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KSP2 Release Notes
Everything posted by Zorg
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personally it doesnt annoy me, yes there is a search function but forum threads in general arent the easiest to grasp the full extent of previous conversations from. So someone new to the discussion asking isn't necessarily a problem, people pestering after being told no is a different matter. But yeah C-8 is not a rocket anyone on the team is interested in making. None of us like it particularly and large rockets come with a significant cost in time to make (detailing etc) and especially texture space cost to the end user. So we would rather work on stuff that interests us. Regarding the wiki Friznit provides it as a kitbash build, a suggestion for people who are interested using other mods and or scaling etc. I dont see that as a problem.
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You would need to give a lot more details for us to understand what is going on with your install. What exactly do you mean locked? Do they not function in game? You cant access them in the tech tree? Also: 1. Your KSP version 2. Which version of BDB you have installed 3. Screenshot of your gamedata folder so we can see what other mods you have installed.
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It was in fact considered SOFI originally (as an homage to shuttle in the 80s or something). It was one of the more notable technical errors in the timeline though and has since been retconned to be Atlas alike anodized aluminium. Should be 5m in game. I would suggest Restock (MH or RS plus) or NFLV 5m first stage tankage with the 5m to 4.25m adapter.
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Since several of the new Saturn and Apollo parts conflict with the old parts, there is little point to keeping them on in the OldParts folder causing bugs for people. Like the Saturn folder already was earlier, the Apollo folder will be deleted shortly. Any craft using those parts (which arent sharing names with new parts) WILL break so fair warning. hey no warranty for dev build Skylab folder is being retained.
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I’ll just put it very clearly. What you are asking for is a near complete remake of the port except for the outer base ring. I am not doing that. I could have made it fully androgynous by offsetting the petals 22.5 degrees as I did in my initial draft as well but the decision to go with the extant art was a deliberate decision and is final.
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Its not APAS, its CADS from Eyes Turned Skyward which is basically CBM (1.25m) but with 4x APAS like petals and docking capabilites. And yes despite the name it is not truly androgynous without some limitations (ie two actives docking would reduce the usable hatch area. AFAIK even that later case is hypothetical, actives were only meant to dock to passives (i could be wrong, not read ETS in full in while). In any case the old docking "CADS" (but actually APAS) 0.9375m port model has been replaced in BDB by Benjee's model as well as of today.
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Yes, the though the hatches will be at 45 degrees to each other so you lose some room there (not that it matters in KSP). Will have to see if Cobalt wants to add nodes for the solars too. The surface attach works pretty well in my experience so long as you turn off angle snapping. The block III HGA definitely needs a node.
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Since the new CADS is 1.25m it's not a like for like replacement for the old 0.9375m APAS by CXG that we had. That one has now been deprecated. As a replacement, with kind permission from @benjee10, we just added his gorgeous APAS model to BDB (which as you can tell heavily inspired the work on CADS). This uses the exact same config and PART name as Benjee's own model with a MM patch to deactivate itself when Benjee10_sharedAssets bundled with his mods is detected. Meaning that craft files WILL NOT break even if you add or remove a Benjee mod to an existing save with BDB.
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Yep I started work on the upper stage mount recently but prioritizing the CADS and probably some work on the AARDV control core next. But will be coming soon-ish I hope. Thats a 3.75m lower plate and will probably have options for smaller engines to mount there as well that dont overlap with the 5x and 7x options on the SII mount. You can mount some cool NFLV mounts here as well as various 3.75m upper stages from Nertea's mods or Restock. Plus other mods I guess but thats what i was thinking of at the time anyway. The second component used to attach M1 here will also get optional mounts to have RL10 "verniers" sort of like that S4B lander thing the name of which I always forget. Not based on anything, just looks cool.
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Oh.. I've no idea then sorry
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I believe that if you disable the TUFX AA the in game AA takes over?
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[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
Oh sorry I got a bit busy and didn't have a chance to look. unfortunately the realplume config for the rapier is quite a heavy effect. I never really dealt with atmo engines and this config was provided by a kind community member. Its very impressive but demanding. You could also try going to RealPlume-Stock/Squad and deleting RAPIER.cfg and changing RAPIER_OLD.txt to RAPIER_OLD.cfg RAPIER_OLD does not look as impressive but its an older config from before my time and will be less demanding on fps. I'm not sure how it compares with waterfall-stock's rapier config. But worth a try perhaps? -
What's cheating in KSP? play as you like. All we can say is that we balance around 2.7x (to be exact JNSQ as a reference for the last two years or so). Even then its not a precise balance like RO/RSS some of the smaller rockets might be a bit underpowered and Saturn is slightly overpowered. Beyond 2.5/2.7x scales you're on your own. Whether you want to adjust the balance, use SMURFF or just build bigger rockets for a given payload.
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More or less. I think for voyager 73 the short sidewall seen here would not be there, just the pure conical section, but this is close enough perhaps. The straight sidewall is still here because I integrated that section it into the nosecone itself when I made skylab. It makes the fairing look less repetitive where the wallbase, the extension wall segments and the area just below the cone all look different.