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CobaltWolf

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Everything posted by CobaltWolf

  1. Yeah @NathanKell is it not intended that simple data instruments (thermometers, geiger counters, etc) cannot transmit 100% ? If not, what would prevent them from transmitting simple information like that?
  2. Reason for that being they may be updating as often as once or twice a day, and only want users that would be on the most recent version so they don't get conflicting / useless bug reports.
  3. There's no key, you just select it from the betas dropdown menu.
  4. Ah, I had no idea. I'm at work right now but my supervisor doesn't mind me tabbing over to check here occasionally as long as I keep to my deadlines.
  5. Making it in grayscale (I believe it currently exports as RGB though) would make it significantly smaller though. I really wish we could just go the full NTRS route and make it black and white, so each pixel is only a single bit of information. Yeah, don't log broken MM stuff until that gets updated. Ditto for DMSA. There are some typos and other small issues that need to get fixed.
  6. @Jso The only things that I can more or less guarantee are balanced at the fuel tanks, since you made that nice exceel worksheet where I just plug in the height and diameter of the tank. You had sheets started for the engines and solids but we moved on to other things after the worst balance issues had been resolved. I have been trying to balance the solids fuel capacity based on Squad's values, but the fuel/volume ratio of all the stock SRBs are different. What I'm trying to say is, the only parts I can more or less guarantee as balanced would be the fuel tanks. If anyone has suggestions for balancing the probe cores, engines, and solids, please let me know. Their values, particularly mass and price, were barely touched. Like I said last night, my priorities for BDB have shifted towards getting the Agena stuff done now that @Beale is almost finished with his TRAILS work. The Agena Docking Port is mostly working in game but has not been UV unwrapped or textured - I have already made several edits to the mesh and colliders during testing. I've also been working on converting the shaders to specular (this is not the PBR that was delayed from 1.1, it is just making them shiny on the parts with exposed metal) and will need some feedback on whether or not they look awful. If you are testing the current BDB release in 1.1, please report issues as they come (Preferably on Github so they're automatically tracked for me) and I will address them asap. I am going to try and have something ready around the time the full 1.1 release is ready. Also, because it got somewhat buried:
  7. Does it need to be updated right now? I haven't even downloaded the beta yet. I'm laying in bed right now. EDIT: At minimum I need to wait for DMSA to update before I can.
  8. The what? It will be in the next mainline release if that's what you mean... No guarantees it will be in the next dev release.
  9. K. I was getting the agena docking port in game but then the Fallout 4 Survival Beta happened a few hours earlier...
  10. Hey guys! So the other day I mentioned that there was a manual being worked on for BDB. Well, time has been poured into it the last couple days. While it is still far from 'done', and will have to be updated to keep up with the mod as it develops, here is the first version of the BDB manual! I am massively, eternally grateful to @DiscoSlelge, who took it upon himself to begin this project and has borne the brunt of the work in making it happen. We wanted to get a sort of alpha out for it, to get feedback from the peanut gallery. Future versions will have better compression, and be included in the BDB download.
  11. Shouldn't any image for the site be hosted on the site's server? That way you're not dependent on imgur.
  12. I can't speak for @DangerouslyDave, but the Physical Based Rendering that this mod would depend on has been delayed to 1.2 and will not be included in 1.1.
  13. Tweakscale is pretty stable now. The only outstanding issue is that you cannot tweakscale a root part, or it will reset after changing scene. Apart from that I have had very little issues with it.
  14. IIRC @Beale figured out they were behaving the same as any other rocket in KSP, the difference was just that his test .craft files used a probe core with no reaction wheels and wasn't compensating with some other control system.
  15. There are some propulsion things listed, but I do think the list could perhaps see some expansion. He has been focusing on communications, power, and science stuff for now. And Spacedock would come once he has a polished release.
  16. Eh. Honestly - at this point, any solution that allows me to keep it in would be as much work as designing a new part from scratch. I think I am going to let it slide. Thank you! Yes yes 3.75m and 5m (or whatever they wind up being) will be coming for the Saturn stuff. ... I just made a full release? If you mean the 1.0 version of BDB, well, that's Saturn/Apollo. I am not sure where you got the idea I have something up my sleeve, I have everything laid out pretty well in the roadmap, the link to which has been in the OP for about two months now and has not moved. There will probably be more things than in the roadmap, but only because I haven't found out I want to do them yet. EDIT: I accidentally made a KH-8 using the new DMagic update.
  17. That's why I tagged @DMagic, so that he could weigh in. I see the difference though - BDB used (I believe) one specific sciencedef from him, and one from @frizzank. There is definitely a big difference.
  18. You could ask @VenomousRequiem since she does RP configs unsolicited.
  19. Yeah there really is no defending 1.5m. Either you like using it or you don't.
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