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Zorg

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Everything posted by Zorg

  1. UPDATE Bluedog Design Bureau v1.8.1 "Мороз" v1.8.1 "Мороз" Updates and Enhancements - Update bundled Waterfall to 0.6.6 - Update BDB versioning for KSP 1.12.x Bug fixes - Correct 2.5m Gemini heatshield stats. - Fix splashdown orientation for Gemini capsule. - Fix disconnected coolant pipe for nozzle extension on large bell variant of XLR129. - Fix Gemini lander IVA rotation - Various typos in configs DOWNLOAD [GitHub] DOWNLOAD [SpaceDock]
  2. RO Configs for BDB are included in RO. They are not fully up to date but a good majority of them are configured. You just need to install BDB with RO. Since all of this is done by the RO team and their contributors you would need to check with them if you want more details as the BDB authors are not involved in writing them. If you mean RSS without RO, BDB also has custom SMURFF configs. There are also some BDB engines and capsules included in RO-Engines and RO-Capsules and likely more will be added to those as well in the future.
  3. UPDATE RealPlume-Stock v4.0.8 Updates Versioning update for KSP 1.12 Fixes deconflicts with Waterfall-stock (thanks to Knight of St John) deconflicts with Fuji (Thanks to Motoki Teraski) DOWNLOAD [Github] Download [spacedock] RealPlume v13.3.2 (no change)
  4. Do you have a screenshot? Because im not seeing this in Unity. Edit: Or indeed in game Edit2: Ok it seems a mesh is missing from the large nozzle variant. Fine on the smaller nozzle.
  5. I was thinking of redoing this entirely. Make the full set. Perhaps sometime after skylab. Not a high priority but I do want to do it.
  6. No. Just to clarify what I said earlier, the MM shield toggle is more to represent two colour variants and to accommodate the VFB. You can approximate the damage by removing the shield and removing the left panel but I am not trying to show actual damage on the texture. I might do the parasol though as a separate deployable.
  7. Basically it will be set up like the Centaur D1. The micro meteorite shield can be toggled on or off in the editor and if you launch with it you can keep it all the way to orbit or jettison it if you want to recreate the incident. The texture will be pretty clean though, you wont see "damage" per se. The bare option is available for a couple of reasons, firstly I think the gold looks nice and it would be a nice option. But also it allows us to do the Venus Flyby mission properly. For VFB the body is surrounded by a number of solar panels. Only a few are open at a time and the others that are closed provide MM shielding. There may need to be some workarounds for the greebling (couple of raceways/ducts).
  8. Yes Im still working on Skylab. The workshop is still WIP and the material is a placeholder ofc. ETS Spacelab variant.
  9. Will need to see a modlist, modulemanager.configcache and ksp.log The auto mode change I think is something coming from the stock module meant to work with the RAPIER and such. The XLR 129 requires a manual mode change.
  10. Indeed RealPlume (via Smokescreen) and Waterfall are doing the exact same thing. Defining the shape of the plume at any given moment against an atmosphere density curve. For the Waterfall templates that I made, I used the exact same expansion curves I used in RealPlume before and I believe KnightofStJohn has used a few of my templates (or ones derived from them) in this config set. Some of his own templates use slightly different curves and expand a bit slower so that you can enjoy the shock cones for longer. Of course you may prefer one over the other for various reasons, but the way the plume expansion is being controlled at a fundamental level is very much the same.
  11. Its worth noting that the majority of bipropellant pressure-fed hypergolic engines do in fact require ullage. There seems to be a common belief that pressure fed means no ullage needed. In fact the only hypergolic, bipropellant US made engine Im aware of that didn't require ullage were the Agena D engines which used a special sump tank to faciliatate this (and it wasnt even pressure fed). Even the Apollo engines including LM required ullage from RCS. Typically the engines that dont require ullage are pressure fed mono propellant ones. Of course up to you if you want to take this into consideration.
  12. I wrote the original post in 2019 (focused around KS3P instead of TUFX which hadnt come out at that point) , and have updated it occasionally since then. All of the mods mentioned have versions that work in 1.11 as far as I know. Not all of them are supported in 1.8
  13. Once Im done with Skylab Im revisiting the older Atlas (not Atlas V). The booster skirt, core tank and engines are what need revisiting. The extension tanks will not be touched nor will the overall style of the textures for the redone main tank. We haver never incorporated ice into the texture and dont intend to do so in the future.
  14. Its just 1 line in the config since it just allows the animation to be played backwards if marked retractable. It would be simple for us but it just doesnt "feel" right in this case if you know what I mean.
  15. I think thats the sort of thing you can do in a personal config. It doesn't require changes from the model side. But I don't like the idea of a retracting solar wing for Skylab as part of our default offerings.
  16. Skylab is going to be 4.25m no one else has similar sized IVAs and if it does get one one fine day it ought to be bespoke.
  17. Beale made some IVAs for existing station parts because it was easy for him to do since they were similar to the parts he was making himself in size and shape and are quite simple. They will be added to BDB eventually once someone manages to invest enough time to populate them with props and set them up. Re Skylab an IVA is not on the roadmap at present.
  18. If anything Cryoengines is slightly overpowered compared to their real world equivalents. Liquid hydrogen engines provide relatively lower thrust compared to denser fuels like kerolox/hypergolics and much better efficiency. You must learn to make use of their characteristics. For boosters the best choice is to use cryogenic engines on a core first stage large enough it is not able to lift itself and then use Solid or LFO liquid boosters to add lift off thrust to get it to a point where it can carry the rest of itself to orbit. This is how most liquid hydrogen first stages work IRL as well. They are very effective when used this way. IMO they are very well balanced for 2.5x. Most mods correctly balanced for stock scale are overpowered for stock (because stock balance is an overpowered balance to make the game easier), and correct at 2.5x and this is the case for CryoEngines.
  19. The Restock Rhino is based on an earlier design iteration of the M1, the first or second, possibly a slight mix of the two. The BDB one is based on the 3rd (and final) M1 design. Edit; More like the second I think. Edit2: I believe it was supposed to be a J2-X in Porkjets original revamp plans on which restock is based. But Nertea chose to model an M1 instead. BDB M1 (final design)
  20. The in game "lore" is that BDB is a Soviet style design bureau making US rockets as a counterpart to Tantares which is a US style private company making Soviet rockets. Its just a bit of odd fun. Those names specifically because the previous update was the largest ever for BDB in terms of number of parts and this new one because it has cryogenic engines.
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