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KSP2 Release Notes
Everything posted by CobaltWolf
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Alright, some work from this weekend... Titan 2 is nearing completion, and then I can finish the LR-87 and LR-91 so that I know how much texture space I have to work with. I already starting some of the alternate shrouds, see below... Titan 2 - GLV (Default) Texture Titan 2 - Rough preview of a possible "White/Black" texture variant Titan 2 - Rough preview of a possible "23G" texture variant Titan 2 - Rough preview of a possible "Titan 3" texture variant Closeup of the redone upper stage. Note the fueling ports that are cut into the geometry, ignore the areas that could be better especially the autoshroud. Bottom view of the second stage, also very WIP. The four shroud variants that all three primary LR-87 variants will have - the shrouds will also hopefully have similar levels of texture switching. Bare, Titan 1, Titan 2, Titan 3/4. Closeup of the Titan 3/4 style engine shroud, obviously very WIP. Will have connection points for the radial SRB struts in the same way that the recent solid boosters (GEMs and AJ60s) to aid in alignment.
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Well, my D&D group's plans for an epic 5-6 hour finale session just got torpedoed by one of the group waiting until this morning to say he had a family event and "could only play for an hour"... well, guess there's no point crying over spilled milk. I'll get to explore my character's traumas next week. In the meantime, how about a Titan 2 dev stream?
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Alright, started over again on the second stage. Basically, first time through I didn't actually grasp the actual underlying design that made it have the weird patterns it did. This time I do, and I think the final result will be better. But I didn't take any screenshots. I'm planning on doing a dev stream on Sunday to try and finish as much as I can of Titan 2. In the meantime, here's a little side project I've been working on...
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Not easily, it's better to just learn something like Blender, Wings 3D (more intuitive than Blender but far far far more limiting toolset and no plugins like TexTools) or Maya (which you need to get a license for, student or otherwise)
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Alright, I've been pulling my hair out over Titan but one of the bigger roadblocks has been solved: How to handle the arrangement of the top of the first/bottom of the second stage. There were a lot of different ways to do this, but this new arrangement is basically the same as the current one, just better proportioned Credit for the awesome drawing that solved my modder's block goes to Jso So, now there will be a mesh switch toggle to raise the dome in the top half of the first stage (as now, the first stage will be split into two tanks, which also makes creating a Titan-3 alike easier since we can just add a stretched version of the upper tank) so that it's visible through the decoupler - that's a really visually distinctive thing to Titan that we wanted to capture, without limiting the legoing ability of the tank. The decoupler will be similar to the one we have now, but won't mess with the rockets proportions nearly as much. It's looking like the Titan parts will have at least 3 texture variants so the decoupler will be able to be used with any of the variants. I'm still going to make a new generic 1.875m low profile decoupler and low profile fairing base - I know the Atlas ones are there too but I want to make more... 'industrial' ones for Titan and other uses. I like the arrangement we chose because we get a unique decoupler out of it, and the autoshroud for the later variants with the extra sets of 3 cutouts over the sets of 4 is easily doable. The second stage is going to get remade, again. I think a lot of the issue was that the proportions of the details were all off, and it wasn't actually being accurate to the construction of the stage. I think once I remake it to properly reflect the tank arrangement, it will look better. There's still some niggling issues on how to arrange the bottom of the first stage (ie how much should be part of the engine's plate and how much should be part of the tank), but otherwise it feels like we're full steam ahead again on Titan I'm planning on trying to do a dev stream this Sunday, starting in the early morning, to try and catch up and keep pace. Still not in a rush to get this stuff in game - there are enough other issues, mainly regarding 'not designing ourselves into a hole and making the remaining variants harder', that I want to get most of the core stacks to some sort of point before I get them in game. Things like the SRBs are fairly unconnected to these decisions and thus don't worry me / aren't on my mind yet.
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Hmm, I think the simple fix for Mariner 9 is to just scaled down the fuel tanks, yeah. and I think the HGA attaches to the side via some struts, if that helps? Your STAR interstages are so much cooler than mine... Really sucks that they aren't all the same size. If I remember from my work on them, it's because 0.625m is too big for the STAR-37 series diameter?
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Hmm, they don't *actually* have depth to them, they're not proper cutouts just a normal map. But part of me wants to cut them out of the model. Yeah, most of the Titan design is offputting once you actually see what it looks like up close, but I'm definitely warming up to it, both the engines and the tank design.
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Yeah, I'm still not that interested in Delta IV, but someone was working on a Delta 3 DCSS for me. It's not going to be here any time soon, but if it ever does get added it'll be harder to justify not just finishing the darn family. For the record, the CBC cores should be 3.125m in game. Finally finished Metro Exodus (review below in the spoiler) so development should be resuming shortly.
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As far as I'm concerned the only thing needed for HOSS would be a bespoke tank - and even that can maybe be cobbled together from Long Tank Thor's model and textures. The RL10 has a fairing switcher these days for 1.5m, I'm planning on doing some serious overhauling of the upper stage RCS (more variants, better attachment control, more agnostic so that they can be used nicely with any small upper stage) so that takes care of that, etc. Should be easy to implement and covers one of the few unflown Delta concepts I've ever come across. Speaking of which, I was thinking last night about how easy the geometry for a double barrel Delta adapter would be...
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Hmm, alright. Yeah I'm not sure how much it would affect gameplay but it would certainly be interesting, and maybe something of a history lesson. In any case I'm not doing anything with the Centaur parts again any time soon... well, mayyybe the G/T tankage as part of the Titan update. Yeah, the two engine mounts are basically the same just with different nodes and slightly different RCS. I intended for people to use the old Centaur mount for a dual engine Atlas V Centaur. I want to remake the non-Atlas V Centaur parts but like I said the other day they're not an immediate priority, which is why I decided to put the evening or two into adding the built in RCS to the dual-engine mount. If anyone is wondering, since I don't think I elaborated on why we did that change, we kept running into issues between the colliders of the attachable Centaur RCS blocks and the interstages. I already know you want them Zero interest in doing the new Vulcan's Centaur. Hopefully @Superpenguin160's life settles down enough for him to finish his Vulcan mod. If I ever remake the Gemini parts, I feel a proper two-part SM would be more appropriate for BDB these days than it was back when the parts were originally made by Beale. I've never seen those statements on using the retro motors for the Gemini abort modes, are you sure? There was a Big G LES tower in @tg626's TRAILS fork, but I don't know if the quality is good enough to port it back to BDB. The N-I and N-II rockets are basically a Delta M and a Delta 1000-series, respectively. Various parts were replaced by domestically produced parts at different points, for example the N-I's LE-3 second stage engine. Pappy, you're getting ahead of yourself. We're not talking about the DCSS or the H-II upper stage, Kerbal01 was talking about the H-I upper stage which is similar. The document I linked describes things pretty clearly, and was pretty interesting to read. The HOSS is made out of Thor tank segments (the proposal predates Delta II by 20 years), with every component essentially being off the shelf or dead-simple integration work like the new structural interstage. They go through pains to point out that HOSS would have sacrificed efficiency at every opportunity in exchange for cost reductions, reliability, and being able to use off the shelf components. Despite this the payload numbers compare favorably to the much later Deltas, with larger/more solids, larger first stage, and a larger second stage. I'm sure if HOSS flew it would have been part of the incremental upgrade scheme that the Delta program has always favored, and thus they'd slowly improve the efficiency and performance losses caused by the relatively inefficient construction in the study. It's interesting that they didn't plan on giving it an 8ft fairing, considering the Delta 1000-series would soon fly with an 8ft fairing and encapsulated upper stage. They do mention using a 10ft Titan fairing, since that would be taken from something like a Titan 3D I imagine that would give it a look similar to the Delta 10ft metallic payload fairing (second from left below).
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I'm currently unhappy with them but don't know when they'll get revamped. I would like to do it some day. Basically, any part that I already touched up but only wound up messing with the textures is on the list for eventual revamp because they really should have all been remade from scratch. Of course, the RL10s aren't up to snuff either but I really don't want to redo them considering I just put the effort into making 2 new ones in the last update... Out of curiosity, if we could figure out how to actually model the detachable insulation panels of the older Centaurs would people be interested, or is that too complicated? I always felt it was too complicated to be worth doing but given the more realistic/detailed direction of the mod these days...