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CobaltWolf

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Everything posted by CobaltWolf

  1. maybe have like, matryoshka doll fairings with the interstage nodes? or even just, the fairing interstage nodes? (which I don't know how they work or whether anything in BDB has them) It should, just make sure the dependencies are updated. @Jso BDBv1.5.2 is entirely functional in 1.7, right? I should have updated the thread and spacedock listing.
  2. Rovers are really out of scope as far as I'm concerned, maybe one day I'll summon up the courage to try and make them. Those are some nice builds though! Are you playing in stock scale? That would be why. The BDB parts are balanced and scaled against the stock parts (otherwise they would be super underpowered), but as a result they outperform the real world versions by a good bit. if you want things to be more accurate, using a 2.5x-3.2x rescale will make things behave more realistically (and give more of a challenge ) I actually leave town tonight, so I won't be back until June. I was hoping to find time to work on stuff a little more before I left, but unfortunately that wasn't the case... I'm already itching to get back and try and push to finish all this Titan crap...
  3. That's interesting. But it was only affecting the LEM? I can't think of anything special about the LEM compared to some of the other parts like the Apollo capsule. Those are errors that were always present, but a recent B9PS update started putting them in warning messages on startup. I believe all the issues were fixed before the last release, the only remaining issues are with the Titan parts, which are currently being remade from scratch and so I didn't bother going in to fix them. Welllll.... I'm not sure, and the answer to both of your questions is: The current LM models, UVs, and textures aren't that good, and certainly aren't very conductive to making variants for a number of reasons (restrictions from AO baking, weird geometry that needs to be hacked apart, etc)... I've started work on LM variants several times, specifically something based on some of the Early Lunar Shelter paintings and something based on SheLab (which I can't find a picture of the model I started on)... but every time it came back to, wow, I am really unhappy building off these existing LM assets. And so, it keeps getting pushed back, because redoing the LM would be a big time investment (sort of undercuts any time that would be saved with the "well they're just variants"), and there are much worse parts in the mod. I've also in general always had this unshakable instinct to hold off on doing too much AAP stuff until I get everything smaller out of the way, which makes as little sense to me as it probably does to you - idk, I feel like people would rather me spend a year distracted by AAP stuff that lets you do interesting crewed missions, rather than last year which was spent distracted by small all-solid launch vehicles nobody had ever heard of By the way, one thing I'm definitely NOT doing is MOLEM. Wheels are legendarily horrible to make and get working properly in KSP.
  4. I'm a big dummy and forgot to mention you need to be on the development branch and not the master branch - we started using separate dev branches recently so that hotfixes could still be made to the main mod during dev cycles.
  5. Don't use it in a career save or one with crafts that you care about Back up your save first.
  6. So, one of the (many) issues with the real X-20 (we get to ignore most of them in KSP) was that it had a giant honking solid abort motor that it had to lug around everywhere it went - basically a modified Minuteman 3rd stage, that would pretty much fill the adapter section between it and the Transtage. You'll have to forgive the tiny size of the diagram, most of the drawings of the X-20 online either show just the glider, or the glider attached to the Transtage with the abort motor not shown. There is also this configuration, but I'm 99% sure it isn't real and is just some random fan art someone on the internet made?
  7. It's just a Github issue I logged. https://github.com/CobaltWolf/Bluedog-Design-Bureau/issues/519 The number of parts is comparable to the amount in the last update, which took an entire year... I had been hoping to get this update out before my trip so I could feel better while I was away. That doesn't include finishing the LDC stuff and expanding/updating the MOL stuff which I also wanted to do... I just can't ever work as fast as I want. Eff me I guess.
  8. So, tentative minor announcement... I believe BDB will be on hiatus for the next several weeks. Not for any bad reason, just I am going on an extended (~8 day?) off-the-grid trip at the end of the month and don't think I'll have time to work on BDB any more before I leave since I have a bunch of other stuff going on. Expect development (at least, on my end - idk about Jso ) to resume near the beginning of June. For reference we are.... about a third of the way done with this update? ~19 out of ~62 parts 'done', according to my checklist.
  9. You're alive! Would it be possible for you to send the source files to @Well if you still have them? It would be nice to have them, for a bunch of reasons.
  10. Yeah, no, the problem with Dyna-soar is it is basically the better part of a decade of compromise and basically trying to hide how nothing in the system was turning out how anyone wanted. So, any depictions of it need to account for at what point in the program they were made... As far as I can tell, any paintings from 1962/1963 (the year it was cancelled) show a Titan 3 with fins.
  11. @AlphaMensae's Modular Launch Pads just keeps getting better and better. I just moved to 1.7 and updated my dev build and was amazed at how much was added. No, it was completely uncontrollable without the fins... I'm not sure how much of that is due to KSP aero and how much is the design of the Dyna-soar stack itself. I have never really done spaceplanes, and the only couple of attempts YEARS ago when I actually played, I never figured out how to hit the KSC. I'm no good at these things, I stick to capsules With that said, I do believe this just barely made orbit... after I accidentally staged away my second stage without igniting the engine... and after I decoupled the transtage by accident... but not before igniting it! Had to do a small circularization burn with the X-20's RCS but it worked in the end I suppose.
  12. Development stream? Development stream. Stream ended, will post pics later - I need to take care of some IRL stuff then I want to try and finish up one more part before I make a push to Github
  13. I think we're slowly working on getting closer to the restock style, but with mods that have taken as long to make as these, any sort of changes take a while to propagate to the entire mod.
  14. Be warned pretty much all the mods Tyko linked are more focused on historic/real rockets in a stockalike style, so maybe not for everyone.
  15. Thanks @Pappystein, I'm still not sure about some aspects of the way these parts are coming out but I'm warming up to them. The Transtage is getting some significant changes with the texture, mostly related to the autoshroud. @Zorg that looks awesome!
  16. @nestor, I have a bone to pick with you NASA has done plenty of impact experiments, most notably, they crashed the S-IVB lunar-injection stages from the Apollo rockets into the moon to provide data for the very seismic sensors included in the surface experiment packages (heh) that yours are based off of! (anyone interested, there is a large interview article on PC Gamer up now, as well as an article about the DLC that provides some more insight into features that may not have been mentioned explicitly in the announcement) EDIT:
  17. I actually didn't know other than I had been told to not worry about it. I had my suspicions as well but it's nice to see them confirmed, and probably better than I expected.
  18. Awesome! If someone from Squad can comment on this at some point, even if it's via PM with me, I'd appreciate that.
  19. The SEP assets are really old, but I would consider remaking some of the real-life ALSEP stuff that doesn't seem to be covered by this DLC - the gravimeter and magnetometer, for example. Actually, so, on that note, since I have a small level of interest in doing that... for the sake of consistency, @SQUAD / @UomoCapra, what is the deal with remixing textures / models from the DLC parts? Some features, like the little monitoring console and the feet, are very consistent between all those surface parts. If the mod is already dependent on the user owning the DLC, is remixing DLC assets allowed? Echoing this question too - is there a stock implementation of KIS? It doesn't sound like KAS features are covered since they aren't mentioned in the announcement.
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