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CobaltWolf

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Everything posted by CobaltWolf

  1. [quote name='VenomousRequiem']By the way, I updated the RP configs... I'll just kinda update them as I go, guys. Cobalt, you should link them in the OP.[/QUOTE] link plzzz
  2. [quote name='Araym']Found an issue with TweakScale config: your new added parts have a missing "{" between the "@PART" line and the added tweakscale lines :P One of your actual cfg (example): [CODE] @PART[bluedog_thorXLtank]:NEEDS[TweakScale] //SSR-900 %MODULE[TweakScale] { type = stack defaultScale = 1.5 } } [/CODE] should be: [CODE] @PART[bluedog_thorXLtank]:NEEDS[TweakScale] //SSR-900 [B]{[/B]// <---added %MODULE[TweakScale] { type = stack defaultScale = 1.5 } } [/CODE] It's an issue with all the new Thor/Able/Ablestar parts added :P (mostly tanks and decouplers...)[/QUOTE] d'oh! I thought they'd work seeing as I just copied it (apparently incorrectly) from the existing tweakscale cfgs. Thanks for the heads up, I'll post a fix first thing in the morning!
  3. Best of luck! Looking good so far - you say you have ideas for other 1.25m parts. Anything in particular?
  4. Hurray! Tucana lives again. Don't you already have something very close though?
  5. Thank you based Kart. I'm sure this will come in handy for a lot of people. :)
  6. Just pushed a small update to clean up the dev stuff I accidentally left in the release. Don't have to redownload if you don't want to.
  7. [quote name='davidy12']NOICE!!! Sad I still can't play it. (DAMN YOU 64 bit hack INCOMPATIBILITY in 1.0.5!!!!)[/QUOTE] >>Not prioritizing BDB in a 32bit install Shame on you. :P
  8. [URL="https://kerbalstuff.com/mod/1183/Bluedog%20Design%20Bureau"]Version 0.07 - Rockets Expansion is now out![/URL] [imgur]sxAWw[/imgur] [spoiler="Changelog"] 0.07 (Rockets expansion!) -Added Vanguard 0.975m lifter parts -Added Able 0.625m upper stage parts -Added Ablestar 0.9375m upper stage parts -Added long 1.25m fuel tank for Redstone -Added 0.5m radial SRB -Added parts for Thor 1.5m launcher -Fixed exhaust on the Atlas verniers -Added custom fairing textures to some of the BDB fairing bases. They no longer use the stock texture. -Tweaked the Atlas engine textures. They needed some work. -Fixed the Atlas engine fairings. [/spoiler] EDIT: A psd file snuck into the Aero folder. Delete if you want, I don't know if it will hurt anything. EDIT2: Lyn I didn't see your post in time but I appreciate it! EDIT3: For those that are wondering, now that I've cranked out a lot of rocket parts, the next update will probably focus on probe parts, as well as finishing up Mercury + Agena.
  9. [quote name='lynwoodm']I'm on Windows for the moment. I'll have to boot back into Linux to try them out whenever you make it official. Keeping eyes peeled![/QUOTE] Yeah I mostly just posted it because I was uploading it for a couple people to test anyways.
  10. [URL="http://www./download/czflegeq2hm3pf9/Bluedog_DB_Dev_19_11_2015.zip"]Have a dev update.[/URL] If you're not super super desperate to start building new rockets, I'm trying to finish QA, balancing, and naming right now so a real update will hopefully be out tonight.
  11. wew lad [quote name='komodo']How'd'ya mean? I mean by that... do you have an example? I'm scrolling down the Addon Releases page looking for potential suspects, but i'm coming up short a bit... The following is a random collection of thoughts that are floating about. They may or may not make sense. All of them are intended in a tone of praise for your awesome work. Mod compatibility: I entirely appreciate that the antennas you've built have RT configs. It seems those are made of unobtainium at times... Incidentally, I also appreciate a lot that the Sienno built in omni is active from the start node; why RT devs picked such a deep node for that always on perk, I don't know... poorly documented too.. Ahh, I digress.[/QUOTE] I originally started working on BDB because I wanted more/varied antennas than what I got through RT + AIES. [quote name='komodo']Perhaps Mechjeb/KER builtins for the probe core(s)?[/QUOTE] I won't be giving any command modules (probe or otherwise) built in MJ/KER, simply because those plugins don't default to that. If people want them, there are MM configs around to add the modules to all the cores. [quote name='komodo']On a similar note, there are a significant amount of AntennaRange users, I suspect. I don't know how much effort that would take to re-antenna all of the ones here, though. (Plus with 1.1 coming up... eeeek.)[/QUOTE] Someone actually did send me some AR configs they made, but I've been too lazy to include them... I honestly was going to wait and see what 1.1 brought. [quote name='komodo']Perhaps more structural adapters to go from size-to-size? I was scratching my head trying to figure out how to load a 2.5 m payload on the Centaur. I may not have all the parts unlocked, though. I have a serious addiction for odd diameter parts it seems. (HGR came out, I was all over that thing. :D ) Lately, these tiny parts have been... well, a blast, lets say. I mention this because having a lot of lego like pieces is half the fun of KSP to me, and your guys' parts are very flexible in how they go together with themselves + others. Boosting that flexibility would go a long way to mod compatibility right there, without any particular target in mind.[/QUOTE] There is an adapter fuel tank for the Centaur to turn it into the Centaur T, as well as a normal 2.5m tank in the centaur style. The only adapters I'm really missing right now would be from 1.875m to 1.5m. Not sure who would need that but it's no big deal to make one and include it. Anything that is a non-stock size has adapters to other sizes, don't worry. What we're short on at the moment are the decouplers and the engines. [quote name='komodo']I'm not using realfuels at the moment, but that's the one that pops to mind when dealing with an engine/tank pack.[/QUOTE] I'm going to say no to that. I have enough difficulty balancing for stock KSP, I don't want to worry about two completely different games. Anyone who wants is welcome to make them and I'll link in the OP. [quote name='komodo']Life support doesn't really pop up as there are no pods here. Science parts already tie into DMagic's, FASA, somewhat. I'm not certain who else is having a lot of science-y things to tie into. If a telescope ever happens, Cacteye would be something to look into. Science parts are generally good in my eye. (Besides: Where else are you going to find an accurate mass spec? :D )[/QUOTE] I did want to do some cameras early on but I had trouble finding some that I enjoyed adapting to the game's art style. I plan on adding some more science parts once I turn my eye towards the probes update. [quote name='komodo']Generally, I like the attention to detail paid to the parts, descriptions, prices, etc. It adds a lot of flavor, which is rather important/gets over looked a lot of the time, I think.[/QUOTE] Thank you but I really don't think much thought has been put into most of them. Fuel tanks, for instance, have little that can be said about them. I would rather just leave a lot of the things at simple descriptions, specifically noting their diameter as that can be hard to tell sometimes in the VAB menu. Tantares for instance has made me pay to unlock decouplers numerous times only to find out they were the wrong size. [quote name='komodo']But mod compatibility... Hmmmm. Procedural Fairings, perhaps? Textures/Fairing Shapes/Bases? Its been a crazy week, perhaps my brain is borked as far as thinking goes :p[/QUOTE] I plan on adding textures for both stock and PFairings, as well as some PP textures. [quote name='komodo']EDIT to say that the following two points are not on topic at all, but i'll leave them as thought fodder; neither is expected to be taken seriously. Pie in the Sky, no pun intended, would be a set of lightweight engines/thrusters for [URL="http://forum.kerbalspaceprogram.com/threads/61294-1-0-XT-Landertron-Smart-Retrorockets-for-Landers-and-Spaceplanes-v0-08-Oct-10"]Landertron[/URL] ? I've always thought them very Kerbal/A perfect companion for probes/remotetech when diving at the surface of a faraway land. Only problem would be not so much compatibility as dependency :([/QUOTE] Probably not, for the reason you've listed. [quote name='komodo']I also have an idea, which you may or may not render into a plan to throw a shoe at me, butttt... One thing i've often thought missing from the addon spectrum was a stock-a-like Apollo SM engine. I've never seen one, at least. KW came close, but that... Well. KW. (RLA has a monoprop engine which is close... perhaps I just ought to reconfigure that critter. Hmm...)[/QUOTE] Uhm, maybe? I don't have a very large interest in... big / late game things. There might be little bits here and there from Apollo but in general the program doesn't interest me from a modding POV. I tend to prefer smaller / earlier things, asides from the Atlas V which I just think looks cool. [quote name='komodo']I'm enjoying the work thus far, *a lot*. Also, Radish-a-like, it may be my favorite pod. It just seemed to 'fit', you know? Now, off to play with the new hot off the dev press goodies! EDIT: GAH, these little windows belay how long posts get >< :blush::blush::blush::blush:[/QUOTE] Radish-alike is probably going to come with the completed Mercury / MOL parts. Cheers, thanks for the input!
  12. [URL="http://www.twitch.tv/cobaltowolfy/"]Stream is up![/URL] VenomousRequiem will also be there tonight via Skype. Watch me swear + drink my way through the AJ10 engines and more! EDIT: [URL="https://www.dropbox.com/s/ou06ee09l1hi1y6/Bluedog_DB_Dev_18_11_2015.zip?dl=0"]Current dev build [/URL]if anyone wants to play along (and report bugs) while I work
  13. Better now? EDIT: Also I will probably throw a stream up tonight for anyone that wants to swing by. I'm doing dev work anyway. Though it might switch to Fallout 4 sometime late in the night...
  14. Looking good Venom! I'll have to take a look at the configs and make sure they're packaged in the next release. Thor shouldn't be too hard - the main engine runs on ModuleEngine and the verniers run on ModuleEngineFX. Dunno if I've broken some sort of rule by doing that but it works. Incidentally, [SIZE=5]FOR THOSE THAT DON'T USE REAL PLUME [/SIZE]I've found a good workaround for the issues I was having with the Atlas verniers - their effects will work properly in the next release. EDITED
  15. [quote name='MelancholyFlapper']Why not just merge it into Tantares LV?[/QUOTE] It's not solely Beale's project.
  16. Lookin cool! Why do they have different engine / RCS setups if they use the same service module?
  17. Couple more preview images of the next update. The Thor tanks are still *very* placeholder. Able doesn't have its engine yet - they're using a 48-7S in these screenshots, and Vanguard is using a tweakscaled Buzzard with Redstone fins (which incidentally got buffed - I set their range of motion too low) [spoiler="Big images"] [IMG]http://i.imgur.com/WixZtMo.png[/IMG] [IMG]http://i.imgur.com/NLFrMSJ.png[/IMG] [IMG]http://i.imgur.com/8ScOLpT.png[/IMG] [/spoiler] Also, on that note, Vanguard is getting put in. I wind up using the engines in Lack's SXT far more often that I would have expected, and since Able is getting done anyways, I might as well make the rest of it. If only to have something at Tech0 to launch the Sienno probe. The good news is I have some small parts planned to make smaller lifters worthwhile, and they'll always be somewhat useful for launching smaller commercial satellites. Plus, as always, Tweakscale will be supported. Also, would anyone want to chill with me for another dev stream tomorrow? Probably won't be a release at the end like last time but I'll be working on some decently interesting stuff: The two AJ10 variants, the Vanguard X40A5, and the Agena parts, as well as fiddling with textures. There might also be some work done on some probe parts I've been itching to do.
  18. Center of Mass bug...? Like the camera goes flying off from the ship? Let me know if you narrow it down. I think it probably is just something to do with my sloppy pipeline.
  19. [quote name='Sampa']there was an old thread?[/QUOTE] [URL="http://forum.kerbalspaceprogram.com/threads/139673-I-haz-idea-flight-status-announcer"]Yeah.[/URL]
  20. uhm. You'll probably be the first to know. EDIT: The ablestar engine is prolly going to be called bluedog_ablestarEngine. There are too many variants of the AJ10 that might get put in and I don't want to worry about renaming things and thus breaking craft files down the road.
  21. *cracks knuckles* one Ablestar, textured and in game, coming right up... assuming I survive the first week of final project submissions. T.T
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