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KSP2 Release Notes
Everything posted by Zorg
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Only a few engines for now. The sounds themselves are also WIP, they have some noticeable looping that Beale is going to work on. These are borrowed from his current project, Commonwealth Rockets which btw you all should check out if you haven't already. Plays real nice with BDB too. Black Arrow Vanguard Able Bluestreak Agena
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[1.12.x] Engine Ignitor Re-ignited Release - NEW DEPENDENCY ADDED
Zorg replied to linuxgurugamer's topic in KSP1 Mod Releases
I've opened a PR that adds configs for Commonwealth Rockets and also sets NFLV engines with spark ignitors to 1000 ignitions instead of undefined. So they are practically unlimited albeit still with a ullage requirement. https://github.com/linuxgurugamer/EngineIgnitor/pull/14 -
[1.12.5] CRE - Stockalike British Rocketry [2.2][02/03/2021]
Zorg replied to Beale's topic in KSP1 Mod Releases
CRE will be getting extensive support with the upcoming update of RealPlume. Just a little preview of WIP stuff that can be accessed on the RealPlume development branch of github. Due to the extensive use of HTP engines in CRE, I've created a dedicated HTP plume instead of reusing something similar. They are quite pale with a hint of orange red. Of course Blue Streak will be getting kerolox plumes. Solid kick stage with solid vac plume -
So LDC is going to get a 3.125m to 3.5m adapter (either a boattail part or built into the fairing) to use the Atlas V fairing. In addition to which I had the notion of doing a 3.125m to 3.75m LDC fairing (which is on that roadmap). I would probably do it as a trisector in this style although going from 3.125m to 3.75m it will have a more pronounced flare than the source image. If I make this it would not be too much trouble to adapt the 3.75m upper section into a generic 3.75m fairing base.
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Theres still some niche stuff left but yes Atlas Centaur is the main significant one remaining and will happen when the Centaur revamp begins so that I know what the interfaces will be like. Luckily it seems the SLV3B fairing was the basis for atlas centaur so a lot of the work is already done. You can see the roadmap here. https://github.com/CobaltWolf/Bluedog-Design-Bureau/issues/844
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No surprises, its the Atlas V 400 series 2.5m faring. Power sliding! There are a couple of B9 switches available that let you choose between the 3 real life fairing sizes (from left to right LPF, EPF and XEPF). This is not through the SAF segmentation, its just lengthening the nose cone actually. Decided to do this since the extensions aren't that long and have clear seams but I wanted to have all three variants. However whichever one you choose, you can still adjust it with a non historical SAF wall segment (far right) which will be seamless too. This example is an EPF with 1 extra segment. I'll also add both this and the CT3 fairing to the standard 2.5m generic base at some point.
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I'll be sure to include them in the next update of RealPlume-stock
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Congrats! This looks super cool!
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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
Maintaining parallel releases is not feasible for me. RealPlume is complex set of MM configs and I am not inclined to spend the considerable amount of time needed to rework everything to split off the audio into its separate thing especially since this is the only complaint I've had on sound. Most people would consider the KW rocketry sounds (been in realplume for years long before I took over) and near future sounds (which I added for for electric engines) to be a significant improvement over stock. If you're unhappy with them I would suggest looking into creating a module manager patch for yourself to try and patch it out. You can't expect every mod to cater to every users wants but generally you can customise the game a lot through MM if you are willing to put in a little effort. -
[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
Probably something minor since I havent seen a major issue but I will look into this. I'll add a note to the description but the sounds arent going away. -
Couple of things uploaded to github just now. Starting off with the Atlas V 500 series fairing. I dont know if anyone actually cares what the inside of these things look like but It was fun making the acoustic dampening blocks in geometry. This has been set up like the real thing. The nose is quite long and you then have either a short or a long (or no) middle section for a total of 3 different lengths. To get the historical lengths, simply choose a) 0 segments, b) the short subtype with 1 segment c) the long subtype with 1 segment. Of course you can lengthen these beyond the historical proportions by adding more segments. In addiition to this I have completely remade the Titan 3E fairing from scratch. It was the first part I made and although i was quite proud of it wasnt quite up to scratch and I didnt really know what I was doing Unlike the other early fairings like the CT3 which were easy to clean up, the 3E needed a bit of work. This is an all new texture and the model is new too which fixes some minor issues. Theres some greebling using real geometry too this time instead of everything shoved into the normal map. The colours also match the BDB palette now. Another small addition is the asymmetrical cap which was missing on the original (the SAF feature wasnt there at that time)
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With the advent of the new TUFX mod, KS3P is pretty much obsolete. Will update this post with my TUFX configs at some point. Still working on them.
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Cobalt has just added the Titan 3A paint scheme (Titan second stage and Transtage shroud textures switches) just a little while ago and I've just added the Titan prototype conical shroud to go with it. The conical shroud was used on Titan 3A and most 3Cs. The last few 3Cs flew with the modular standard shroud which is the default sub type on this fairing base. note he black stripe is longer on side.
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We're all sort of guessing at this point I suppose but are all in agreement the engine is not lit. Your explanation makes a great deal of sense though and is perhaps even connected to this point in the Titan IV guide? It would appear the thrust chambers were sealed until ignition which would make sense if SRB smoke was being pulled up into the engine
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All available official documents as far as I know refer to air started liquid cores for Titan III (with solids) and Titan IV. This is for instance from the Titan IV payload planners guide My suspicion is that the images you're seeing are either recirculating smoke from the SRB exhaust or possibly the ablative coating on the LR87 engine burning away due to the heat from the SRBs or possibly a combination of the two. Perhaps @CobaltWolf might chime in with a further insight. I'm leaning more towards burning ablator on the non active engine. For comparison a III-B with running LR87. EDIT: From the Titan III users guide
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Not quite a new Gemini in game but while you wait some Smol 0.625m fairings for smol payloads is on github now. From left to right 1-3. "bulbous" fairings for Able. The first was used for Pioneer P3 on Atlas Able at least. Seen the second on Thor Able a lot and the third the pics Ive seen were mostly atlas able. 4. Able conical aerodynamic fairing (the bulbous fairings were known to be very draggy and so the aerodynamic ones were preferred when the payload would allow.) 5. Able hemispherical aerodynamic fairing 6. Thor Burner I fairing also used on some scouts 7. Scout long fairing (I think used on later ones mostly, it flew with a few different ones) 8 Vanguard which was already uploaded earlier but put it together for the 0.625m family photo. Except for vanguard all of the others are B9 switches on the standard 0.625m base
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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
Yes I have added a lot of new plumes in the last few months since I started maintaining RealPlume. You would need to update the RF configs referencing the new plumes if you want the new stuff. -
[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
Real Fuels Stockalike as far as I know roll their own realplume configs. I dont use it so Im not familiar with the details but I think they are included in RF stockalike or available as a separate download.