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Everything posted by CobaltWolf
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I think so! I wound up with more room left than expected after the 30XL was done, and I don't have anything else planned for that sheet... We'll have to do a bit more research to figure out what it should be. I was picturing sort of a pancake with RCS jets on the side, but apparently that's not the case... would it have a control core in it? We wound up removing them from the OAM and PBV. Part of me also wants to make a set of payload adapters and satellite separators since I've seen a lot of them in the users guide for these rockets. It's worth noting that, upon looking at the diagrams a bit closer, I don't understand where the attitude control for the GCA comes from. It says that they are mounted on the GCA skirt (the outer structure in the bottom pic)
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Alrighty, follow up post from the stream. Yesterday I squashed some bugs and made some fixes to things: The Venus Flyby Module shouldn't throw errors anymore - the animation wasn't named right in the cfg. The Atlas 1 (Bossart) rocket has a new paint job, part of the ongoing effort to improve the finish and feel of the rocket since it was released only about 90% finished. The speculars and normals should be better now, along with some white painted accents, to match the real-life satellite launch vehicle variants. Please let me know what you think, there will probably be at least one more round of adjustments. See below for a pic, though I believe it was a work in progress and changed a bit more before I was done. The SR-120 SRB now has the same raceway as the other Peacekeeper parts. The Castor-30 SRB should have a better, more detailed finish now, which hopefully helps compensate for how bare the main case body is. Additionally, two new parts made it in game! First, the Castor-30XL: (Note that there are no canon launch vehicles for the 30XL in BDB... and no, I'm not going to make Antares ) Secondly, the STAR-37 made it in game. As I said before, we decided to only make the 'V' (vectoring) versions of the STAR-37/48 since KSP doesn't model gyroscopic stabilization. On that note, does anybody think they'll ever use the 'basic' Antares over the one with the RCS? If not we might as well remove it before release to spare people the part bloat. I have another part I might use the texture space for anyways. Pictured here is the STAR-48 on the left (not in game yet, though as you can see its close) and the STAR-37 on the right.
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moreover, that's a different Kosmos (there are two rockets called Kosmos in real life)
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I looked at yours - your interstage is way nicer than mine! I'll have to figure out a way to make mine cooler... Which will be happening very soon since I'm booting the stream back up on Twitch! Sorting through some bugs real quick then I'm going to be working on the Star-37/48! Or the Castor 30XL... haven't decided yet, might be nice to be done with the Peacekeeper texture sheet.
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Your interstate looks a lot cooler than mine... I need to add some variation right now its just all gray
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Oh, forgot to share - the Star-37FMV got UV unwrapped last night. Me and @Jso agreed that we should only include the vectoring version, partially for part bloat and partially because the gyroscopic effect that helps spin stabilized stuff stay on course isn't represented in KSP. I will probably be able to get it and the Star-48BV in game this Sunday.
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Hmm, can anyone confirm? There are two S-II engine mounts now (by the way, we can combine them into a single part using B9PS if people would like me to do that?) so I might have missed one. Thank you! Yeah, which stinks since I really like the first stage tank... But yeah, the standards of my research back then were far more, erm, lax... I would like to redo Titan (at some distant point in the future) and if so that sort of stuff will be fixed.
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I've gotten generally negative feedback on the 3 engine mount so I'll either rethink it or cut it entirely (leaning towards the second honestly). The LDC tanks, 2nd stage engine mount, and interstage are actually all up on Github already and have been since February-March or so. I just got really bad artists block on the first stage engine mount which made me set the project aside. Several people have asked again lately and I wanted to take another whack at it. The single engine mount is meant to be used in a single F-1 configuration. All the others are meant to use LR-87s (which, while not immediately, is getting revamped) or E-1s (also up on the Github for some time). Pics of the current LDC parts in action here: By the way, I asked what it would look like if someone used the LDC 2nd stage in place of the S-IV on Saturn 1, I still haven't seen that...
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Very good way of putting it @Snark. Personally, I have almost always messaged to ask permission even if something is openly licensed. Not only because I view it as polite but also because I want to let them know that I am making use of their work, so they can see what I'm doing with it! I certainly know I am interested in the fate of any derivatives of my work.
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Played around with the design of the LDC Titan first stage engine mount... anyone have thoughts / feelings on these rough models? Those are E-1s in the bays, it will obviously also work with LR-87s. Left is scaled for an F-1. I want to try and integrate that reddish clay color from the Titan IV engine cowling into these, though maybe more as an accent color. The left has kind of a Titan-1 influence, the others Titan IV along with a little H-2B, at least once they're greebled/textured. These would all be one part with B9 nodes, similar to NFLV. As a reminder, I want to try and bridge the visual languages of the Titan and Saturn families with these parts... on that note, I could see at least the single-mount becoming more Saturn-1-like.
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Hey y'all! Got some fixes I just uploaded, but it's late here so I don't have a chance to test them! Figured I might be able to rustle up someone to see if I knew what I was doing! Fixes are: Improved LEM ladder colliders - should be easier to climb up and down, and get in and out of the LEM! Reports say Kerbals still slide on th ladder, but its much easier to get in / out and climb up / down. Saturn S-II Interstage (and engine mount) colliders fixed, hopefully there will be no collisions and the ullage motors fit flush to the interstage! I actually just broke everything so I'll need to try again tonight. Atlas (silver/gray, not Atlas V) specular fix and fixed UVs on the sustainer tank's top endcap. Better but not as much as I hoped Also, I tried to implement RealPlume for all these new solid parts, especially Peacekeeper and the Scout. I don't know if any of them are working. If anyone feels like verifying these fixes it would be most appreciated! EDIT: Strikethrough'd items have been tested.
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Something like these. There's probably references on the Remotetech page or their Github, and of course Module Manager's OP posts are helpful reference. https://github.com/CobaltWolf/Bluedog-Design-Bureau/tree/master/Gamedata/Bluedog_DB/Compatibility/RemoteTech
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Somebody can make a remotetech config (they're really, really easy) and upload it to share. @Beale doesn't maintain compatibility configs like that.
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Basically, the Commnet extension requires the Remotetech models ONLY, but because there is still a remotetech folder for MM to find, you RT configs are activating.
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Just saw your post on the other thread, sounds like you need to go into GameData/Coatl Aerospace/ProbesPlus/Compatibility/ and delete CA_RemoteTech_Antennas.cfg and maybe CA_RemoteTech_Probes.cfg
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A couple choice pics from the stream. This stuff isn't on Github yet, I'm trying to get the HAPS and Super HAPS in game and take care of some balancing stuff first Even if I can't get the HAPS stuff done I'll make sure the stuff that I got together today is uploaded. Right now there are 5 new parts in game - I'm shooting for 7!
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Thank you! Working on even more obscure launchers now - at least most French space enthusiasts know of Diamant! I don't know if I've ever heard of it, but I do love me some beer. The mod's name is because @Beale was already portraying Russian parts as American corporations, so I wanted to portray American parts as if they were made by a Soviet design bureau. And then the 'Bluedog' comes from my handle Alright, my SO is out of the apartment for the day, so I decided I'm going to do a development stream, starting in about 15 minutes on Twitch! I will still be streaming tomorrow morning from roughly 8 AM to 3 PM Eastern. As a preview, something I finished whipping up last night: HAPS! the base is 0.625m, whadda cute lil man!
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Thank you! Yeah, I don't think I actually even understood that the Athena 2 had an OAM, or maybe just assumed it was Super HAPS... I didn't do a lot of research back in the day. That's partially why these new parts are taking so long - I have been doing frankly exhausting research on them. For the OAM I had to go as far as finding the actual patent for it to understand how it goes together. These commercial LVs are a real pain to do research on due to a lack of sources, so I cling on to every photo and PDF I can find.
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A preview of things to come... The Athena Orbital Assist Module forms the top of the Athena Common Core vehicle. All Athena configurations - including the proposals that started with a shuttle SRB segment! - used one of these stages. It uses 4 MR-107s for prograde velocity adjustment, and has 6 smaller RCS thrusters for full attitude control. Shown here with the Athena stack and the Peacekeeper PBV for scale. My plan is to try and get things together so they're ready to get put in game come stream-time this Sunday morning. Another sneak peak... PIBS er, HAPS! It will be much smaller this time - 0.625m bottom instead of 0.9375m. It uses 3 MR-107s, the same thruster used for the Athena OAM. Turns out the real HAPS doesn't have any attitude control, at least none that I could find. It does, however, occasionally fly with a full cylindrical shroud over it, represented by the leftmost variant. It's going to be useful for getting the last hundred delta V or so and getting your satellites into much more precise orbits. This part is fully UV unwrapped but I haven't started texturing it yet.