CobaltWolf Posted October 10, 2018 Author Share Posted October 10, 2018 7 minutes ago, debaker02 said: I am not a big fan on the three engine mount. The angles somehow seem too sharp? I love the rest. Will the f1 look too big? 2 minutes ago, MinimumSky5 said: @CobaltWolf you must be psychic or something, I was wanting to ask about how you could do LDC with BDB parts! Yes to all of the multimounts, they look good already, but I'd second the point from @debaker02, wouldn't the F1 look a bit big on this? What would the in game diameter be of LDC? I've gotten generally negative feedback on the 3 engine mount so I'll either rethink it or cut it entirely (leaning towards the second honestly). The LDC tanks, 2nd stage engine mount, and interstage are actually all up on Github already and have been since February-March or so. I just got really bad artists block on the first stage engine mount which made me set the project aside. Several people have asked again lately and I wanted to take another whack at it. The single engine mount is meant to be used in a single F-1 configuration. All the others are meant to use LR-87s (which, while not immediately, is getting revamped) or E-1s (also up on the Github for some time). Pics of the current LDC parts in action here: By the way, I asked what it would look like if someone used the LDC 2nd stage in place of the S-IV on Saturn 1, I still haven't seen that... Quote Link to comment Share on other sites More sharing options...
Foxxonius Augustus Posted October 10, 2018 Share Posted October 10, 2018 (edited) 20 hours ago, CobaltWolf said: Hey y'all! Got some fixes I just uploaded, but it's late here so I don't have a chance to test them! -snip- Also, I tried to implement RealPlume for all these new solid parts, especially Peacekeeper and the Scout. I don't know if any of them are working. If anyone feels like verifying these fixes it would be most appreciated! I have tested with RealPlume and all the solids seem to be working great! The OAM seems very wrong however. There seems to be large effects at starting at the top of the part. That is the only problem I found though 3 hours ago, CobaltWolf said: -snip- By the way, I asked what it would look like if someone used the LDC 2nd stage in place of the S-IV on Saturn 1, I still haven't seen that... Ask and ye shall receive! Full Album https://imgur.com/a/rqCAeQC LDC Titan F-1A 1st stage with a S-IV upper is cool too Edited October 10, 2018 by Foxxonius Augustus Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 11, 2018 Author Share Posted October 11, 2018 HAPS and Super HAPS are up on Github. I hate doing this, but since I wound up with both versions in game at once... some new vs old pics! Quote Link to comment Share on other sites More sharing options...
Drakenex Posted October 11, 2018 Share Posted October 11, 2018 Love them all Mr Wolfie, including the 3 engine cluster. Thanks for pointing out the LDC Titan mistake! Quote Link to comment Share on other sites More sharing options...
Jso Posted October 11, 2018 Share Posted October 11, 2018 7 hours ago, Foxxonius Augustus said: I have tested with RealPlume and all the solids seem to be working great! The OAM seems very wrong however. There seems to be large effects at starting at the top of the part. That is the only problem I found though It looks like the stock effect ontop of the RealPlume effect. I think the ModuleEnginesFX combined with the ModuleRCSFX might be screwing it up. Other parts like this (Agena D) use ModuleEngines + ModuleRCSFX without issue. @CobaltWolf maybe we can change this and see what happens. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 11, 2018 Author Share Posted October 11, 2018 10 hours ago, Drakenex said: Love them all Mr Wolfie, including the 3 engine cluster. Thanks for pointing out the LDC Titan mistake! Very cool! Makes me want to finish the engine mount! And redo the Titan SRBs.... 6 hours ago, Jso said: It looks like the stock effect ontop of the RealPlume effect. I think the ModuleEnginesFX combined with the ModuleRCSFX might be screwing it up. Other parts like this (Agena D) use ModuleEngines + ModuleRCSFX without issue. @CobaltWolf maybe we can change this and see what happens. Hmm, maybe. I just kind of threw them together based on old ones and haven't had a chance to test them all. I'm sure there's more stuff that needs it (if anyone feels like doing RealPlume stuff hit me up) Quote Link to comment Share on other sites More sharing options...
Drakenex Posted October 11, 2018 Share Posted October 11, 2018 4 hours ago, CobaltWolf said: Very cool! Makes me want to finish the engine mount! And redo the Titan SRBs.... 1 please! Quote Link to comment Share on other sites More sharing options...
Jall Posted October 11, 2018 Share Posted October 11, 2018 Just in case its slipped your mind @CobaltWolf , the S-II engine mount has an untextured part to it now that I'm assuming you're in the process of revamping at some point? Quote Link to comment Share on other sites More sharing options...
Jso Posted October 11, 2018 Share Posted October 11, 2018 54 minutes ago, Jall said: Just in case its slipped your mind @CobaltWolf , the S-II engine mount has an untextured part to it now that I'm assuming you're in the process of revamping at some point? He fixed that last night. 23 hours ago, Foxxonius Augustus said: The OAM seems very wrong however. Also fixed now. Quote Link to comment Share on other sites More sharing options...
Jall Posted October 11, 2018 Share Posted October 11, 2018 55 minutes ago, Jso said: He fixed that last night. Odd, I downloaded the newest version today and it didn't have a full texture. Quote Link to comment Share on other sites More sharing options...
HooHungLow Posted October 12, 2018 Share Posted October 12, 2018 @CobaltWolf Stunning! Keep up the great work. Quote Link to comment Share on other sites More sharing options...
MinimumSky5 Posted October 12, 2018 Share Posted October 12, 2018 Just a small question about Titan 1. The suggested build (using the manual on Docdroid) has a sea level TWR of 1.07,which seems quite low to me. I've just checked the real missile, and it had a TWR of 1.25, so have I done something wrong, or is the engine a little underrated? Quote Link to comment Share on other sites More sharing options...
Jso Posted October 12, 2018 Share Posted October 12, 2018 40 minutes ago, MinimumSky5 said: Just a small question about Titan 1. The suggested build (using the manual on Docdroid) has a sea level TWR of 1.07,which seems quite low to me. I've just checked the real missile, and it had a TWR of 1.25, so have I done something wrong, or is the engine a little underrated? The engine is correct, it's the tanks that are too big. Take some fuel out of it. It's a known issue. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 12, 2018 Author Share Posted October 12, 2018 14 hours ago, Jall said: Just in case its slipped your mind @CobaltWolf , the S-II engine mount has an untextured part to it now that I'm assuming you're in the process of revamping at some point? 13 hours ago, Jso said: He fixed that last night. 12 hours ago, Jall said: Odd, I downloaded the newest version today and it didn't have a full texture. Hmm, can anyone confirm? There are two S-II engine mounts now (by the way, we can combine them into a single part using B9PS if people would like me to do that?) so I might have missed one. 9 hours ago, HooHungLow said: @CobaltWolf Stunning! Keep up the great work. Thank you! 3 hours ago, MinimumSky5 said: Just a small question about Titan 1. The suggested build (using the manual on Docdroid) has a sea level TWR of 1.07,which seems quite low to me. I've just checked the real missile, and it had a TWR of 1.25, so have I done something wrong, or is the engine a little underrated? 2 hours ago, Jso said: The engine is correct, it's the tanks that are too big. Take some fuel out of it. It's a known issue. Yeah, which stinks since I really like the first stage tank... But yeah, the standards of my research back then were far more, erm, lax... I would like to redo Titan (at some distant point in the future) and if so that sort of stuff will be fixed. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 12, 2018 Author Share Posted October 12, 2018 Oh, forgot to share - the Star-37FMV got UV unwrapped last night. Me and @Jso agreed that we should only include the vectoring version, partially for part bloat and partially because the gyroscopic effect that helps spin stabilized stuff stay on course isn't represented in KSP. I will probably be able to get it and the Star-48BV in game this Sunday. Quote Link to comment Share on other sites More sharing options...
akron Posted October 13, 2018 Share Posted October 13, 2018 15 hours ago, CobaltWolf said: Oh, forgot to share - the Star-37FMV got UV unwrapped last night. Me and @Jso agreed that we should only include the vectoring version, partially for part bloat and partially because the gyroscopic effect that helps spin stabilized stuff stay on course isn't represented in KSP. I will probably be able to get it and the Star-48BV in game this Sunday. Ha! We were both just literally working on versions of essentially the same part (I did 37E) . I even modeled some of the gimbal bits for later use as the FMV version. lol Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 14, 2018 Author Share Posted October 14, 2018 On 10/13/2018 at 1:18 AM, akron said: Ha! We were both just literally working on versions of essentially the same part (I did 37E) . I even modeled some of the gimbal bits for later use as the FMV version. lol I looked at yours - your interstage is way nicer than mine! I'll have to figure out a way to make mine cooler... Which will be happening very soon since I'm booting the stream back up on Twitch! Sorting through some bugs real quick then I'm going to be working on the Star-37/48! Or the Castor 30XL... haven't decided yet, might be nice to be done with the Peacekeeper texture sheet. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 15, 2018 Author Share Posted October 15, 2018 Alrighty, follow up post from the stream. Yesterday I squashed some bugs and made some fixes to things: The Venus Flyby Module shouldn't throw errors anymore - the animation wasn't named right in the cfg. The Atlas 1 (Bossart) rocket has a new paint job, part of the ongoing effort to improve the finish and feel of the rocket since it was released only about 90% finished. The speculars and normals should be better now, along with some white painted accents, to match the real-life satellite launch vehicle variants. Please let me know what you think, there will probably be at least one more round of adjustments. See below for a pic, though I believe it was a work in progress and changed a bit more before I was done. The SR-120 SRB now has the same raceway as the other Peacekeeper parts. The Castor-30 SRB should have a better, more detailed finish now, which hopefully helps compensate for how bare the main case body is. Additionally, two new parts made it in game! First, the Castor-30XL: (Note that there are no canon launch vehicles for the 30XL in BDB... and no, I'm not going to make Antares ) Secondly, the STAR-37 made it in game. As I said before, we decided to only make the 'V' (vectoring) versions of the STAR-37/48 since KSP doesn't model gyroscopic stabilization. On that note, does anybody think they'll ever use the 'basic' Antares over the one with the RCS? If not we might as well remove it before release to spare people the part bloat. I have another part I might use the texture space for anyways. Pictured here is the STAR-48 on the left (not in game yet, though as you can see its close) and the STAR-37 on the right. Quote Link to comment Share on other sites More sharing options...
Jso Posted October 15, 2018 Share Posted October 15, 2018 44 minutes ago, CobaltWolf said: does anybody think they'll ever use the 'basic' Antares over the one with the RCS? Isn't that for general under the fairing use rather than inline like on scout? I say keep it. Do you have room left on the texture sheet for the Minotaur GCA? After playing with Minotaur 5 I think it would be useful. It gets a little tall with everything stacked on top of the PBV. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 15, 2018 Author Share Posted October 15, 2018 1 hour ago, Jso said: Isn't that for general under the fairing use rather than inline like on scout? I say keep it. Do you have room left on the texture sheet for the Minotaur GCA? After playing with Minotaur 5 I think it would be useful. It gets a little tall with everything stacked on top of the PBV. I think so! I wound up with more room left than expected after the 30XL was done, and I don't have anything else planned for that sheet... We'll have to do a bit more research to figure out what it should be. I was picturing sort of a pancake with RCS jets on the side, but apparently that's not the case... would it have a control core in it? We wound up removing them from the OAM and PBV. Part of me also wants to make a set of payload adapters and satellite separators since I've seen a lot of them in the users guide for these rockets. It's worth noting that, upon looking at the diagrams a bit closer, I don't understand where the attitude control for the GCA comes from. It says that they are mounted on the GCA skirt (the outer structure in the bottom pic) Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 15, 2018 Author Share Posted October 15, 2018 1.5 compatibility when?!? Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted October 15, 2018 Share Posted October 15, 2018 9 minutes ago, CobaltWolf said: 1.5 compatibility when?!? Unless they seriously redid anything under the hood, it should still work, right? Quote Link to comment Share on other sites More sharing options...
Marcelo Silveira Posted October 15, 2018 Share Posted October 15, 2018 (edited) Well, I have some suggestions for this mod. A while back I made a patch for ATK Propulsion Pack to add thrust Curves closer to the real ones. You can use them for star-37 and star-48 if you want. Or any other SRB that was in that patch. The image show the Star-37FM thrust profile provided by Orbital ATK and the equivalent thrustCurve calculated.@CobaltWolf, feel free to use these patches for you Star-37/48. Spoiler For the Star-37 // Thrust profile provided by orbital ATK. //thrustCurve calculated by forum user MarceloSilveira @PART[bluedog*,Bluedog*]:HAS[@MODULE[ModuleEngines*]:HAS[#ThrustCurvePrefab[real_STAR37]]]:FOR[zzBluedog_DB] { @description ^= :$: Thrust curve calculated based on the thrust profile provided by orbital ATK.: @MODULE[ModuleEngines*]:HAS[#ThrustCurvePrefab[real_STAR37]] { !ThrustCurvePrefab = delete !thrustCurve {} %useThrustCurve = true thrustCurve { key = 1 0.7388 key = 0.9998 0.8497 key = 0.9421 0.9697 key = 0.7334 1.1383 key = 0.6898 1.0621 key = 0.5869 1.0159 key = 0.2741 1.0898 key = 0.061 1.0621 key = 0.0059 1 key = 0 0.0046 } } } aaaaaaaaand for the Star-48 // Thrust profile provided by orbital ATK. //thrustCurve calculated by forum user MarceloSilveira @PART[bluedog*,Bluedog*]:HAS[@MODULE[ModuleEngines*]:HAS[#ThrustCurvePrefab[real_STAR48]]]:FOR[zzBluedog_DB] { @description ^= :$: Thrust curve calculated based on the thrust profile provided by orbital ATK.: @MODULE[ModuleEngines*]:HAS[#ThrustCurvePrefab[real_STAR48]] { !ThrustCurvePrefab = delete !thrustCurve {} %useThrustCurve = true thrustCurve { key = 1 0.8609 key = 0.9999 0.894 key = 0.9918 0.8609 key = 0.8695 0.9271 key = 0.8095 1 key = 0.7975 0.9271 key = 0.7271 0.9602 key = 0.7153 0.9271 key = 0.6302 1.0264 key = 0.4715 1.0993 key = 0.3326 1.1331 key = 0.2198 1.1331 key = 0.1516 1.0596 key = 0.0593 1.0596 key = 0.0068 1 key = 0 0.0006 } } } Edited October 15, 2018 by Marcelo Silveira Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 15, 2018 Author Share Posted October 15, 2018 4 minutes ago, Marcelo Silveira said: Well, I have some suggestions for this mod. A while back I made a patch for ATK Propulsion Pack to add thrust Curves closer to the real ones. You can use them for star-37 and star-48 if you want. Or any other SRB that was in that patch. *snipped image* The image show the Star-37FM thrust profile provided by Orbital ATK and the equivalent thrustCurve calculated.@CobaltWolf, feel free to use these patches for you Star-37/48. Looks nice! We'll have to see what @Jso says, he handles stuff like that. I know some of the rockets have curves from the ATK catalog - the Castor-120 for instance. I don't know if the STARs have them. Quote Link to comment Share on other sites More sharing options...
Marcelo Silveira Posted October 15, 2018 Share Posted October 15, 2018 aaaaaand now the CRP patch I also made some patches ti add compatibility with Community Resource Pack (CRP) The first patch replaces the monopropellant fuel cells with more 'realistic' hydrogen-oxygen ones used by the Apollo and Gemini programs. They have the same output (1.5Ec/s) but considerably different mass flow rate. Spoiler //Patch made by Marcelo Silveira to replace the original generators in the BlueDog pack. //Adds fuel cell to Gemini's Service Modules. @PART[bluedog_Gemini_Service_A]:BEFORE[BlueDog_DB]:NEEDS[CommunityResourcePack] { @cost += 3.8 // @mass -= 0.108 //H2 +O2 masses RESOURCE { name = Hydrogen amount = 136000 maxAmount = 136000 } RESOURCE { name = Oxygen amount = 68000 maxAmount = 68000 } %RESOURCE[ElectricCharge] { %amount = 50 %maxAmount = 400 } @MODULE[ModuleResourceConverter] { @FillAmount = 0.98 @AutoShutdown = false -INPUT_RESOURCE{} INPUT_RESOURCE { ResourceName = Hydrogen Ratio = 1.5978 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.7989 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Water Ratio = 0.000128 DumpExcess = true } } } //Fuel Cell for the Apollo Service Module @PART[bluedog_Apollo_Block2_ServiceModule]:BEFORE[BlueDog_DB]:NEEDS[CommunityResourcePack] { @cost += 4.9 // @mass -= 0.138 //H2 +O2 masses // The SM had two tanks with 13kg of hydrogen each. // Using very simple maths we can calculate the corresponding hydrogen amount in ksp with CRP. RESOURCE { name = Hydrogen amount = 174000 maxAmount = 290000 } RESOURCE { name = Oxygen amount = 87000 maxAmount = 145000 } %RESOURCE[ElectricCharge] { %amount = 50 %maxAmount = 600 } @MODULE[ModuleResourceConverter] { @FillAmount = 0.95 @AutoShutdown = false -INPUT_RESOURCE{} INPUT_RESOURCE { ResourceName = Hydrogen Ratio = 1.5978 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.7989 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Water Ratio = 0.000128 DumpExcess = true } } } //Smaller fuel cell for the LM Ascent Stage @PART[bluedog_LEM_Ascent_Cockpit]:BEFORE[BlueDog_DB]:NEEDS[CommunityResourcePack] { @cost += 1.2 // @mass -= 0.035 //H2 +O2 masses RESOURCE { name = Hydrogen amount = 45000 maxAmount = 45000 } RESOURCE { name = Oxygen amount = 22500 maxAmount = 22500 } @MODULE[ModuleResourceConverter] { @FillAmount = 0.95 @AutoShutdown = false -INPUT_RESOURCE{} INPUT_RESOURCE { ResourceName = Hydrogen Ratio = 1.5978 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.7989 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Water Ratio = 0.000128 DumpExcess = true } } } The second patch adds ResourceScanners to the following parts: COS-B3N3T Quadropole Mass Spectrometer can measure the concentration of Argon, CO2, Oxygen, Water vapor and Xenon in the atmosphere. Radek-716 Geiger Counter can measure the concentration of Uraninite and Moniazite in the soil WDU-W3T Surface Hydrometer can measure the concentration of water in the soil and atmosphere DSMAG-R Folding Magnetometer Boom cam measure the concentration of MetallicOre, RareMetals and ExoticMinerals in the soil from low altitude Spoiler //Patch made by Marcelo Silveira to replace the original generators in the BlueDog pack. // Resource types: // 0 = Crustal (Stuff you dig up) // 1 = Oceanic (Stuff in the oceans) // 2 = Atmospheric (Stuff in the air, varies with pressure) // 3 = Interplanetary (Stuff you find between planets) //********************************************************* //Adds gaseous resources scanner for the COS-B3N3T Quadropole Mass Spectrometer @PART[Bluedog_MassSpec]:BEFORE[BlueDog_DB]:NEEDS[CommunityResourcePack] { @description ^= :$: It can also work as a gas detector.: MODULE { name=ModuleBiomeScanner } MODULE { name = ModuleResourceScanner ScannerType = 2 ResourceName = ArgonGas MaxAbundanceAltitude = 25000 RequiresUnlock = false } MODULE { name = ModuleResourceScanner ScannerType = 2 ResourceName = CarbonDioxide MaxAbundanceAltitude = 25000 RequiresUnlock = false } MODULE { name = ModuleResourceScanner ScannerType = 2 ResourceName = Oxygen MaxAbundanceAltitude = 25000 RequiresUnlock = false } MODULE { name = ModuleResourceScanner ScannerType = 2 ResourceName = Water MaxAbundanceAltitude = 25000 RequiresUnlock = false } MODULE { name = ModuleResourceScanner ScannerType = 2 ResourceName = XenonGas MaxAbundanceAltitude = 25000 RequiresUnlock = false } } //Adds radioactive resources scanner for the Radek-716 Geiger Counter @PART[Bluedog_Geiger]:BEFORE[BlueDog_DB]:NEEDS[CommunityResourcePack] { @description ^= :$: Has a uranium ore detector.: MODULE { name=ModuleBiomeScanner } MODULE { name=ModuleAsteroidAnalysis } MODULE { name=ModuleAnalysisResource resourceName = Uraninite } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = Uraninite MaxAbundanceAltitude = 1000 RequiresUnlock = false } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = Mopedantte MaxAbundanceAltitude = 1000 RequiresUnlock = false } } //Adds liquid resources scanner for the WDU-W3T Surface Hydrometer @PART[bluedog_hydrometer]:BEFORE[BlueDog_DB]:NEEDS[CommunityResourcePack] { @description ^= :$: Can detect the composition of the liquid were it lands, it also can measure the ground water content.: MODULE { name=ModuleBiomeScanner } MODULE { name=ModuleAsteroidAnalysis } MODULE { name=ModuleAnalysisResource resourceName = Water } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = Water MaxAbundanceAltitude = 50 RequiresUnlock = false } MODULE { name = ModuleResourceScanner ScannerType = 1 ResourceName = Water MaxAbundanceAltitude = 50 RequiresUnlock = false } MODULE { name = ModuleResourceScanner ScannerType = 2 ResourceName = Water MaxAbundanceAltitude = 48000 RequiresUnlock = false } } //Adds resource scanner for the DSMAG-R Folding Magnetometer Boom @PART[bluedog_foldingMag]:BEFORE[BlueDog_DB]:NEEDS[CommunityResourcePack] { MODULE { name=ModuleBiomeScanner } MODULE { name=ModuleAsteroidAnalysis } MODULE { name=ModuleAnalysisResource resourceName = Ore } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = MetallicOre MaxAbundanceAltitude = 75000 RequiresUnlock = false } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = RareMetals MaxAbundanceAltitude = 82000 RequiresUnlock = false } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = ExoticMinerals MaxAbundanceAltitude = 31000 RequiresUnlock = false } } Have fun everyone Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.