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Everything posted by Invaderchaos
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Neptune camera compatability has been added to the three imaging experiments associated with Pioneer 10/11 (Imaging Photopolarimeter, the Orbiter Scanner, and the Multispectral Line Scan System). It would be epic if anyone who is more familar than me with neptune camera would be able to test it out and let me know if it's functional.
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At least for the moment, our to-do list is pretty much filled with revamps (mostly Apollo), probes, and a couple new Apollo parts. I’ve been doing a lot of probes lately and I have a lot more I plan to do for BDB and beyond. As for beyond probes, I am planning on revamping the newer Centaur variants that are in BDB. As for rockets families not in BDB, there’s nothing currently planned that at least I’m aware for BDB. That being said, eventually I want to make the fairing base and decoupler for MDD Barbarian. I also briefly considered the idea of potentially doing Vulcan, but my current to-do list is already big enough, plus I don’t think it’d be a good idea to do until Vulcan launches, and/or there are more pictures of flight-ready hardware for Vulcan itself as well as new Centaur for Vulcan. But no promises on that in the slightest.
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Hmm that’s strange. I did test Clementine for both 2.5x KSRSS and JNSQ, and it had more than enough delta V to reach the moon. This is because after it’s Lunar mission, Clementine was to fly by the near Earth asteroid Geographos with its remaining fuel. This never occurred though because of a computer error. Regardless, it should have enough fuel. Which rocket are you launching on? Clementine was launched on a Titan 23G. This is pretty much a Titan 2 with a Star 37 solid rocket motor on top. The Titan 2 and the Star 37 will be enough to bring it to trans-Lunar injection. Clementine’s large supply of liquid fuel and its highly efficient engine would be enough to bring it to a stable Lunar orbit. Let me know if you are launching Clementine in this way. If not, I’ll double check my numbers.
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Yea, Zorg was right. It was an export issue with Unity. You used to be able to export the part with the animation deployed in Unity so it would show deployed in the VAB part menu. However in 1.12 this would also make it deployed when you get it from the VAB. I uploaded the fix along with a fix for the same issue for my other parts.
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Hmm I’ve launched Transit a few times and never had any problems like that. However, this problem is definitely one I am aware of, it is caused by not turning off a specific setting in Unity when exporting, which is an easy fix. I’ll double check to make sure this is not the case. In the mean time, what version are you using? If they are bugged though, thanks for letting me know lol. While many things I put in Dev branches have bugs that because they are simply not finished, sometimes there are issues I might have overlooked in a part I believe is finished. If there are any other issues with the Transit/SOLRAD/POPPY parts, let me know as those parts are supposed to be 100% finished.
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Alrighty, couple updates. Mariner seemed like it was close to being finished, but I will have to redo some stuff. Here's some extra technical details why I will need to redo many of these parts if any of you are interested: To summarize, Mariner 3-5's bus' diameter will need to be larger, and many other parts need to be upscaled by this same factor. I probably was on track to get the Mariner parts in game in a week or two(depending on how much spare time I have to work on modding), but it might take longer now. In better news, a blast from the past: the 0.625 m Klaw that Cobalt made a while ago is being brought in game! I am having some troubles getting it to cooperate but it will be on github soon. A little Pioneer 6 based probe I made with it:
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HiRes might be for SAR stuff. I can't remember for sure. Clementine just has a LIDAR laser altimeter. It would be kinda weird for Clementine to be as powerful as Seasat or something. Additionally, Clementine's sensor is already a little overpowered (already has like 4 higher science value experiments in one single part), so I think it's fine if the altimeter is nerfed a little.
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Alright, another round of pioneer fixes have been made. All pioneer parts are now (or at least they should be) properly named w/ descriptions and w/ the right tech tree stuff. All that's left to do for pioneer is finish setting up all the experiments, do cost balancing, and multispectral imaging sci def. Also got around to fixing the Clementine engine and naming format, might add a toggleable probe name plaque to Clementine tomorrow. At this point Pioneer should be totally playable and stable, minus the science being set up. Additionally, craft files for Pioneer 10/11, Pioneer SUAE (pioneer Uranus atmospheric probe), and Pioneer outer planets orbiter have been uploaded. These might be helpful as with all the experiments, pioneer is a lot of parts and can be hard to put together.
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Well there are two probes I have left to do before I release my probe update (which at that point would contain ten-ish sets of parts for various probes which is outlined under the issue section on the BDB github). I have to finish Mariner 3-5 and RAE A/B(Explorer 38/49). I'm also doing Pegasus (the satellite) for the Apollo update. I am also working on another probe project separate from BDB; the first three probes in that project will be Voyager, Kepler Space Telescope, and AMSAT P3. As Voyager and Kepler will be relatively big projects, it is hard for me to say what will come after that. Perhaps a proper Seasat?