Jump to content

CobaltWolf

Members
  • Posts

    7,370
  • Joined

  • Last visited

Everything posted by CobaltWolf

  1. Yes, it's new. It's supposed to be the Alcyone from Redstone-Sparta. Can't think of anything else it was used on. Also, I'm reorganizing the tech tree a lot. Spreading parts across more nodes, for example the associated decouplers for various rockets now go in the appropriate construction nodes, rather than in the rocketry tree. Fuel tanks go in the fuel tank nodes rather than the engine nodes. Delta 2 comes later in the tree. Some nodes that were devoid of parts, such as stability, now have appropriate parts placed in them. EDIT: Also, this wasn't really intentional, but after getting three new lifter families in generalRocketry (Thor, Juno, Atlas), the next tier only includes parts for one rocket - Titan 2. After that it starts picking up again. But I like that - you have some time to unlock and experiment and develop your launcher families after being given a big bin of parts, which you would use for the second half of the early game. After that you would start being able to do things like small manned landers on the Mun and Minmus, station stuff once that's done, which is mid game in my mind. But the point is that you get to develop and mature a good light-medium lifter in the meantime. Or something. I'm rambling.
  2. Yeah, try now. Sorry for that. The Atlas booster .mu file was tempermental - back in the day I experimented with some stuff such as some strange engine emmissives and the unity scene was never fully cleaned up. When I went back in to give it the new generic shroud and reexported it, it broke again. I fixed it but then it broke again, not sure how. The solution was to just rebuild it cleanly from scratch. It should work now.
  3. No it shouldn't break anything. Delete the entire Bluedog_DB folder rather than overwriting - I just converted the textures to DDS so the mod will actually be about half the size it was before if not less. EDIT: Scratch that. The game currently does not load and hangs at the atlas booster. Fixing now. EDIT2: Game loads now. Give me a bit to make sure nothing else is broken and I'll push another commit. @Jso I feel like uploading like ten commits in two hours is bad practice.
  4. The 45K specifically never had actual working verniers. There was a lot of strangeness for it in Unity but it should be fixed now. However the RP configs are completely broken.
  5. Hmm, you're right. I'll adjust them now. Everyone please remember these won't be in the upcoming release. That's more or less closed for new stuff, but the new antennas will likely be in a dev update soon after. Also, in case anyone missed:
  6. Also, @VenomousRequiem asks that you start testing the release. There are no RP configs for the Perfectrons, the Alcyone, and HAPS, and additionally the Juno upper stage engines are broken. Apart from that and perhaps a few tech tree tweaks, the update is ready. Please download it and let me know if there are any bugs. I'm shooting for a final release Friday afternoon, as I'm leaving town for the weekend that night.
  7. Fine, gawd. Only if you settle on a finalized gold foil. I have some things that will need it. I was just bringing it up for consideration. It irks me if I can't mix and match solar panels because they don't fit together, but the texture on yours is so beautiful I don't want it to change. I just wanted to raise the idea. Insert via edit: The vanes would be cool! Those look pretty cool! I was going to model the Mariner 4 dish this afternoon. I feel obligated since I already have the Mariner 4 omni antenna.
  8. @akron I was planning on making the remaining parts for Mariner, yeah. The core itself is pretty much just a stock Octo so I didn't see much point to it. Watch out, I'm focusing on my probe stuff now too. EDIT: Oh, also - I really love those solar panels. The design and texture is great. I just wanted to point out that I reuse Beale's solar panel texture to make it so all the panels fit together. Sometimes I like to mix and match panels, like having a couple flat radials to cover angles that fixed panels don't. Just wanted to raise it, I don't necessarily think you should change it. EDIT2: Can you post screenshots of the other two new antennas?
  9. So apparently a certain someone didn't feel like finishing the RP configs tonight, so y'all will have to wait until tomorrow for the release candidate. Not my fault.
  10. HAPS is Hydrazine Auxiliary Propulsion System. It's monopropellant. And it's flown by Orbital ATK on Pegasus and Minotaur, I don't know if NASA has ever used one (?). Either way, it's obscure and a pain to find information on.
  11. Why. There will be a release candidate for BDB 0.10 tonight. What does that mean? It means I'm going to post a dev build, and if nobody complains in the next couple days, that build becomes the next official update. It will get uploaded to GitHub, Spacedock, and (hopefully) (finally) CKAN, if someone wants to handle setting that up. If anyone knows who I could bother about that without being a burden, please drag them here. In the mean time, here's some screenshots from HAPS testing. I completely forgot that I had made the single stick SRM-1207 that @TimothyC suggested, seen here rescaled to 1.5m. It's a pretty cool part. The payloads include parts from @akron's newest Coatl dev build. (Imgur is acting weird so I'll try and upload this album later) P.S. Take a look at the roadmap and you'll know who to blame for the delay on the release candidate.
  12. I'm not sure about the new texture, I think I liked the last one you showed where the probe was all-foil.
  13. I need to take a look at SXT, he's been adding a lot since I stopped playing...
  14. Wow, more really cool stuff out of nowhere. Awesome.
  15. Dat roadmap tho. HooooOOOooooo boi we are getting close here. I've pushed a bunch of stuff onto Github. Mostly just more tweaks but also included the new Perfectrons based on @PDCWolf's work. They need a touch more work on the textures, but I'm moving to some other stuff for the rest of the night. EDIT: Annnnd Super HAPS is modeled. It is 1.25m, while HAPS is 0.9375m. Time to start UV unwrapping...
  16. Looks like I'm late to the party. Let me know if you'd like any help.
  17. Cool stuff! Why did you jam so many fins on the rocket in the second album? Seems like a waste of weight. The probe is based on Pioneer 4 and is called 'Amba'. Uh huh. Go for it. I don't really see the point of a sounding rocket - the tech tree is already insanely compressed as-is. But go for it. I have to pass final approval on the UV maps before I texture it. Don't encourage her. Yeah it definitely wasn't BDB. I've been out all day running around the city, filling out paperwork and background checks for my internship. Though I suppose it will be worth it, since hopefully I'll have some time to get to know this: It's a mockup of a LEM made at full scale by retired Grumman engineers for the museum. According to legend (read: wikipedia) it actually reused some components meant for LM-14, which was never completed and would have flown on Apollo 19. I can actually see it from my apartment building I think - this is an old picture and my high rise was built last year, but it would be off in the distance to the left of that tree behind the LEM. Tonight I'll be seeing how much I can finish for the update. Right now I have the new sepratrons unwrapped, and then I'll try and finish the other stuff for the update. We're nearly there - expect a release candidate in the next couple days.
  18. Are you trolling or being serious?
  19. Glad to know you found it. Let me know what you think. Thanks. So, few things. First, the last couple nights I've put in perhaps a total of an hour (huge deal I know) of time into... actually playing the game! Specifically, I was trying to get a feel for what the early game progression looked like with BDB installed. Here's my first three, ah, successful launches. I was using 30% science return, they only encompass rockets built using parts available at the start, then basicRocketry and engineering 101, then the stability node to grab the solar batteries. I'll be glad to have the new solar antenna model in the game - it is basically flat and fits in fairings far better. And it has more than twelve polygons total. In order, the launches are a Sienno core on top of a Brun first stage, Aquilae second stage that either didn't make orbit, or just barely did - either way it returned temperature and radiation readings from the upper atmosphere and space. The second launch is a Brun(which on closer inspection is using a tweakscaled Vexin)-Satevis-Aquilae three stage rocket. I forgot to screencap the second probe but it is basically the same as the third, minus the solar batteries. The third launch is a Sandstone-Satevis-Rubis, which was used to send a modified version of the second probe on a Munshot. The gimbal on the engine is locked and control is provided by four vernier fins. I know the Sandstone wouldn't produce enough generator exhaust, just deal with it. The probe successfully fired it's kick motor, bringing it within the low orbit biome during the flyby and returning plenty of science. Not pictured was a bog standard Hermes-Sandstone launch inbetween probes two and three, to get enough science to unlock the solar panels. Second order of business. While browsing this page, I stumbled across a couple things that tickled my fancy, so I decided to have a go at them. First is a combination antenna + dish from the Giotti probe, and second is a electrical engine array (@hoojiwana that's why I asked) . I would like to have some primitive ion stuff, preferably a bit earlier in the tree than current ions but at high cost and less efficiency (perhaps a MM script to make the price come down once better ions are available). The Soviets had probes with working ion RCS back in the sixties, so those will be added as well. These are not going to be in the upcoming 0.10 update, they're going to be included in the 'Probes and Gemini and MOL oh my!' update that is planned for release 0.11. But I felt like doing some modeling today so here's what y'all got. I also started UV unmapping the remaining solid booster stuff so that will be coming to you in the next several days.
  20. @hoojiwana was there ever a decision on the color scheme for electrical propulsion parts? It has suddenly become a topic of interest for one of my projects.
  21. But I don't like getting shot at... @NotAgain it's a big 'maybe' for something to do after Saturn is done.
×
×
  • Create New...