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CobaltWolf

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Everything posted by CobaltWolf

  1. That's hurtful, and I'll look into it. I know I wrote an RT config but it might now work 100% yet. Go to bed.
  2. Still very much in production. It's generally pretty slow going. EDIT: To clarify, while we have things generally, ah, working in game, ie you can set one up, there are still a lot of bugs to iron out, and there are still things that need to get added before we're ready for a release. I'm shooting for at least two more experiments that I consider more or less essential. EDIT2: After some more discussion, we decided that after I finish the two experiments we have in progress, we'll start shooting for release. Here's the Passive Seismic Experiment modeled.
  3. ... darnit. Alright, I updated, hopefully before too many folks download it. Thanks for the heads up.
  4. Bluedog Design Bureau v0.08 'Quicksilver' Released! Get it from KerbalStuff! Changelog: Strange to see over a month of work distilled down to a couple lines of text... anyways, thanks a ton to everyone for helping me polish this update! Also, thanks to @passinglurker for his Bloeting Aerospace Corp parts.
  5. Oh, sorry. I knew which IRL one you were talking about. I thought you meant @AlbertKermin was holding out on me.
  6. Thank you and thank you. Both issues have been corrected, along with a couple other niggling issues such as Mercury parts tech tree placement. EDIT: General update, but my current plan is, unless some horrific bug presents itself tonight, I'll be releasing sometime tomorrow morning.
  7. Turns out I had an hour to kill today. Thanks a ton to everyone that has helped so far! I have another dev release. I've fixed most of the problems that have been mentioned in the thread, and added Tweakscale and RemoteTech support where applicable. I am still working on the RMA-D-30 issue in the above post. Please keep the reports coming guys, I don't want to have to do a bunch of hotfixes this time! Thanks to everyone that has been downloading the dev builds and helping mean clean up after myself. EDIT: Also, if anyone has any balance feedback. I don't get to test stuff much so the numbers are mostly off the top of my head.
  8. That is the intended LES behavior for the staging. Staging it is for getting rid of it. Use it as an escape tower by mapping it to the abort action group. Thank @passinglurker for the retro pack! Yeah all of Titan is getting done. As much as I can. I just hate all of you so I'm starting on the one nobody asked for.
  9. Golf club is still in. It hasn't been discussed much, our focus has been on the other aspects of the pack. But we haven't/aren't getting rid of it. What might happen is it will be something you equip using KIS (to make the Kerbal hold it in their hand) and then run the experiment from there. Personally I would like to include several things that don't require a scientist + engineer, or a full SEP, to use. But still keep with the theme of 'this science can only be conducted via manned missions'. The golf club fits. Another could be the Solar Wind Composition experiment from Apollo 11, which was basically a tarp they exposed to the solar wind for an hour before packing it up to be examined back on earth. I'm not sure what camera you're talking about but I want to include one. The power port would be on the front, rather than the back, so that it faces the rest of the SEP.
  10. At least it's not unprecedented. Soyuz flew for years with only two occupants.
  11. I posted that pretty late and got a bit ahead of myself. I don't believe we have anything planned that would provide science over time. With that said, most of the ALSEP stuff transmitted back after the astronauts left - heck, most of the experiments didn't even run until after the ascent stage had left, and some of the more, ah, explosive experiments weren't conducted until the CSM was well on its way home, for fear of the ejecta reaching up to the orbit. Currently, we are planning on requiring all the experiments to be activated by Kerbals. That is a hard requirement, and mostly because, from a gameplay point of view, we don't want the experiments to work at all on, say, an autonomous craft. Like I said before, that is not how most of the real experiments worked. On the other hand, most of the experiments worked for a month tops before their electronics stopped working. If you're interested in learning about the real Apollo Lunar Scientific Experiments Package, these two web pages have been an invaluable resource, though I can't 100% vouch for their accuracy. The first is an online 'essay' on the ALSEP project, and provides a lot of great info on things like the objectives of the missions, as well as scientific equipment that was brought but not considered part of the ALSEP. The second is essentially a subsite dedicated to the ALSEP project, and has a lot of great technical info on things like the tools. Both the sites are pretty old, but there's a certain charm to them. I've downloaded and backed the entire sites up on the off chance they ever go down.
  12. Thanks! I'll check it out, sounds like I just forgot to set the orientations properly in Unity. Yes, if you're planning on testing, delete your current Bluedog_DB folder. Let's talk next update. Specifically, Titan. Because I hold you all in absolute disdain, I think I'm going to start with Titan 1. Why? Look at that engine. That's a cool engine. So, my plan for Titan 1. 1.875m first stage, 1.5m second stage. I might make a probe core based on the warhea- er, peaceful scientific payload. Tentatively, the list of things I'm planning on doing for the next update (late January or Februrary 2016): I probably won't get all that done for the update, but it should give you all an idea of what is coming in the future.
  13. As mentioned previously, there are several ways to provide power for your Surface Experiment Package. The easiest is an RTG - one part, and it's what the real guys did. But the RTG unlocks late in the tech tree. Early on, you'll want to use solar panels, or even large amounts of batteries. Intrepid players might connect their spacecraft to the system in order to provide power, but bear in mind the system is meant to provide data after you head home! Here's an album of me setting up a full solar-powered SEP. Of note, and this didn't occur to me until the last second, but you need to bring both the KIS wrench and the SEP screwdriver to set up a SEP, and you'll need to switch between them constantly. But I suppose that's the incentive for the KIS electric screwdriver, nyeh? I forgot to start taking screenshots until I had already set up my central station, girder, and the two solar panels.
  14. I. HATE. PARACHUTES. With that said, the Mercury parachute is working! What does that mean? Well, first, it means y'all get another dev release. What else does it mean? It means I have, as far as I can tell, finished the 'todo' list for this update! Normally, I do a release immediately after I finish that list before each update. But, in the spirit of not having to do two hotfixes immediately after the update, I am going to leave the dev release out for a couple days. PLEASE, PLEASE, PLEASE download it, play with it, let me know if anything doesn't seem to be working as intended. Cheers!
  15. I have it animating correctly now! At the end of the day, it was a matter of orientations in Unity. The 'canopy' object needs to face -Z apparently.
  16. Ok, I still can't get it. No matter what I do, it animates correctly, then rotates sideways. I've been struggling to figure this out for days now and have nothing to show for it. I've rotated it every which way, changed the hierarchy several times, redid the animations from scratch. I've uploaded a zip of the Unity folder. Does anyone have any ideas? Do I need to do the animation in unity? Anyways, thanks fellas! PART { name = bluedog_mercuryRCS module = Part author = passinglurker, CobaltWolf MODEL { model = Bluedog_DB/Parts/Mercury/bluedog_mercuryRCS } rescaleFactor = 1.0 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, 0.3571625, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.1465424, 0.0, 0.0, -1.0, 0.0, 0 // --- editor parameters --- // buoyancyUseCubeNamed = PACKED sound_parachute_open = activate sound_parachute_single = deploy TechRequired = engineering101 entryCost = 2500 cost = 725 category = Control subcategory = 0 title = Hermes M-LCM Landing and Control Module manufacturer = Bloeting Areospace Corporation description = This part contains four way RCS thrusters, a small monopropellant supply, and the questionably-important parachute. Don't forget it. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 0.2 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.01 angularDrag = 0.1 crashTolerance = 12 breakingForce = 50 breakingTorque = 50 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size0 bodyLiftMultiplier = 0 MODULE { name = ModuleRCS thrusterTransformName = rcsTransform thrusterPower = 0.3 resourceName = MonoPropellant resourceFlowMode = STAGE_PRIORITY_FLOW atmosphereCurve { key = 0 240 key = 1 100 key = 4 0.001 } } RESOURCE { name = MonoPropellant amount = 20 maxAmount = 20 } MODULE { name = ModuleParachute semiDeployedAnimation = semiDeploy fullyDeployedAnimation = fullyDeploy invertCanopy = false autoCutSpeed = 0.5 capName = cap canopyName = chutepls stowedDrag = 0.22 semiDeployedDrag = 1 fullyDeployedDrag = 500 minAirPressureToOpen = 0.04 clampMinAirPressure = 0.04 deployAltitude = 1000 deploymentSpeed = 0.5 semiDeploymentSpeed = 0.5 chuteMaxTemp = 650 } MODULE { name = ModuleDragModifier dragCubeName = SEMIDEPLOYED dragModifier = 0.66 } MODULE { name = ModuleDragModifier dragCubeName = DEPLOYED dragModifier = 25 } MODULE { name = ModuleDecouple ejectionForce = 10 explosiveNodeID = top staged = true } }
  17. I believe we are focusing on representing most of the actual ALSEP components first, along with some original stuff that's atmospheric only. Obviously the original ALSEP, being intended for the moon, didn't have an atmospheric component, but we'd like to give people stuff to do on atmospheric bodies as well. Some ideas that have been tossed around are weather station components, for example. But for the most part, the canon ALSEP parts are a priority. Including the mortar I was planning on making a rack to carry the pieces. The intent is to allow a decent sized setup ride just in the seat inventories of the lander can, but a larger setup would need additional storage. The current KIS containers are pretty big, so we'd include some lower profile ones, probably resembling the appearance of the real ALSEP racks.
  18. I actually was just thinking about them the other day. They might be in the next update. I'm feeling a bit more confident with them now. I think I'll just leave them as normal experiments though, nothing fancy. WITH THAT SAID... it's a lot of sciencedefs to write, for two types of camera, for a lot of biomes. Would I be able to, like, crowdsource the sciencedefs or something?
  19. Agena is pretty much done. Working on Mercury when I get a chance. Still recovering from the 12 hour bus ride yesterday. Would have gotten more done but the power outlets didn't work. EDIT: I effed up ang on. EDIT2: Here is the real one.
  20. Yup! We are working hard to try and get things wrapped up here for release, but every time we get close we realize that we are missing something. For example, the other day, it was noticed that the KIS wrench cannot attach items to nodes. This is a problem, as SEP *requires* node attachment for the power conduits to look right (they would theoretically work, just wouldn't actually line up with the plugs), and the KIS electric screwdriver unlocks far too late in the tech tree. So on the train home, I had to whip together this. The SEP Port Attachment Tool allows you to attach parts to nodes, but not surface attach. It's somewhat hard because we're trying to get the mod to a place where it is 'feature complete' enough to release. At the end of the day, it's going to come down to having enough experiments in the first release that the mod feels full. Right now, we have four. Is that enough? Personally, with all the new requirements for setting up a SEP, only having a couple experiments to set up seems like it isn't worth the return on investment. So we might take the time to add a couple more before release. In addition to a couple more miscellaneous things.
  21. I'm tossing in another vote for New Horizons. The first time I saw Sonnah (Blue gas giant that Kerbin orbits around) rising over the horizon... phew, I could never go back.
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