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KSP2 Release Notes
Everything posted by Zorg
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An older version of Research Bodies used to have :FOR[RemoteTech] which would activate RemoteTech compatibility configs in other mods even if RT is not installed (FOR brings a mod into existence as far as MM is concerned and should only be used by the mod in question not 3rd parties writing compativility). It was fixed at some point for KSP 1.8 or 1.9. We used to get a lot of reports on that issue, its probably your culprit.
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Thanks for the pull request, I've merged that now I've now marked the release page appropriately. 4 and half months after the last release, you are the only person to have reported this issue. You might be last BDB user on 1.7.3 (or at least the only one to report it). Apollo engines have not been configured yet.
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@draqsko Ok before I respond to DasSkellet re potential metadata changes can you please confirm a couple of things to me? Are BDB SAF fairings broken on KSP 1.7.3 if installed via CKAN? And if so what were the exact version numbers of B9PS and SAF installed? In the underlined section are you talking about the github master https://github.com/CobaltWolf/Bluedog-Design-Bureau or this packaged release? https://github.com/CobaltWolf/Bluedog-Design-Bureau/releases/tag/v1.7.1
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Updating the version restriction would mean cutting a new release anyway? And since we are as I said quite close to a new release I dont see the point of releasing a version with just a change to the .version file (from which CKAN reads the version data). We will not be supporting pre-1.8 installs anymore as mentioned.
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AFAIK KH7 and KH8 used a mix of different types of film including experimental ones, regular black and white, false colour infra red etc. But it kind of just *feels* wrong on these with the specific colour settings Neptune has. Ok fair enough. Re Mercury periscope we dont really expect community contributors to mess with the models in unity (and it would require the source files most of the time anyway). Once you have revised configs let me know and I will see whats up with Mercury. As above. I'll take a look at those. The generic cams are due to be replaced (the advanced one already has been replaced by Mariner 10 standalone) so I dont think we will bother with adding camera transforms to them at this stage.
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Thanks! These seem mostly sensible, I havent had a chance to go through the files yet but I have a few suggestions based on what you wrote. Keyholes: I think all of them should be B&W (no infra red). And a continuous improvement in resolution from KH1 to KH9 with field of view narrowing. They should provide provide better resolution than other BDB cameras. Specifics KH1 something like 4:3 ratio KH4 and 4B should be panoramic KH7 and KH8 again 3:2 or 4:3 KH9 main camera, very Panoramic (and very narrow FOV) KH9 mapping camera (wider FOV similar to KH1 perhaps, and something like 3:2 or 4:3 ratio). KH10 MOL - correct transform name is CameraTransform (capital C unlike the others). B&W, highest resolution among BDB cameras, smallest FOV. Non panoramic. Not sure why mercury didnt work, that one is cameraTransform Mariner 10 - I am quite happy with the existing config. I think both main cameras should be identical so you can create stereo images after the fact. The resolution is higher than regular TV (the real thing was 700p, 9.6x12.35 ratio, 0.38° X 0.47° fov). It should be the best colour camera in BDB. Could change the res to match IRL and define a FOV, (FOV doesnt have to exactly match IRL). It could also get a zoom to account for the smaller wide optics that are above the main cameras, but not configured individually in game.
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Theres more coming soon. And updates to existing ones, for Tantares LV. Proton: Soyuz Zenit
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[1.12.5] CRE - Stockalike British Rocketry [2.2][02/03/2021]
Zorg replied to Beale's topic in KSP1 Mod Releases
A demonstration of the new keroxide plume and some publicity pics The kero and hydrolox engines have new waterfall plumes as well. Only the solids dont.- 225 replies
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So after checking I can confirm the patch works for all the Atlas tanks.. except the main tank. I dont know quite how that works, maybe @Jso or @CobaltWolf might be able to explain. But that is a special case where you cannot surface attach to most of it but you CAN on the particular spot near the bottom where the vernier goes. What you can do is place a decal there, and then slide it up if you want something on the main tank. With the other tanks you can attach directly after installing the patch.
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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
UPDATE RealPlume-Stock v4.0.6 Optional old RAPIER plume. new RAPIER plume is known to impose performance issues on some lower end machines. User can go to RealPlume-Stock/Squad or RealPlume-Stock/ReStock and rename the extension of RAPIER_OLD.txt to .cfg User must also delete or disable the existing RAPIER.cfg Deconflicts with Waterfall for StockWaterfallEffects Luciole Knes Commonwealth Rocketry Establishment Update .version file DOWNLOAD [Github] Download [spacedock] RealPlume v13.3.2 (no change) -
Might be a clash between the stock suit switcher and texture replacer. Try turning off the suit replacement in Texture Replacer.
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AFAIK, yes the Burner I was a dumb FW-4S with a spin table. However, I am planning to do Atlas MSD components (including the fairing) for the partial Atlas revamp. The MSD "mother satellite" was an FW-4D with a maneuvering kit (and avionics I guess). Only just started digging into this but it would be a cool addition to the Altair capabilities.