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CobaltWolf

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Everything posted by CobaltWolf

  1. I mean, fair question so have an honest answer - I haven't really touched much past what has been put on Github recently for Centaur. Haven't really started work on anything since then - Have a lot of Centaur stuff to do as well as Vega still. Been busy with work stuff (and will continue to be for the next few weeks) getting ready for big presentations. What time I've had has mostly been going into a small side project I'm doing as a favor for another modder:
  2. Looks like a 0.9375m decoupler and a Star-37 with the 0.9375m autoshroud. I believe we're (read:probably Zorg) doing some of the IRL Centaur payload adapters. There's also a truss-type one that makes it a straight 1.875m, for stuff like Titan 3E.
  3. Oh I forgot to post about the Centaur D being on Github. Oops lol EDIT: To quote Ed Kyle over at Space Launch Report It was something we were afraid to do in previous incarnations, but now that we can have them all in one part (without making the player place the insulation by hand) we felt confident in recreating this historical feature of the Centaur
  4. Heck yeah it's your thread! I think the answer to your first and last question is the same - The engine mounts connect to the top of the interstages. Think of the interstage like... a tall, hollow decoupler. And then all the engine mounts should have nodes (usually at the bottom of the rim that matches whatever size tank they go with) that the interstage pops on to. In the new update I'm working on, almost all the autoshrouds have been replaced with engine mount / interstage combinations. I personally like this system much more, since (in comparison to the stock engines, for example) it separates the mount/tankbutt, engine, and the shroud from each other, allowing them to be mix-and-matched in new ways As for the Telstar antenna, I don't know (I'm not super involved in the balance side of the mod, I mostly make the parts) but I know that part has been redone in the current development build so the balance was probably reexamined.
  5. If you go into Gamedata/Bluedog_DB/Parts, you should be able to delete folders for parts you don't want. A lot of people only use a portion of the mod in a given playthrough.
  6. Cryo Engines has you covered for LH2 and CH4 stuff. Restock generally accomplishes what you're looking for, with most of the engines being based directly on real ones (visually, at least)
  7. Yeah, the boattail/engine/verniers got separated on Thor and so I wanted to do the same to the Delta for consistency. The Delta boattail is still in as a variant of the Thor boattail part, I basically ripped the engines off the old mesh and made some adjustments to the textures.
  8. Well first, congrats @davidy12 , good luck on those exams! Regarding the S-1D... yeah, I got like halfway through modeling it after I made the AJ-260s and then got caught up with other stuff, don't remember what. Would have been early 2018 I think? But I got burned out on adding to the Saturn/Apollo parts once I decided I wanted to redo them. Same deal as all the revamps I've been doing - once I get them remade, I won't have to again And then we'll be clear to move on to the more interesting configurations and then KSP2 will come out and be entirely about sci fi stuff
  9. I'm not sure what's happening with the Centaur III, I know there's some room on the texture sheet left (It lives with the Atlas V which complicates things). I'll definitely take a look at it as we go through the Centaur stuff. The cubesat deployer has actually been asked for by a couple people but I have no idea if its even doable with the way the parts are set up.
  10. @LawnDartLeo (long time no see, I think!) I'm still curious what that parts were. I know that if changes/adjustments are made to nodes, they typically aren't applied to existing crafts - the offsets are saved within the craft file. So I'm just wondering if it's an obvious case of "oh yeah we had to fix those parts recently" or something like that I'm forgetting. Yes https://github.com/KSP-RO/RealismOverhaul/tree/master/GameData/RealismOverhaul/RO_SuggestedMods/Bluedog_DB
  11. The dome is going to be a switch like some of the Titan and Agena parts. The panels will be integrated into the part with a custom moduleJettison by Jso so they function with our updated boiloff mechanics. I'm not sure if the non insulated version for D-1T will need yo be a separate part.
  12. Looking at that image, I don't see why not. I'd have to make the wider lower bell anyways for the RL-10B-2. Be aware that they won't fit dual mounted. The RL-10A-4N (with the small extension) already is marginal, though IRL they almost touched as well. So there's no way the C versions would fit in the dual mount. Makes me wonder what the Atlas N12 looks like... but yeah, I'm not going to make an alternate engine mount to accomodate the larger/wider C versions. There's enough work going into this revamp as is Don't forget I still haven't even started on Centaur T or some of the smaller variants I've been promising for years to do...
  13. Easiest is to go to Gamedata/Bluedog_DB/Parts/Titan and delete the "Old" folder. Permanent fix, don't need to mess around with downloading a development version.
  14. What Zorg was getting at is if you want to make replicas in stock balance, you need a rescaled system. The alternative would be to have all the BDB parts be extremely underpowered, compared to both parts from other mods and stock parts. I know I have so many bugs and such to take care of with Gemini still but...
  15. Yes to both, with having a compact variant being a much bigger issue for me. The new engine is actually fairly nice, but it would be cool to be able to use it without the giant tankbutt.
  16. So just like, variants with different size holes..? I normally use the CT3 fairing boattail for that. I mean, yeah usually I don't do anything balance wise I just upload the parts so @Jso can balance them when they get a chance. Speaking of Lunar Recon Gemini, that reminds me I forgot to post pics...
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