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CobaltWolf

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Everything posted by CobaltWolf

  1. Thank you! Ahhh I remember reading Tom Clancy's Red Storm Rising and they're talking about the Tomcats watching soviet bombers 30 miles away or so on their TV cameras. Never really understood what they were talking about. I appreciate the material but TV / footage cameras were not the direction I wanted to take the cameras. I wanted to take still frames. My primary inspirations were the first ever picture from space, taken from an airforce V2, and the first picture of the earth from the moon, taken by Lunar Orbiter 1, as well as the recent images taken by New Horizons of Pluto. I want to start with simple film cameras, and have progressively better cameras become available. Since they're still frame cameras, I don't think Hullcam would be appropriate, though I am looking into using it to support the camera experiments. Thank you! I've been learning how to texture the parts to resemble stock. I don't think they look the same when viewed up close, as I used a different technique to add wear to them, but they look fine at normal game distances. EDIT: Was trying to avoid homework this morning so I made a flag.
  2. I think that differentiating the two would make the overall design more interesting, just from a visual standpoint. You can see how the control spheres look distinct from the propellant tanks.
  3. Well, today was a busy day! Added Redstone based engine with control surface, and a small radial engine that's basically a half size Mk55. As before the update is available on KerbalStuff. 0.03 (Redstone) -Resized Sienno parts to .125m in anticipation of the Taerobee WAC -Added PGM Liquid Fuel Engine - 1.25m, early rocket. Less powerful than LVTs but cheaper + more efficient. -Added PGM Control Surface - Winglet + Control surface for PGM Engine. Includes thrust vanes. Because I like ya a lot. -Added B109-D Radial Engine - Basically a half sized Mk55, unlocks slightly earlier. Helps add control authority and TWR to rockets. -Made it so Sienno probe core actually works with Remotetech. On a small note, I'm really happy with how the textures came out today. As I've said before in the thread, I feel texturing is my biggest shortcoming so it is nice to feel like I'm getting the hang of it.
  4. Oohh, love the look. Definitely dropping these into my next career mode save.
  5. I think I am done with antennas for the foreseeable future. I'm considering cutting one or two of them out as it is. If you're asking about what antennas inspired them, there are comments in the cfg files for what each of them represents. I'd like to revisit the textures, probably before the next release. Texturing isn't really my strong suit so that's the primary thing I've been working to improve. I have several engines I'd like to make, that already have roughed out models. Those will probably be the next release while I continue researching cameras.
  6. Update is here! Update adds a bunch of new antennas, remotetech compatibility, and fixes some science stuff. 0.02 (Antennas!) -Added 'A' to the beginning of each antenna's name, to help with VAB organization. -Added AN120 Omni Antenna - side folding version of the N100 -Added AKD2 Antenna - Extremely simple starting antenna. Short range, weighs almost nothing, has almost no power draw. 1Mm range. -Added AA23 Antenna - Mid tech omni antenna. Nothing special, mostly looks cool/different. 2.5Mm range. -Added AF23 Helical Antenna - Early tech communications antenna. Short but wide. -Added AWPT Scimitar Antenna - Mid tech 'dish' antenna. 35Mm range, 120 degree arc. -Added Remotetech definitions for original antennas: -AN100 omni now has a 10Mm range. That size has to be good for something, nyeh? -AA27-C omni now has a 7Mm range. Again, it's heavy. -AM17 omni now has 2Mm range. Might buff to 2.5Mm same as communotron 16. -Added functioning experiments to Sienno probe and N100 omni antenna.
  7. As I said, cameras will not be in the next release. I'm probably going to finish all the antennas that are on the back burner because they're relatively simple to texture and push through into the game. Once I finish those I'm going to finish a couple engines I have and try to get a release out. That release also includes remotetech compatibility for all the parts. I'm tentative to include the cameras. I think they're cool but I A) still don't have good enough designs for them and don't have a satisfying way to integrate them into the game. I don't want them to be just another 'spam the science button' experiment.
  8. It will be in the next release. I feel like it's easier to some extent to start with a more detailed model. It's easier, for example, to merge sides of a cylinder down from 24 to 16, than it is to make a 16 sided cylinder have 24 sides. The cameras are being put on hold for the time being. I am having some difficulty finding interesting designs for them. I've modeled them several times and none have made me entirely happy. One of the only imaging systems I can find that has A) good looks and good reference images is the HiRISE system, which is already represented by DMagic's orbital telescope.
  9. Thanks! Several of the Tantares engines have built in RCS I know. I'm struggling somewhat with it, I can't figure out a way to make it not look sort simple in terms of the model. Like this?
  10. Ah, ok. I remembered there being some sort of issue with small parts. I recall running into issues with joints stretching on small parts but I suppose that is neither here nor there. Anyways, the WAC parts look very cool. I'm curious what scale you'll settle on, Beale. I might try my Explorer I parts at your finalized scale to make it compatible.
  11. How does the physics work at such a small scale? I know KSP can struggle with part joints at such a small scale.
  12. Thanks guys! I added a list of parts to the description. Made progress on a bunch of models today; several camera parts, film canister, and the Lunar Orbiter engine.
  13. First alpha release is here! This is not intended to be a playable release. I'd like to get feedback on part balance and texturing. Parts included: ---------------------------------------------- Part of what I want to do is include a series of camera parts. While the later parts would be able to transmit their images to receive the science, I'd like the earlier ones to rely on film, which has to be returned to be recovered. I'd like to have a separate film canister part. Is it possible to let the game transfer science to a part without a Kerbal doing it through EVA?
  14. Thanks for the feedback guys! I'll have some more preview stuff up tonight, and possibly an alpha release so that I can get feedback from some of the more balance minded forum members. It will *not* be a fully playable release. In the meantime, I had a couple hours this afternoon to work on stuff.
  15. Thanks! I'll try and include some better pictures tonight. There probably won't be more than default flavor texts in the first release. My background is in art, I've been doing research but I don't think I understand the science enough to adequately write a full science defs for the new experiments. Thank you! I'm not very good at texturing so it's a learning curve for me. -------------------------------------------------------------------------------- So, question. Part of what I want to do is include a series of camera parts. While the later parts would be able to transmit their images to receive the science, I'd like the earlier ones to rely on film, which has to be returned to be recovered. I'd like to have a separate film canister part. Is it possible to let the game transfer science to a part without a Kerbal doing it through EVA? .
  16. Like what I do? Want to directly support development? Consider donating via Patreon or Paypal! Set up recurring donations through Patreon ...Or make a one time donation via PayPal DOWNLOADS Spacedock | Github MANUAL | DEVELOPMENT | BUG REPORTS Made by @CobaltWolf, @Jso, @Zorg, @Invaderchaos, and @Rodger Massive support from B9PS and SAF provided by @blowfish (Un)official wiki maintained by @Friznit Dependencies (included in download, check for latest versions if you have issues!): B9 Part Switch - Used for fuel switching and for some mesh / texture switching. Community Resource Pack - Primarily used for hydrogen resource. DMagic Science Animate - Used for advanced experiment functionality. NOT THE SAME AS DMAGIC ORBITAL SCIENCE!!! Module Manager - Used for internal patching and adjustments. Simple Adjustable Fairings - used for the new "hard" fairings included from BDB v1.7.0 onwards Deployable Engines - Self explanatory? System Heat - Our new solution for boiloff management Changelog: FAQ What is this mod? BDB adds parts. Lots of parts. Nearly 1000 parts, including launchers, spacecraft, and probes, all in a stockalike style. The focus lies primarily on the US space program up through the Apollo program, though some modern parts exist. They are not perfect replicas, but rather take inspiration directly from existing designs. Care has been taken to research and include pieces for projects that were proposed but never happened, to increase the possibilities available to the player. Parts are made in a lego frame of mind, and screenshots of your unique franken creations are always appreciated! The mod is not recommended for new players, as the mod adds a good deal of clutter to the VAB lists. The mod also adds new standard sizes (such a 0.9375m, 1.5m and 1.875m diameter) of parts in order to more accurately scale to KSP. Now, 1000 parts sounds like it would kill your PC. While the mod certainly is large, the memory overhead is likely lower than you would expect. Care has been taken to ensure the mod is efficient, with methods such as enforcing a strict texel density (a technique I have only used since mid-2017, so the older assets might not be as efficient) and texture atlasing to cram several parts onto each texture sheet. For those familiar with KSP mods, BDB can be considered a stockalike equivalent of FASA, and a US counterpart to Tantares' soviet rockets. The parts are really overpowered! I managed to take a Mercury Hermes to Mercury Moho. The parts in BDB are balanced and scaled against the stock parts. Unfortunately, due to KSP's tiny solar system, that means that the rockets you build will be more powerful than their real world counterparts. For realistic balance, use something like a 2.5x to 3.2x rescale. Scaling can be accomplished via Sigma Dimensions, and scale preset configs are available through Rescale! You could also try the incredibly awesome JNSQ, which comes natively sized at 2.7x scale and works perfectly with BDB! Well, what do I get? Currently, the mod includes nearly 400 parts! A (non-exhaustive!) list is below: I would like to see X, Y, and Z in game! Awesome! I love having people interested in the mod's development. First, check the roadmap to make sure I haven't already planned on making it. If it's on there, it will get done - eventually. Some day. Hopefully. If not, feel free to ask on the thread. Preferably with pictures, or something. Fair warning - I don't have much of an interest in modern rockets, so don't expect to see things like a Falcon 9 or some such in this mod. I also don't plan on covering anything Soviet - Tantares already does a fine job of representing those in a stockalike style. Right now I'm also sort of swamped, with content planned for upwards of the next year! However, if you have something relevant to what I'm currently working on (ie you can't have X rocket without Y part for it) please speak up - I like to be complete! I don't want to download all this, can you split up the mod? I wish it was that easy! At this point, splitting up the mod would be a good deal of work, as well as additional overhead to maintain. Additionally, despite the frequency this gets asked, nobody seems to agree on how the mod should be split up! However, the mod is easily prunable. Deleting folders inside Gamedata/Bluedog_DB/Parts/ will delete that part family without breaking other parts of the mod. For finer pruning, mods like Janitor's Closet can be used to remove parts from within the game. There's something wrong with the CKAN configs for BDB! Myself and the other authors do not maintain the CKAN configs for this mod. @linuxgurugamer has graciously volunteered (I think) to look into any issues pertaining to this mod on CKAN. The Apollo Launch Escape System wobbles. Right click on the LES and autostrut it to the heaviest part. If you don't have a button for autostruts, go into settings and turn on "advanced tweakables". The BDB science experiments don't work. Make sure you have DMagicScienceAnimate installed. All the dependencies are included in the download, so make sure you put everything in the GameData folder you downloaded into your KSP's GameData. The Saturn and Centaur engines don't work. Make sure you have CommunityResourcePack installed. All the dependencies are included in the download, so make sure you put everything in the GameData folder you downloaded into your KSP's GameData. I don't have the LDC/Atlas V/other cool parts people are showing off in the thread. Those parts are still in development. If you want them, download the latest dev version. Warning! These are unstable, unfinished, unbalanced, and will probably break your saves! What parts go to which rocket? They all have weird names, and I'm so confused. The parts all have kerbalized names, like the planets in KSP. There's a list of the real names, and how to build real rockets, in the Wiki/Manual. In addition, there's an optional real names config in the `BD_Extras (No Warranty)` folder, though it might not cover all the latest parts. Type tags into part list search box to narrow down the list to related parts. Useful tags * Mercury, Hermes, Redstone, Etoh * Gemini, Leo (Gemini gets you junk, use Leo) * Apollo, Kane * Skylab * Atlas, Bossart, Muo * Titan, Prometheus * Saturn, Sarnus * S1, S1C, S1E, S2, S4, S4B, S4C (Saturn V is very easy to build using stage tags S4B, S2, S1C) * many more Mercury-Redstone/Hermes-Etoh can't reach space! Your TWR is too low. Empty the upper checkered tank - which, in real life, was actually structural with some avionics. Or add more boosters. Your choice. Mercury Redstone Flight Plan: 1. Liftoff (maintain 100% throttle throughout flight). 2. Pitch over eastward about 0.75 degrees per second. 3. Stop pitchover at 45 degrees pitch (10,000 - 15,000 meters height). 4. Hold attitude to burnout. 5. Jettison tower. 6. Separate spacecraft from Redstone. 7. Turn retrograde. 8. Do stuff. 9. Apogee (hopefully 100+ km). 10. Fire retro motor (optional), jettison retro motor, fall back down (not optional). 11. Deploy parachute at 3000 meters. 12. Ticker tape parade (assuming step 11 went well). Compatibility: Credits: Licensing: #RealThrustHasCurves
  17. Thank you Frizzank! Your talent will be missed!
  18. Hraban, I have an issue with your tantares textures for procedural parts. They used to show up in the list of textures, but several changes to my mod config and they've disappeared. Any ideas? They're still installed in my gamedata folder, just not appearing in the slider.
  19. So, I'm crashing on the first time I leave the atmosphere in career. Reading the thread, I understand there was a fix in 64k, then Kopernicus updated, which makes the 64K fix crash the game. My question is, can I undo the 64K fix on my end somehow? If so, how? I'm being exiled by the Pope this weekend and KSP is the only game that I play that runs decently on my laptop.
  20. Yeah it looks like they function the same as the thrust vanes on the Redstone. You could do a FASA and have the control surfaces + thrust vanes be one part - that would also help with early game part counts.
  21. You're thinking of Research Bodies http://forum.kerbalspaceprogram.com/threads/127533-1-0-4-ResearchBodies-v1-4-Track-celestial-bodies-to-explore-them!-%28August-26th-2015%29
  22. Ah. So basically the same craft, but without the obvious .... connotations. The Bumper/R1 seem like a better choice anyways - more interesting in terms of rocket development.
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