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CobaltWolf

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Everything posted by CobaltWolf

  1. All good, the way to download the repository tends not to be obvious for people that have only ever seen the releases page of a Github project. I made that image a long time ago and have posted it here a few times Like I said, bonus is you get some other new goodies to go with it
  2. You need to just download the master and replace your Bluedog_DB folder with the one on the server.
  3. It was RSB's Delta II tower. Not a whole lot to it when you look up close, but nice at a distance.
  4. Delta II parts are up for testing on Github! Wanted to try and (finally) get something new for y'all before I leave at the end of this week.
  5. EEX is definitely easier, I just don't want it to be a defacto dependency for using the Delta II and Atlas V parts. No - I've been trying to pursue something similar for a while, particularly for the Titan SRBs. As far as I understand, the issue is that the stats for parts are more or less compiled at game startup. B9 can get around some stuff, but can't combine stat changes and visual changes in one switcher. Additionally the total volume cannot be changed. Changing engine stats would require basically writing a new version of the engine module (not a small task) in a way that makes it accessible by the switcher. So, unfortunately not possible. Hmm. Never really thought about that... never pictured someone landing that part! By way of justification, I believe when I made it my headcanon was that the interior layout would be similar to the Skylab MDA, which is arranged horizontally instead of vertically. I'll definitely think about it when I touch up the MOL parts.
  6. Sorry, misspoke (or rather, forgot a word) - manned atmospheric landers aren't really in the plans for BDB. Expansions to munar landing and surface operations are most definitely in the plans.
  7. I actually forgot Angel made one but that's pretty cool too! Point is, the manned lander stuff is probably outside the wheelhouse of BDB. If only because there really aren't any old school designs besides the MEM.
  8. The interplanetary/orbital segments, yes. I plan on letting people use @TiktaalikDreaming's MEM lander for the actual, y'know, landing part...
  9. Last I heard there were talks between @Jso and @Nertea about an expansion to the cryogenics systems, giving better + more accurate representation of how such systems work IRL. As far as I know there really isn't a method for just using electricity to keep them pressurized - liquid hydrogen is a bit too complicated for that - it wants to turn into a gas, and the gas particles are so small they can even leech through solid metal. Some things that we talked about are sun shades, which would significantly slow the rate of boiloff by essentially preventing the sun from adding energy to the system. There's also IVF systems, like what is going into ULA's new ACES upper stage (I know there are a lot of SpaceX fans here, but what ULA is doing with ACES is the groundwork for a proper, sustainable orbital tug system and we should all be excited about that despite the mismanagement by ULA's parent companies), which store the gaseous hydrogen as it vents and uses it to generate electricity, attitude control etc. The ACES is estimated to have an orbital endurance measured in *years* with some additional fanciness - keeping it facing the sun end-on, to minimize the surface area exposed to sunlight, for example. As part of the eventual Ares part set, instead of simply including EC-consuming tanks I wanted to have special radiators with visible extra hardware for heat pumps to keep forcing the energy out of the cyrogens at the cost of EC. And of course, there's also the classic "bring more cryogens that you need to compensate for boiloff". Now, that doens't help anyone right now. My 2c on the issue (and please remember this is more an attempt to reconcile the fact that we don't currently have a non-boiloff solution for BDB) is perhaps remember the tech level that BDB generally lives at (since I haven't gotten all the advanced post-Apollo stuff in yet...) would be when the orbital lifetime of cryogens is still measured in hours except for things like special, heavy duty hydrogen tanks in the Apollo CM for its fuel cells. That's why storable propellants are still such a big deal in real life - they're, well, storable! There are some pretty significant tradeoffs between performance and endurance. With all that said... @Jso how hard would it be to have EC-consuming-to-prevent-boiloff cryogenic tanks in the interim? If I remember from the discussions, there were some significant fears about introducing these more expanded gameplay options. In particular, worries about large negative performance impacts for things like calculating surface-area-exposed-to-sun and issues calculating boiloff for vessels outside of physics range. (Can anyone tell I'm sick and hopped up on cold meds?) Same diameter (0.625m) - I think its more that the details are less blown up. The 'strongback' is closer to the IRL proportions, etc. The old model is getting tossed - I would make a new model before I attempted to reuse that one. Especially since it would need new UVs, etc and making that simple of a model doesn't take that long. The Castors are in a weird place. Partially because the main one is shackled to the Scout, which needed it to be 0.625m which is overscaled and more appropriate for the much-larger GEM-40... *sigh*. @TimothyC also asked for an inline GEM-40 variant (for the proposed upgrade path for Conestoga) but I'm not sure I left myself room on the GEM texture sheet for it... Anyways, IRL is still fairly crazy right now. I don't expect significant further work on BDB until June.
  10. My 2c (as a modder and not a user), after looking at the album - don't need 20 different front ends that all match the general 'jumbo airliner cockpit' aesthetic. Have a couple to make sure its covered, after that stick to more interesting/unique ones
  11. Thank you! I feel that lately I've been struggling a bit with accidentally making things too realistic. Need to try and capture some of the chunky cartoon aesthetic again.
  12. Ah, too bad we don't have the sliding solar ring like the real one.
  13. Thank you so much! (Good to see you back Max!) If I remember the issue with that patch was that the PF fairings attach at the sides of the base and the stock fairings attach at the top of the base. So getting things to work on both was hard. I suppose someone could experiment enough to find some offsets that will make it work better. Hrmm, I don't know. I don't think I tested it enough to know what it can do. Hrmm... someone was experimenting with it and I can't even remember who it was... in the meantime @AlphaMensae's Modular Launch Pads is dope.
  14. I've looked into splitting the mod up a number of times, and each time I looked into it, it seemed like it would generate a lot more work and still wouldn't please everybody. (Since, as y'all can see, there's a lot of different ways you could split up the mod!). And, since the stuff here kind of is intertwined (Agena is associated with 3 different boosters, for example) and heavily use texture atlas'ing (meaning generally BDB uses fewer, larger textures containing multiple parts for efficiency) it just didn't seem worth it. Like @notJebKerman said, Janitor's Closet, or going into Bluedog_DB/Parts/ and deleting any folders you don't want. Awesome! Could have sworn we included a MM config that rescaled the 1.25m spy parts to 0.9375m (Agena size) and the 2.5m to 1.875m (Gemini/MOL size)... at one point I had started making BDB-alike retextures of the DMagic parts but it was a large undertaking. Agena was indeed used as a satellite bus for quite a few missions, including non spysat stuff like Snapshot. There's a lot of obscure stuff in BDB that maybe is *too* obscure, so if you have questions about something feel free to ask here and I'll geek out about them a bit. RE: GEMs, here's what I think we'll do: Remade with realistic proportions - the existing ones are all a bit short. Closer to the real ones, but definitely not a bunch of white tubes Color coding will remain, but optionally - colored bands will be switchable on/off using B9PS. No high-altitude variants, at least until we have the ability to add them without further cluttering up the part list. A minor hit to ISP can be compensated for in other ways.
  15. I have noticed a significant leap in my piloting abilities since installing this IVA. 11/10 would download again. (This is a screenshot @G'th sent last night)
  16. Yeah, @Beale once made some photoshop'd screenshot mockups of a potential system using part families. So like the example was the stock 1.25m tanks, there would just be one icon in the part catalog, you right click it and the other 1.25m tanks slide out from behind it. Would be especially great for stuff like the Titan SRBs for which there are approximately 4 billion variants with... like, 4 more planned for whenever this new update gets released. Also, the extras shouldn't have any ETS stuff anymore. Bespoke assets (read: new model/textures, not fan-made reskins/rescales) for all those parts were made... about 6 months ago or so.
  17. B9PartSwitch can't change stats like that, unfortunately. Just had my (recurring) discussion with blowfish about it since I seem to forget every couple of weeks.... or assume that he worked some magic to enable it and I just didn't hear about it.
  18. Oh, no. Now, at the time I originally made the Delta parts (crazy to think since it's one of the later 'original' parts in BDB, but it was made only a couple short months after I started modding) I didn't know that much about rockets, and certainly didn't care nearly as much about attempting to communicate the real world functionality through KSP-style parts. While I'm certainly more sensitive to things behaving realistically now, I also hesitate to add what is essentially a very slight modification of an existing part (since bloating the part catalogue unnecessarily is actually something I'd like to avoid). Now, @Jso and/or @blowfish correct me if I'm wrong but I believe we still can't have model+stats changed using B9PartSwitch? Creating the alternate nozzle is trivial. Really stinks since I already touched up the GEM-40 textures some months ago (shown in the screenshots on the previous page), but since I need to redo the UVs for a new texture sheet, I might as well remake the models as well. And in that case... anyone have any comments? I'd like to make them more realistic, but unfortunately the real GEMs are quite... plain. So, the question is, how plain should the new BDB ones be? I think I want to remove the vertical seams, since they go *completely* against the construction technique of the boosters, which is so integral to the design that they're named after it. The overall proportions need to be updated; the GEM-46 was particularly short. Does everyone like the red, green, blue color coding on the boosters? Personally I think its helpful.
  19. I believe it was a 6-3 burn http://www.b14643.de/Spacerockets_2/United_States_5/Delta_II/Flight/sequence.htm
  20. Yup, my ADD made me jump off to other projects. Eventually I'll circle back to it... eventually...
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