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CobaltWolf

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Everything posted by CobaltWolf

  1. Yes, again just to be clear, we are doing the integration of Plume Party on our end as we go. It is packaged within the BDB files and no additional work is needed on the user's end
  2. Do you mean keep RealPlume for other mods' parts? You could delete the RealPlume compatibility folder in Gamedata/Bluedog_DB/Compatibility/ EDIT: Err, did I misunderstand? I thought RealPlume used a completely different way of generating plumes. I didn't think we could just 'make RP versions of Plume Party'.
  3. They were made by @JadeOfMaar and configured for BDB's parts by @Jso. They are embedded in the mod as our new 'stock' (non-RealPlume) plumes. They will show up by default with no additional dependencies necessary.
  4. Man, Delta II was such a workhorse rocket. Hard to believe that it's actually gone. What have you guys been using it to launch? Also why am I acting like some corporate social media page
  5. The pre-1.0 aero system had something to do with nodes, the current one does not.
  6. So, and this is something that I was also surprised to learn, the Barbarian rocket was basically meant to be a single, unique launch vehicle build AT the launch pad. That goes for this and the more-well-known Titan Barbarian - they were supposed to be one-off LVs. The upper stage for this design is actually that central Delta II core. It's higher relative to the other cores and has a heatshield on it.
  7. I believe the painting is wrong, the shuttle solids would be a Stage 0 and the Delta cores wouldn't fire until separation.
  8. Some of y'all waiting for Titan Barbarian, meanwhile the galaxy brains out here know all they need is Delta II cores and 3 shuttle SRBs...
  9. Screenshot tax... up on the Github now, note that we've moved to using a development branch on Github so you have to download that and not the master. EDIT: By the way, has anyone come up with cool Scout or Peacekeeper-derived LVs yet?
  10. If you want to get caught up, I made a big post ~2 months ago that is mostly still accurate. I have some mixed feelings on the DLC. Yeah, the problem with how the station parts shook out was twofold. First, I went into it planning on making sort of a 1.875m SSPX but didn't get full enough coverage for all the different parts that would be useful. Only one kind of solar panel, etc. Second, the development of that update stretched on a long time and I kinda forced it out so that I could start work on the Saturn and Apollo stuff in time for the mod's 1 year anniversary. So that stuff really never felt 'complete' to me. They were meant more to represent baby science stations than any sort of military thing but I'm honestly not sure if they actually are useful in career. I wanted to give players an opportunity to do something in the early-mid game other than send out probes (which is always what I wound up doing to get science for crewed landers). The only reason I wouldn't include a warhead is, since originally making those parts, I've developed a bit of a dislike for basically just recreating missiles and specifically nukes (blame a traumatizing class on nuclear aftermath I took the following semester). Kind of the same with the MIRV bus, though 'multi satellite deployment' is a cool idea. Out of curiosity, are you using a rescaled system of some type? Since the LVs are balanced in line with stock they are OP in the stock-scaled system. I really wanted to try and get the Pioneer service module in game last night but I wound up leaving work early with a migraine. By the time I recovered and took care of chores I only had about 20 minutes to work, most of which was spent on the 0.3125m autoshroud fairing. But, I had a question - what do people think about this paint scheme for the parts? The initial feedback I got is that it's starting to make people uneasy. I wanted it to look reminiscent of the Explorer-6/Pioneer-5 paint scheme, since the Pioneer P3 aesthetic is... weird. Also, fun fact - while Pioneer-5 (I couldn't confirm Explorer-6's size) was roughly 1/2 a meter diameter, Pioneer P-3 was nearly a full meter - meaning that the 0.625m size in KSP is fairly accurate! Also, I was thinking - another thing I felt was missing was a proper set of probe solar panels big enough to power the mercury ion engine. I think I'd like to get those taken care of too, maybe a couple more small parts, and then make a small incremental release before moving on to the Titan stuff. Gives me a nice little break from LV parts. Does anyone have ideas for what solar panels that big should look like? Bear in mind this would be for a 60s-70s era probe, most likely for a 70s comet flyby. Here is a pic of the design that the ion engine is modeled after, there are a couple more available here. The engines were developed in the 60s but were dusted off for this 80s mission plan which used Shuttle, which make the panel designs shown perhaps anachronistic. The ones in the pic below also don't seem terribly... idk, flexible? Due to the weird mount. Speaking of ion engines, I found out about SERT-1 the other day and couldn't help myself... does anyone feel a need for a radial ion engine? If not I probably won't bother finishing it.
  11. Thank you! I can't tell from reading your post - are you looking forward to unlocking the Saturn in your save, or looking forward to us finishing making Saturn? Because it's already in the mod. The Gemini parts are from a time in development where a lot of stuff was half baked or otherwise unfinished, and I haven't been able to circle back to them to clean them up yet. The "MOL" parts were actually intended as 1.875m station parts for early orbital outposts. I'd like to come back at some point and make proper MOL-based parts that match the real one much closer. The Gemini lander is currently just the can itself, for similar reasons. I'd like to finish that too. I honestly don't know why the 'warhead' part is even there. I am honestly not planning on including it in the revamp (unless people really want it to stick around). When did you start the career? The update was released Friday night. It's hard to say, partially because I don't actually know how badly certain things will break saves. The biggest thing is some stuff - likely nothing you've used so far, if I remember - had their tech tree placement redone to make more sense. And then of course a lot of parts got remade but the old versions of those parts should still be in the game so crafts won't break. My advice is to back up your save folder first and then give it a go.
  12. I'm actually surprised nobody dug this image up... it's only 2+ years old... Bear in mind the probe core was originally just something I had sketched in a notebook, and retroactively called both the Pioneer core and the Venera core (I believe it's actually Venera in the files). So it's not going to be a perfect recreation. I'm probably going to touch up the textures too to make it more like the Explorer-6 design (back to the two-tone look). This probe is going to wind up being a mix of Pioneer-5 / Explorer-6 and Pioneer P3. Is there any interest in including the little antennas on the bottom of Pioneer P3? (Second pic). This design was intended to be used as a very very very early Venus flyby mission. I'm hoping this little service module will be useful for flyby course corrections without being overpowered.
  13. There's a risk that crafts might not load, we tried to not remove / break old parts but it may have been necessary at some point. There are also tech tree balance improvements that might lead to a part needing to be re-unlocked or something like that.
  14. IT'S TIME. Bluedog Design Bureau v1.5.0 "Бруно" CLICK THE IMAGE FOR MORE PREVIEWS! CLICK THE IMAGE FOR MORE PREVIEWS! WARNING: This update contains save breaking changes. PLEASE back up your save before installing. DOWNLOADS Available via Github and Spacedock, CKAN listing may take several hours to update. Please note that the LDC parts are unfinished and are not included in the update - we wanted to reserve the ability to make more changes. Changelog: Redone Atlas V Redone Delta II Redone Peacekeeper-derived parts Redone Scout Redone Kick solids Assorted other new parts like the E-1 New non-RP Plumes thanks to JadeOfMaar Some save breaking tech tree balance fixes Tons of other stuff like we've been working on this for 51 weeks I don't remember Thanks: @JadeOfMaar for creating PlumeParty, which has greatly enhanced the non-RP engine and RCS plumes. @blowfish for continuing to update and maintain B9 Part Switch and fielding my numerous questions thereof @AlphaMensae, @Ger_space, @damonvv and @Omega482 for their amazing ground equipment work which made the screenshots so much cooler! Unfortunately, there's no way I could ever make this list conclusive. Thank you so much to everyone that has helped support the mod over the last year!
  15. uh some time between 6 and 8 PM Eastern time, most likely. I have some stuff I need to check still.
  16. They're attached via radial decouplers. You can't have multiple staging events in a single part.
  17. So, update is still on track for release tomorrow night! Should be out by 9 PM at the absolute latest, and that's only if there's any show stopping bugs found. Hope you all can wait until then...
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