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Zorg

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Everything posted by Zorg

  1. This is one of the best things to happen to part modding! Huge thanks to Beale for Resurfaced and the KSP mod stewards team who made the shabby update A customised PBR shader pack that suits the needs and setups of (re)stockalike modders and the benefits of deferred might be the thing to spark a move towards good PBR in the community and Im really excited for it!
  2. After talking it over with Dylan, I've decided to continue BCS. Thought I was going to just finish up the missing bits but we decided it was a good idea to retexture the whole thing at 300ppm (instead of 200, a 50% bump in resolution) same as BDB's Apollo. Some progress: Plan is loosely as follows: - Texture revamp of current assets at 300px/m. This is a major effort as it requires remapping everything and redoing the textures from scratch (of course following Dylan's style). The blankets and tiles on the main capsule are done so far. - The logos will be removed so it can be customized with decals instead. The stripe remains though. An alternate texture with Boeing and Boring Crew Services logos included might be made available in an Extras package. - Finish parachute bay - Docking port lid is already modeled by Dylan, this will be integrated into the top cover and animated - Add parachutes. The swing arm is being looked at if its possible. Not sure yet though. - Landing bags. Probably BCS will get its own dll and we will borrow the mercury landing bags module from BDB - Adjustments to centaur adapter, additional adapter sizes - Animating the service module decoupler (instead of adding animated decouplers as a dependency, will probably borrow the module from BDB into a new BCS plugin). - Various bug fixes - Balance pass - Variants: Default blue grey blankets, white blankets, white painted (restock like), bare metal (Apollo style), and maybe some kind of fully tiled variant. - PBR texture conversion IVA is a long term wishlist item. We will see. I know people have waited a long time but I must ask that you be patient as doing all this will take some time. No ETA will be provided as it really depends on how much time I have. But I am definitely motivated to work on this as Dylan has made an absolute gorgeous model which is a fantastic base to continue from. And I see BCS as a companion to my new Atlas V soon to be released in the next update to BDB.
  3. Scientific Passenger Pod which rounds out the Atlas update for BDB 1.14 (few small items will be in a future update probably like Burner II, Star 63, RS-X etc). The SPP is configured as an empty bay with a jettisonable cover. Quite a lot of instruments do fit. Although smaller, it has a more general purpose feel than the ARS sidemount unit for OV-1
  4. I made the Skylab workshop. The remaining Skylab IVA shells were made by FreeIVA dev Jonny and I textured and added props to them. But I still have some shells he made which havent been finished, will try to get to them sometime next year I guess. Rodger made the LM IVA. They are in dev right now but needs a new shader pack mod by Beale which isnt publicly released yet. He's waiting for an update to Shabby which is required to load the shaders. It should be available soon hopefully.
  5. As someone else replied, its a reference to Kodak film, But you will find canned food inside some BDB IVAs too These ones below (plus the movie posters in the above image) are borrowed props from Tantares actually. IIRC the food cans were actually made by Well as a contribution to Tantares.
  6. This mod just provides replacement shaders for models. KSP3Ps screenspace reflections are a post processing effect and outside the purview of what this mod is doing. I imagine the shaders will show such reflections with KS3P. I dunno because I use TUFX.
  7. Some more PBR in game tests Another M1 pic because I love how this picture in particular turned out. Especially the variation in surface smoothness on the nozzle. Control over the surface like this is just as important as distinguishing between metal and non metal in PBR workflows and is a huge venue for more creativity. We're using the alpha channel of the main texture for smoothness which is also used for specular in the legacy shader but the effect is more subtle on the legacy shaders. Point being we're able to rework the content of the alpha channel, optimising for PBR, without ruining the look for people still using the legacy shaders (you might even see small improvements) Anyways I've also been working on the nukes Emissive to heat discolouration transition
  8. The shader pack mod will drop as soon as Shabby is updated to support it. Trust me you will all be informed here when its available. In the meantime...
  9. Its not actually any American engine so you can use whatever that suits the role. I expect it leans on Japanese know how on expander cycle engines so the RL10 seemed a decent rough analogue. I don't think it was pressure fed or gas gen though I could be wrong. Still given the excess 800m/s I expect you could get away with a much lower performance engine. Either way making sure to use methalox and a small stage and you should be able to get it working. As mentioned this isnt really an official accurate build because its not fully fleshed out. For me this is good enough.
  10. Keep in mind the IRL J1 specification was 3 tons to LEO and 1 ton to SSO. Your upper stage is probably too big. I was able to comfortably get 2.7 tons into LEO with 800m/s spare albeit with low but manageable lift off TWR of 1:1.1. This was launching from the cape in KSRSS. The upper stage was a methalox SOT Agena with 6 of the smaller tanks which kind of loosely represents the construction of the stage. I used a methalox converted RL10. Im not sure if its accurate to the expected performance but I dont have a lot of info on the upper stage engine. Its good enough for me for a loosely defined concept.
  11. I think the tank length is off in your build? The basic core represents 16.891m of IRL height including the skirt and engines. We need to add an additional 9.373m of IRL height to get to 26.264m at the centaur interstage (per Ed Kyle). The specific scaling factor that brings the Atlas diameter to 1.875m in game is IRL x 0.6152 so we need 9.373x0.6152 = 5.77m of extension tanks. So an Atlas I extension (3.23m) + 2xSLV-3B extensions (1.17m) gets you pretty close at 5.57m of extension tanks. I found you can rotate the H2s enough to hide any clipping from the side of the skirt. Just a bit of ugliness at the bottom. And yeah I agree its better to replace the LR105 with an H1D for usability. The skirt separated cleanly for me. The build spreadsheet is now pretty close to final for this release I think. With most of the viable non historical builds included and all the historical builds except for Burner II in there. And updated Burner II kit that fits inside 1.25m is something I want to do but might not make it into this update. https://docs.google.com/spreadsheets/d/1QKUCvDAlZr2Li7REsgmhNlqYa59Yy76t1sbaCrnTXrI/edit?gid=0#gid=0
  12. It should. This is the build guide based on the measurements I have from Ed Kyle etc. This can be found in the issues page of the BDB wiki and is the basis for the upcoming wiki and craft file update. https://docs.google.com/spreadsheets/d/1QKUCvDAlZr2Li7REsgmhNlqYa59Yy76t1sbaCrnTXrI/edit?gid=0#gid=0
  13. Centaur Forward Load Reactor is now on the github. Attach to the new hidden middle node on the Centaur III fuel tank and set the auto deploy altitude to 1-2km above the fairing deploy alt. EDIT: someone found a CAD image of the FLR buried in the payload adapter section of the atlas manual so I've updated the part with a few extra details
  14. The required update to shabby isnt out yet and the shader pack isn’t released yet either. I committed the textures and configs for convenience.
  15. You're still looking at Deffered's automatic conversion. The old specular channels are being reworked as dedicated smoothness maps and there are still a few inconsistencies Im working on. For the textures to be loaded into dedicated PBR shaders together with the newly added metalicity maps you need to wait for a new update to Shabby to be publicly available.
  16. Still WIP. Deferred makes this look a lot better than without too. The PBR textures will be configured via a new shabby based solution rather than Textures Unlimited. More details to follow soon.
  17. Added a few new parts OV1 1.25m fairing base OV1 1.25m SAF fairing (available on some of the other 1.25m fairing bases too) 1.25m structural adapter - the black part below the fairing. Can be optionally used as an interstage too and the white variant for SGS is also available. The SGS fairing is a longer version of the MSD one and that fairing will be made soon. new dual and triple OV1 decoupler All the OV1 parts have been rescaled smaller The propulsion kit now has posigrade RCS
  18. It’s just a very small difference in spec value being exacerbated by Deffereds automated shader conversion. Ultimately the atlas PBR textures would make this redundant. Once those textures are done you would want to use them with deferred.
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