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Zorg

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Everything posted by Zorg

  1. I think the strongest probable connection between Hubble and KH11 is that the NRO donated two surplus 2.4m mirror assemblies to NASA; exact same size as Hubble although of course the NRO wont say which program its from. One of them is of course being adapted on the Nancy Grace Roman telescope. However this does not imply the optical tube assembly and the bus are the exact same shape as Hubble though. Personally I think the most likely explanation is that for the Titan III launches it was similar to the Kh9 like Pappystein suggested. Supposed KH-11 launch from https://space.skyrocket.de/doc_lau_det/titan-3d.htm
  2. Completed science for Voyager Mars orbiter. Baseline '73 mission used only the planetary scan platform from the lower right with vidicon cameras & various other instruments. Future missions would upgrade PSP with lunar orbiter derived film camera & scanner + extra instruments The upgraded science package includes some OGO derived booms as well. You can see the breakdown of the instrumentation on both versions of the PSP too. We will not be able to match them 1:1 in KSP of course but it will have several BDB experiment definitions We also have an all new Star 24 which will be used as the deorbit motor for the lander. It seems to be in the right size ball park and is contemporaneous having been flight qualified IRL in 1973.
  3. Im hopeful most of our models will be good (maybe re UV and a little bit of work here and there). Since KSP2 is clearly using PBR textures fully (physically based rendering) almost none of the textures will make it through. While you can in theory mess with current textures made for legacy shaders and get it to at least function, they wouldnt look great. KSP2 means a full PBR re-texture of all BDB assets. Here is a little practice I did for example on the NERVA FF in Substance Painter (a PBR texturing software) Current Remade (some of the height map used to create the normal/bump details survived but everything else was redone from scratch)
  4. It’s sized specifically for this and it’s 3.6m i guess I could do a variant at3.75m if people are interested
  5. Between the orbiter and the lander the texturing is not even a quarter done. Plus getting things functional, playtesting (I definitely want it to spend some time in dev) balancing etc. there’s no reason to delay the next release.
  6. Not so much available for sale as an option for a future upgrade based on the customers willingness to pay, development time (maybe 4-5 years) and whatever financial agreements could be worked out between ULA and the customer. Presumably it would only be worth it for some block buy but i dunno. Its mentioned briefly in the payload planners guide which isnt too hard to find online.
  7. The baseline design for the TRW orbiter does not have a magnetometer... But the growth option does (they are OGO derived booms)
  8. No the backshell will be retained by the orbiter. Most of the documents for Voyager Mars (and there are various designs) do indicate a separate sterilisation lid but I am making the lid and heat-shield 1 part for simplicity.
  9. Getting close to finishing modelling this. Keen to get this unwrapped and start actually texturing. (all procedural placeholders for now)
  10. As mentioned by Rodger you need to enable the depth buffer mode in scaterrer for now. We will look deeper into the cause but for now this should fix it
  11. Gonna need to see a full modlist and logs, also whether its the current BDB release or the dev branch.
  12. Perhaps whats being referred to here by "transparency" is that the boost protective cover has no collider over most it (just the tower only). Allows users to click through the BPC onto the capsule. There is no actual transparency on mousover functionality on the Apollo LES.
  13. Nothing new from me today, just taking a look at the extension Cobalt added to the S4B interstage. Allows for a clean NERVA XE on S4B build.
  14. Easiest way is to install Distant Object Enhancement. That will reduce the brightness when you look at a planet close by if Dynamic Sky Brightness is turned on (should be by default). However to turn it off completely you can go to the Distant Object Enhancement settings and turn the maximum sky brightness setting under dynamic brightness all the way down. Now your skybox will always be black regardless of what you're looking at.
  15. Chaotic as our development may seem sometimes we do have a plan. You can keep track of current dev things loosely here. https://github.com/CobaltWolf/Bluedog-Design-Bureau/issues Most of the main part lists have been ticked off but we're not too far off from the next release as we're wrapping up various miscellaneous items. That said how long it takes can still vary based on devs free time.
  16. I'll look into it. No. The point of the S2 wetlab is that its literally an S2 tank. Adding random greebles to it (which I wouldnt want to do anyway) means making an all new part with an all new texture.
  17. Available on the 1.11 dev branch now. Note the open top version is a SAF, and not an SLA. Its intended for peoples kitbashed First Lunar Outpost builds so the capsule is attached to the lander. Its up to you to adjust your spacecraft adapter etc which will be attached to the faring base to ensure the capsule lines up with the opening.
  18. I started using Blender just as the pandemic started really. No experience with 3d modelling before then. So long as you're dedicated and have patience, I assure you you can learn and become good at it. I would suggest looking for some tutorials to help you get familiar. I began with the infamous Blender Guru donut tutorial but while that helped me get familiar with the interface that tutorial, and many others actually aren't too helpful for making things for KSP as they're focused more on creating for rendered CG art. They often use high polygon count modelling techniques etc. While those tutorials do have value, I would suggest looking at some low poly modelling guides once you get a handle on the interface and basic tools. In KSP the things we make are generally using simple primitive objects with some extrusions and sometimes curves for the vast majority of things. In other words its quite simple to get into. (if your interest is not in KSP but just 3d in general the world is your oyster really, theres tons of resources out there to learn from, many of them free). ps. I dunno how long I spent on that lander model really. working on bits and pieces while travelling mostly. Its maybe 5-6 hours cumulative? (I could be way off in either direction tbh). Including a lot of time just idling lol, looking at references, aimlessly spinning the model around etc.
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