CobaltWolf Posted October 7, 2016 Author Share Posted October 7, 2016 Guess what's up on Github now... Quote Link to comment Share on other sites More sharing options...
Daelkyr Posted October 7, 2016 Share Posted October 7, 2016 @CobaltWolf Man!!! Talk about crowded! But I have to say, this mod keeps getting better and better. Quote Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted October 7, 2016 Share Posted October 7, 2016 (edited) HOORAY! 225 pages! for this momentous occasion we get... BLOCK III!? OH YEAH! Edited October 7, 2016 by Rory Yammomoto Quote Link to comment Share on other sites More sharing options...
PickledTripod Posted October 7, 2016 Share Posted October 7, 2016 Since you're going to include B9PartSwitch, could you bundle the SPS and regular versions of the Sina engines together in a single part, sort of like what Porkjet had planned for the stock engine overhaul? And maybe later make alternate versions for all your engines? Quote Link to comment Share on other sites More sharing options...
sp1989 Posted October 7, 2016 Share Posted October 7, 2016 I know it sounds like a stupid part but could you do a ASTP adapter. I think it could be a cool little part and round out the pack and when Skylab is done it will truly be everything from the late 50s to 70s. Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted October 7, 2016 Share Posted October 7, 2016 Quote Link to comment Share on other sites More sharing options...
Drakenex Posted October 7, 2016 Share Posted October 7, 2016 1 hour ago, sp1989 said: I know it sounds like a stupid part but could you do a ASTP adapter. I think it could be a cool little part and round out the pack and when Skylab is done it will truly be everything from the late 50s to 70s. +1 Although you can build reasonable accurate one using misc parts it will be nice to have a cobaltwofized one Quote Link to comment Share on other sites More sharing options...
TheAceOfHearts Posted October 7, 2016 Share Posted October 7, 2016 3 minutes ago, Drakenex said: +1 Although you can build reasonable accurate one using misc parts it will be nice to have a cobaltwofized one Since I think either Tantares or Contares has the APAS used on that mission, the adapter would be the missing link between mods. Quote Link to comment Share on other sites More sharing options...
Wahgineer Posted October 7, 2016 Share Posted October 7, 2016 (edited) @VenomousRequiem, Woot Woot! AJ260! Will it make it in time for the next update? I just took a closer look. That's Sarnus 1c (*facepalm*). Looks good either way. Edited October 7, 2016 by awsumindyman I'm stupid. Quote Link to comment Share on other sites More sharing options...
Drakenex Posted October 7, 2016 Share Posted October 7, 2016 yup, that APAS is very particular. Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted October 7, 2016 Share Posted October 7, 2016 3 minutes ago, awsumindyman said: @VenomousRequiem, Woot Woot! AJ260! Will it make it in time for the next update? I just took a closer look. That's Sarnus 1c (*facepalm*). Looks good either way. I've also got the AJ260 almost completely modeled. It's the short and long Thor tanks scaled up to 3.75m with the Fernis engine mount. Saturn Ic and the AJ260 will not be in BDB 1.0, but probably pretty soon after. Quote Link to comment Share on other sites More sharing options...
Wahgineer Posted October 7, 2016 Share Posted October 7, 2016 @VenomousRequiem, Das goot. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 7, 2016 Author Share Posted October 7, 2016 Yeah. Basically all the new stuff I've added the last couple days was modified from existing textures, except for the 5.625m fairing base, which was UV unwrapped and textures in around 15 minutes. The Saturn 1C tankage and the AJ260 would be very big - unfortunately for BDB, there is a direct correlation between the surface area of a part and how much time it takes to texture it. And the Sarnus stuff just swallows surface detailing wholesale - it needs a lot of time spent just adding in smudges, scratches, wear and tear. So adding those variants isn't something I have time to do before 1.2 is out. 1 hour ago, sp1989 said: I know it sounds like a stupid part but could you do a ASTP adapter. I think it could be a cool little part and round out the pack and when Skylab is done it will truly be everything from the late 50s to 70s. 50 minutes ago, Drakenex said: +1 Although you can build reasonable accurate one using misc parts it will be nice to have a cobaltwofized one 46 minutes ago, TheAceOfHearts said: Since I think either Tantares or Contares has the APAS used on that mission, the adapter would be the missing link between mods. 42 minutes ago, Drakenex said: yup, that APAS is very particular. The adapter exists in Tantares IIRC (it's orange looking) and Contares has an APAS 75. It's not on my to-do list; there's a lot of other stuff I'd like to do. 11 hours ago, Daelkyr said: ~5 seat IVA~ Man!!! Talk about crowded! But I have to say, this mod keeps getting better and better. Holy smokes that's what that PR was? (I read it half-asleep this morning) Merged! That's awesome! 4 hours ago, PickledTripod said: Since you're going to include B9PartSwitch, could you bundle the SPS and regular versions of the Sina engines together in a single part, sort of like what Porkjet had planned for the stock engine overhaul? And maybe later make alternate versions for all your engines? Uhh, maybe. It's a toss-up since I like having them be 'available' in the VAB pallete, but I also want to avoid contributing to that bloat unnecessarily. Speaking of part bloat, is there any desire for a shorter (like, 2/3 or 3/4) length SLA? Shouldn't be hard to implement and it would match the ETS proportions a bit better. I also want to do one that forms a full bi-conic shroud, but still opens like an angry alligator. Quote Link to comment Share on other sites More sharing options...
Wahgineer Posted October 7, 2016 Share Posted October 7, 2016 @CobaltWolf, go for'em both. Quote Link to comment Share on other sites More sharing options...
Araym Posted October 7, 2016 Share Posted October 7, 2016 I promised to @CobaltWolf about show some little changes I done to F1 and J2 engines plumes in "stock" version: I rigged the standard (at least up to BDB v1.0beta) BDB engines to those with my reworked plumes (I actually did them for my 1.1.3 version, but they should work in 1.2 too) in order (in the image, left to right) F1 reworked (orange "Mammoth" flame and a bit more of smoke), J2 BDB original, J2 with SQUAD "hydrolox" effect (found buried, and unused, in stock SSME "Vernor"), F1 BDB original. J2 tests: reworked at central-right position, BDB original at central-left position. F1 tests: reworked at left, BDB original at right Then, after a ground test, a launch in Sarnus V assembly (I forgot the S-IC fins, but it was just a test run) with only reworked plumes More of the launch here: Imgur album "Sarnus plume rework" I'm just sill testing a bit of different "ground effects" at ignition on pad for the F1 (how much smoke is diverted near the ground) but for the plumes I'm happy enough. As I did it in a "1.1.3 test save" (the same where I adapted the latest models to still work on 1.1.3), I should just port the effect definition over the latest 1.2 cfg, if interested Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 7, 2016 Author Share Posted October 7, 2016 @Araym that looks awesome! Couple things: In this picture, it looks like the J2 plume expands a lot. I don't see that in other pictures. Does it actually do that? And if not, is it possible to make it do that? Similarly, I think the F1s should be even bigger - to the point where they merge. See this picture. Quote Link to comment Share on other sites More sharing options...
Araym Posted October 7, 2016 Share Posted October 7, 2016 (edited) 12 minutes ago, CobaltWolf said: @Araym that looks awesome! Couple things: In this picture, it looks like the J2 plume expands a lot. I don't see that in other pictures. Does it actually do that? And if not, is it possible to make it do that? Similarly, I think the F1s should be even bigger - to the point where they merge. See this picture. Smoke expansion fired from a static position tends to accumulate in a "ball" just there. When launched, being "stock" very limited, they do a trail. I could (probably: still testing to understand how to manage plume effects) try a bit of different configuration to let the trail be a bit more "aggressive", but I'm not sure that it could change a lot... Both uses the "very large" smoke effect... but as you can see in the last images about the J2s in flight (shot a bit after separation, at rougly 40-45km altitude) there is a limitation about how "stock" smoke dissipate a lot in the thin layer of atmosphere (even if it adds a bit of effect like an expanded plume) and then disappear completely (last image) in the range of 45-50km altitude... Edited October 7, 2016 by Araym Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 7, 2016 Author Share Posted October 7, 2016 Darn. Ok then. Also, fun little reminder that these guys are waiting in the wings too Quote Link to comment Share on other sites More sharing options...
Daelkyr Posted October 7, 2016 Share Posted October 7, 2016 6 minutes ago, CobaltWolf said: Darn. Ok then. Also, fun little reminder that these guys are waiting in the wings too -Snip- Okay, I'm at a loss of what those are. Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted October 7, 2016 Share Posted October 7, 2016 11 minutes ago, Daelkyr said: Okay, I'm at a loss of what those are. First one is Object D, or more famously Sputnik 3. I can't remember what the other one is, I've never seen it. Quote Link to comment Share on other sites More sharing options...
IronCretin Posted October 7, 2016 Share Posted October 7, 2016 I'd live to see shorter and closed-top SLAs, please. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 7, 2016 Author Share Posted October 7, 2016 24 minutes ago, Daelkyr said: Okay, I'm at a loss of what those are. Just some of the many parts from my probe parts maya scene that were left in various states of development... In completely unrelated news, something is coming... Quote Link to comment Share on other sites More sharing options...
Araym Posted October 7, 2016 Share Posted October 7, 2016 45 minutes ago, CobaltWolf said: @Araym that looks awesome! Couple things: In this picture, it looks like the J2 plume expands a lot. I don't see that in other pictures. Does it actually do that? And if not, is it possible to make it do that? Similarly, I think the F1s should be even bigger - to the point where they merge. See this picture. I did a bit of tweaking again: nothing could really work to add smoke at altitude, but probably I got some of the smoke effect from F1 engines add at launch a consistent trail (and a good, big, smoke deflection under the pad) - in the previous collection it was not very well shown: ... and later, at 7km altitude, a bit weaker (KSP manage this way the smoke) but still "merged" from all the 5 nozzles: Whole set from launch to 7km here Quote Link to comment Share on other sites More sharing options...
pTrevTrevs Posted October 7, 2016 Share Posted October 7, 2016 Wait, Lunar Orbiter? Is that what's coming? I could have sworn we had that already. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 7, 2016 Author Share Posted October 7, 2016 (edited) 41 minutes ago, pTrevTrevs said: Wait, Lunar Orbiter? Is that what's coming? I could have sworn we had that already. Thinking the wrong direction. EDIT: Just a specific callout here, thanks to @Daelkyr for making an IVA for the 5 kerb Apollo pod, and thanks to @Araym for making RPM configs for both Apollo IVAs! Edited October 7, 2016 by CobaltWolf Quote Link to comment Share on other sites More sharing options...
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