cost replacement for the first stage of the Titan. BDB has them in several flavors as a result.
  18. Definitely. Similarly, the X20 should come early, since it's actually closest to Mercury, perhaps somewhat inbetween Mercury and Gemini, in terms of tech level. Obviously, you aren't required to do this since your mod isn't a BDB expansion, but my thoughts would be that @Sgt.Shutesie's X20 and this new design you're talking about would be useful during the MOS phase of the career, building small stations, sending out your first long range probes, and possibly culminating in small early tech landings. So the X20 would be useful as a crew ferry, very small cargos, and other [REDACTED] assignments, while yours would be able to lift bigger cargo.
  19. Hrmm. Perhaps @TimothyC knows of some other designs to take inspiration from. According to his roadmap, @Sgt.Shutesie also wants to do HL-20 at some point. But I don't believe that ship is any bigger. Something inbetween Mk2 and Mk3... what sort of size would it be able to hold? 1.875m parts?
  20. You are more than welcome to take the Transtage parts and redistribute them - you may need to edit the textures on the tank, as they are on another texture sheet. I don't believe @Sgt.Shutesie is redistributing them, because his mod is meant as an expansion for BDB anyways.
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