CobaltWolf Posted September 30, 2015 Share Posted September 30, 2015 (edited) Like what I do? Want to directly support development? Consider donating via Patreon or Paypal! Set up recurring donations through Patreon ...Or make a one time donation via PayPal DOWNLOADS Spacedock | Github MANUAL | DEVELOPMENT | BUG REPORTS Made by @CobaltWolf, @Jso, @Zorg, @Invaderchaos, and @Rodger Massive support from B9PS and SAF provided by @blowfish (Un)official wiki maintained by @Friznit Dependencies (included in download, check for latest versions if you have issues!): B9 Part Switch - Used for fuel switching and for some mesh / texture switching. Community Resource Pack - Primarily used for hydrogen resource. DMagic Science Animate - Used for advanced experiment functionality. NOT THE SAME AS DMAGIC ORBITAL SCIENCE!!! Module Manager - Used for internal patching and adjustments. Simple Adjustable Fairings - used for the new "hard" fairings included from BDB v1.7.0 onwards Deployable Engines - Self explanatory? System Heat - Our new solution for boiloff management Changelog: Spoiler BLUEDOG DESIGN BUREAU CHANGELOG v1.14 New Content and Features - Revamp of Atlas including new core tank variants to represent all Atlas versions, extension tank switches that match precise lengths of stretched Atlas variants. Every historical Atlas variant except Atlas Burner II (pending) can now be made accurately! - Remade LR101, LR105, LR89 and RD180 Engines, added Atlas Centaur retro motor. - Generic 1.875m and 2.5m engine mounts based on the RD180 shroud and another 1.875m generic mount based on the J1-U concept. - Two new 1.25m Atlas SAF fairings: Atlas F OV-1 and MSD/SGS - New nose cones: SCORE satellite and Atlas A instrumentation. - Redone 2.5m balloon tank Atlas parts for SLV-3X and original XB-65 5 engine concept. New base tanks, extension tanks, adapter tanks, 2.5m 4x booster skirt and aft mount tank. (FAR compatible) - Atlas 1.875m Tri-coupler - Revamped 3.125m Atlas CELV parts including new core tank and extension tanks. Multiple tank lengths consolidated in B9PS switch. Sustainer tanks and booster skirt have had their textures refreshed. - Revamp of Atlas V including remade Common Core Booster with multiple paint variants, new 500 series fairing base and 400 series Centaur adapter, Centaur load reactor, new SRB decoupler, AJ60 SRB and GEM-63 SRB (with GEM 63XL option) - Dedicated Atlas V Heavy parts including liquid booster decoupler and nosecone. - OV1-1 and OV-10 satellites with multiple instruments. - OV1 propulsion kit for Altair motor, Atlas Retained Structure OV-1 side mount pod and dual ARS nose mount pod. - Scientific Passenger Pod for piggybacking experiments on Atlas core stage. - New X-15 part set including XLR11, XLR99, switches for different historical variants, drop tanks, science payloads. - X-15 delta wing - X-15 scramjet engine - TACSAT - Mariner 9 - Apollo RCML - Rocketdyne G-1 Flourine-Hydrazine engine and associated plume contributed by RO dev Al2Me6. - Mariner '69 (nice) - Support for PBR textures which provides realistic rendering of metal and non metal parts via compatibility with Resurfaced mod. Requires Resurfaced and Shabby. The deferred rendering mod is recommended to complement this. Since this support requires tweaking existing textures and adding a metal map, and since BDB has a lot of parts, this is still a work in progress. - Resurfaced PBR support is currently provided for Atlas, Atlas V, X15 (placeholder) and some of the probes. Updates and Enhancements - Apollo parachute drag rebalance (Thanks SofieBrink) - Update FreeIVA and CLS configs (Thanks SofieBrink) - Update USI life spport configs (Thanks PXTSERYU) - Update RealAntenna configs (Thanks Aebestach) - Update Hypergolic configs (Thanks Pappystein) - New optional Fluorine patch configs (Thanks Pappystein) - Update AJ9 configs, now also includes AJ11A variants (Thanks Pappystein) - Rocket Sound Enhancement configs (Thanks JacobB094) - Update Engine Ignitor configs (Thanks mountainparrot) - New VAB Organizer compatibility configs - Update upper stage thrust buff optional patch, includes NTR buff - RealChute compatibility patch for parachutes, allowing use of RC's resizing and auto-calculation systems (requires RealChute v1.4.9.3+) - Accurate version of Atlas V 400 series fairing, makes the lower boattail section part of the split fairing. Existing fixed boattail still available. (Thanks BobKermanIndustries) - Stock procedural fairing version of the LDC fairing - Colour swatches for paint switches. - New paint variants - white Titan 2 and 4 S1 bottom tanks, white Titan 2 1.5m and 1.25m adapters, white Titan SRB parachute, grey LR87-11 Titan 3 shroud, white AARDV large cargo ferry - Update Apollo paint switch patching to allow paint folder pruning - Consolidate Titan tank variants into single parts with mesh switches - Consolidate Titan engine variants into single parts with engine switches - Replace Titan engine auto-shrouds with switchable solid interstage parts. - New UA120 variant - 1206F, a full 6 segment version - New Titan SRB nosecone without built-in separation motor - Rescaled the IUS to fit inside a 1.875m fairing, plus new IUS Interstage variants for the Orbus 21 (which also fit inside a 1.875m fairing). Orbus 21 no longer uses autoshrouds, now has an interstage node for the IUS Interstage - Update engines that were using a 2nd engine module for a vernier to use just a single engine module with transformMultipliers - LR-91, GE-405s, JPL 45K, AJ260 inline - Various part merges, changing from multiple parts into B9PS variants. Including: Able/Ablestar AJ10s, Delta AJ10s, RL10s, J-2s, H-1C/D, Agena 8096C, RL20s, MB60s, A7s, Gemini/MOL/Transtage/Apollo RCS, redstone extension tanks, Saturn SLA bases and panels - New optional patch for RS68 super-compact variants for use with smaller shrouds or NFLV engine mounts - Add inner glow waterfall fx to Apollo family RCS, and fix some misplaced plumes - Set some more modules to use PAW UI Groups, like node switches, fuel cells, science experiments, scanners etc. - Update Gemini Lander drop tank nodes to not require use of move tool - Add nodes to MORL rack and PBG - Improve stability of Vanguard stack - Update bundled System Heat to 0.7.5 Bug fixes - Prevent part mass rescaling if RO is present (thanks Capkirk123) - Adjust tech placement of Little Joe II, and added to CCK patch - Fix Mariner 3/4 Cosmic Ray Detector name and description - Fix minor error with cargo types overlapping with default Kerbalism cargos - Fix errors relating to Gemini equipment module's fuel cell and TAC-LS - Fix some errors on the Apollo LES when RSMP is installed - Removed some duplicate fields - Fix window light animation on BigG Cylindrical Cargo Module - Fix nav light animation on BigG Cylindrical Equipment Module - Fix GooLab goo missing texture - Fix Clementine solar panel sunCatcher - Fix Mariner 8/9 solar panels sunCatcher - Fix Pegasus Deployable solar panel variants sunCatcher - Update LM Lab Materials Palette to have correct experiments and more cost/mass, and it now glows like the MESA version - Fix some DDS compression artifacts on Apollo RCS, and fix white variant of Apollo Sideways RCS thruster - Update some incorrect bulkhead profiles - Fix Mercury drogue chute canopy model offset - Stop SAF parts from heating up as much on ascent - Remove Cube - Fix UA120 abort mode not cancelling thrust correctly - Fix textures on Gemini MOL inflatable airlock IVA - Fix some RealPlume SRB smoke trails having too much smoke, causing gaps in the trail - Replace missing decouple fx when RealPlume is installed - Fix Voyager Mars Lander HGA pivot, which caused deployment/retraction errors - Fix LM Truck control state, had default craft type set as debris preventing control - Fix drag inside the standard Saturn SLAs - Fix RCS audio pitch changing between different axies - Add missing crew hatch and ladder to MORL - Add missing engine glows to GEM 40-60 boosters - Fix inverted Carrack Wide SAF faring halves - Depreciate old SaturnMB optional patch - Fix Pioneer Magnetometer colliders, update Mariner 10 camera colliders - Fix Delta Dual Payload Adapter decouple direction, and simplify length switch setup to only need a switch on the top half, not the base as well v1.14 New Content and Features - Revamp of Atlas including new core tank variants to represent all Atlas versions, extension tank switches that match precise lengths of stretched Atlas variants. Every historical Atlas variant except Atlas Burner II (pending) can now be made accurately! - Remade LR101, LR105, LR89 and RD180 Engines, added Atlas Centaur retro motor. - Generic 1.875m and 2.5m engine mounts based on the RD180 shroud and another 1.875m generic mount based on the J1-U concept. - Two new 1.25m Atlas SAF fairings: Atlas F OV-1 and MSD/SGS - New nose cones: SCORE satellite and Atlas A instrumentation. - Redone 2.5m balloon tank Atlas parts for SLV-3X and original XB-65 5 engine concept. New base tanks, extension tanks, adapter tanks, 2.5m 4x booster skirt and aft mount tank. (FAR compatible) - Atlas 1.875m Tri-coupler - Revamped 3.125m Atlas CELV parts including new core tank and extension tanks. Multiple tank lengths consolidated in B9PS switch. Sustainer tanks and booster skirt have had their textures refreshed. - Revamp of Atlas V including remade Common Core Booster with multiple paint variants, new 500 series fairing base and 400 series Centaur adapter, Centaur load reactor, new SRB decoupler, AJ60 SRB and GEM-63 SRB (with GEM 63XL option) - Dedicated Atlas V Heavy parts including liquid booster decoupler and nosecone. - OV1-1 and OV-10 satellites with multiple instruments. - OV1 propulsion kit for Altair motor, Atlas Retained Structure OV-1 side mount pod and dual ARS nose mount pod. - Scientific Passenger Pod for piggybacking experiments on Atlas core stage. - New X-15 part set including XLR11, XLR99, switches for different historical variants, drop tanks, science payloads. - X-15 delta wing - X-15 scramjet engine - TACSAT - Mariner 9 - Apollo RCML - Rocketdyne G-1 Flourine-Hydrazine engine and associated plume contributed by RO dev Al2Me6. - Mariner '69 (nice) - Support for PBR textures which provides realistic rendering of metal and non metal parts via compatibility with Resurfaced mod. Requires Resurfaced and Shabby. The deferred rendering mod is recommended to complement this. Since this support requires tweaking existing textures and adding a metal map, and since BDB has a lot of parts, this is still a work in progress. - Resurfaced PBR support is currently provided for Atlas, Atlas V, X15 (placeholder) and some of the probes. Updates and Enhancements - Apollo parachute drag rebalance (Thanks SofieBrink) - Update FreeIVA and CLS configs (Thanks SofieBrink) - Update USI life spport configs (Thanks PXTSERYU) - Update RealAntenna configs (Thanks Aebestach) - Update Hypergolic configs (Thanks Pappystein) - New optional Fluorine patch configs (Thanks Pappystein) - Update AJ9 configs, now also includes AJ11A variants (Thanks Pappystein) - Rocket Sound Enhancement configs (Thanks JacobB094) - Update Engine Ignitor configs (Thanks mountainparrot) - New VAB Organizer compatibility configs - Update upper stage thrust buff optional patch, includes NTR buff - RealChute compatibility patch for parachutes, allowing use of RC's resizing and auto-calculation systems (requires RealChute v1.4.9.3+) - Accurate version of Atlas V 400 series fairing, makes the lower boattail section part of the split fairing. Existing fixed boattail still available. (Thanks BobKermanIndustries) - Stock procedural fairing version of the LDC fairing - Colour swatches for paint switches. - New paint variants - white Titan 2 and 4 S1 bottom tanks, white Titan 2 1.5m and 1.25m adapters, white Titan SRB parachute, grey LR87-11 Titan 3 shroud, white AARDV large cargo ferry - Update Apollo paint switch patching to allow paint folder pruning - Consolidate Titan tank variants into single parts with mesh switches - Consolidate Titan engine variants into single parts with engine switches - Replace Titan engine auto-shrouds with switchable solid interstage parts. - New UA120 variant - 1206F, a full 6 segment version - New Titan SRB nosecone without built-in separation motor - Rescaled the IUS to fit inside a 1.875m fairing, plus new IUS Interstage variants for the Orbus 21 (which also fit inside a 1.875m fairing). Orbus 21 no longer uses autoshrouds, now has an interstage node for the IUS Interstage - Update engines that were using a 2nd engine module for a vernier to use just a single engine module with transformMultipliers - LR-91, GE-405s, JPL 45K, AJ260 inline - Various part merges, changing from multiple parts into B9PS variants. Including: Able/Ablestar AJ10s, Delta AJ10s, RL10s, J-2s, H-1C/D, Agena 8096C, RL20s, MB60s, A7s, Gemini/MOL/Transtage/Apollo RCS, redstone extension tanks, Saturn SLA bases and panels - New optional patch for RS68 super-compact variants for use with smaller shrouds or NFLV engine mounts - Add inner glow waterfall fx to Apollo family RCS, and fix some misplaced plumes - Set some more modules to use PAW UI Groups, like node switches, fuel cells, science experiments, scanners etc. - Update Gemini Lander drop tank nodes to not require use of move tool - Add nodes to MORL rack and PBG - Improve stability of Vanguard stack - Update bundled System Heat to 0.7.5 Bug fixes - Prevent part mass rescaling if RO is present (thanks Capkirk123) - Adjust tech placement of Little Joe II, and added to CCK patch - Fix Mariner 3/4 Cosmic Ray Detector name and description - Fix minor error with cargo types overlapping with default Kerbalism cargos - Fix errors relating to Gemini equipment module's fuel cell and TAC-LS - Fix some errors on the Apollo LES when RSMP is installed - Removed some duplicate fields - Fix window light animation on BigG Cylindrical Cargo Module - Fix nav light animation on BigG Cylindrical Equipment Module - Fix GooLab goo missing texture - Fix Clementine solar panel sunCatcher - Fix Mariner 8/9 solar panels sunCatcher - Fix Pegasus Deployable solar panel variants sunCatcher - Update LM Lab Materials Palette to have correct experiments and more cost/mass, and it now glows like the MESA version - Fix some DDS compression artifacts on Apollo RCS, and fix white variant of Apollo Sideways RCS thruster - Update some incorrect bulkhead profiles - Fix Mercury drogue chute canopy model offset - Stop SAF parts from heating up as much on ascent - Remove Cube - Fix UA120 abort mode not cancelling thrust correctly - Fix textures on Gemini MOL inflatable airlock IVA - Fix some RealPlume SRB smoke trails having too much smoke, causing gaps in the trail - Replace missing decouple fx when RealPlume is installed - Fix Voyager Mars Lander HGA pivot, which caused deployment/retraction errors - Fix LM Truck control state, had default craft type set as debris preventing control - Fix drag inside the standard Saturn SLAs - Fix RCS audio pitch changing between different axies - Add missing crew hatch and ladder to MORL - Add missing engine glows to GEM 40-60 boosters - Fix inverted Carrack Wide SAF faring halves - Depreciate old SaturnMB optional patch - Fix Pioneer Magnetometer colliders, update Mariner 10 camera colliders - Fix Delta Dual Payload Adapter decouple direction, and simplify length switch setup to only need a switch on the top half, not the base as well v1.13.0 New Content and Features Surveyor parts including historical lander and conceptual orbiter Minotaur I parts including M55A1, SR19, Orion 50XL and Orion 38, both fairings Complete revamp of Helios parts, featuring additional Helios parts not previously in BDB, like dust analyzer experiment, zodiacal light photometer experiment, low gain antenna, and specialized adapter MORL space station including station core, solar panels, Plutonium Brayton-cycle generator, and resistojet electric RCS New Kepler Space Telescope part set New Syncom 1-3 satellite part Low profile 4.25m (s4b sized) stack decoupler New fairings and adapters for Carrack (from ETS) and the proposed Athena III by Estreetrockets New IVAs developed in collaboration with FreeIVA developer JonnyOThan for most station parts missing IVAs including the Skylab MDA, Airlock, and ETS Research Module. IVAs have support for FreeIVA. Updates and Enhancements New BDB Extras Patch for realism-inspired alternate XLR81 Agena engine textures. Features a green outer nozzle for the XLR81-8096 and white inner nozzles for the Agena-B and Agena-D XLR81 variants New BDB Extras Patch for alternate Juno/Redstone textures. Features a variant of the Juno tank texture with Latin alphabet lettering and a no letters variant New Agena-D Seasat Texture Variants TAC life support command pods update thanks to birdog357 Updated Extraplanetary Launchpads support Castor 120 Air variants Isp update Castor 120XL Air variant Bug fixes Fix compatibility with Tantares APAS-75 Improvements to realfuels compatibility with Scout solids Fix S-II Wet Workshop crew requirements Minor texture fixes for Juno/Redstone Various minor config typo fixes Changed Pegaus Micrometeorite Experiment Panel from a electric part to a science part Added electric charge to OSCAR-1 Update Module Manager version v1.12.0 New Content and Features Voyager Mars probe part set. Prestigious end game probe, which is dual launched on Saturn V, each probe consisting of a full fledged orbiter and lander. Includes new C-1 auxiliary engine, Saturn S4B dual payload adapter, star 24 deorbit motor, and 40 components making up the orbiter and lander including several new science instruments. Little Joe II. Orbital assembly components for Saturn S4B sized stages including in line docking interstage adapter, 4 way APS. Side docking guide rail which allows for up to 3 docking ports to easily line up for multi docking. Allows users to easily lash together S4B or SII sized stages side by side on orbit. SNAP 29 RTG with conformal radiator (sized for S4B diameter) Dedicated radiators for cryocooling Saturn stages Mitsubishi MB-60 engine in fixed and deployable variants, a concept engine once proposed as a Delta IV upgrade (and for H2A and possibly SLS) Updates and Enhancements Soilscoop experiment definition from Coatl (MM patch will unify the def if Coatl is also installed) Add Centaur interface mesh to Atlas V 4xx interstage adapter Updated moduleBDBdepthMask to handle translucent shaders (Thanks to CineboxAndrew) New SRM upper stage plume (Thanks to Al2Me6 and Kochi for providing FX used in this plume), applied to all vac/upper stage SRB motors. Tweaked upper stage LH2 plume. Remove particle shader from F1 and E1 waterfall due to performance and look problems when clustered. Re-balance the science labs Bug fixes Fix conflict between Extraplanetary launch pads compatibility patch and Simple Construction Fix Deadly Reentry compatibility with engine thermals patch Fix Filter extensions config when used without BDB Realnames Extras patch Fix Keyhole dual adapter decoupler direction Lunar shelter telescope can be used on atmospheric bodies now Fix for Deadly Reentry conflict Fix in flight texture switch in BDB Extras for 5 crew Apollo capsule Fix procedural fairings patch. Fix missing power tower dual solar array truss v1.11.0 New content and features - Add Deployable Engines as hard dependency - All new boiloff mechanics using System Heat as a new dependency (included by default, can be removed optionally). Boiloff can now be managed by using system heat configured radiators to provide active cryo cooling - Skylab 25kW power module parts including large solar panels, radiators, tower structure, and docking adapter - Skylab teleoperator retrieval system (reboost module) - SII interstage based EOSS space station parts including aft section, large telescope, solar panels, experimental rollout solar array and more - New nuclear engines: NERVA XE hot bleed cycle engine, NERVA full flow cycle flight engine (with aerospike option), large and powerful NERVA II, Los Alamos Small Nuclear Engine concept - Apollo SIM bay ATM telescope - SII wet workshop - Mariner 3, 4 and 5 - 6.25m S4F stage for FLO HLLV (incorrectly known as Comet HLLV sometimes) - 8m Saturn fairing inspired by FLO HLLV. - New 2.5m Saturn fairing - 3x variant for Saturn S1D engine mount - Revamped Big G 1969 (cylindrical service module) - Revamped Centaur II (atlas II) and Common Centaur/Centaur III (Atlas III and V) - Orbital Goo Laboratory inspired by Orbital Primate Spacecraft. - Apollo Lunar Roving Vehicle (LRV) parts (requires Breaking Ground DLC for robotics) - Extended set of ALSEP ground experiments including historical experiments and proposed ones (requires Breaking Ground DLC for EVA ground science) - 3 crew LM Taxi with uprated ascent stage variant - LM truck cargo variant with roll-off ramp with autonomous descent stage variant - Orbital LM Lab - LM Shelter and Early Lunar Shelter with new experiments including 100ft drill (thanks to Gregoria Luna (Gregrox) for the telescope results) - She-lab (Shelter Lab) with accompanying MTV vehicle. - Lunar Flying Vehicle - LR91 style nozzle for the single LR87 vac - Shaddy compatibility support for blanket type solar panels using transmission shaders (backlit glow) - Shaddy compatibility for translucent parachute shaders - new IVA for the LM and variants (new props including detailed hatches and DSKY interface) - Haaselblad lunar camera KIS prop (also an IVA prop) Updates and Enhancements - Native community category kit implementation - Update filter extensions compatibility - Snacks! compatibility update thanks to debaker02 - Startup fireball effects for F1 and RS68 waterfall plumes - Add mesh switch to CADS docking ports to turn off inner hatch. - RL10-C3 variant (thanks to Al2me6) - New running sound for nuclear engines with Geiger clicks (Thanks to Katniss) - Compatibility with Default Action Groups mod - Add some KSRSS results to sci defs Bug fixes - Fixed Apollo IVA rotation bugs - Fixed Gemini lander IVA rotation bug - various minor fixes v1.10.2 New Content and features - New "Baby Centaur" Kick Stage - New detailed IVA for Skylab orbital workshop. Applied to historical workshop and the wet workshops - Custom decals for BDB to work with Conformal Decals (thanks to Viper) - Apollo inspired mission patch flags (thanks to Icecovery) - New ULA inspired BDB flag (thanks to Pickledtripod) Updates and Enhancements - Compatibility patches for Extraplanetary Launchpads cargo (thanks to Rodg88) - Added 1.875m top node variant for Delta IV 3.125m fairing base in addition to existing 2.5m node, added ring only version with no truss. - The Delta IV standalone payload adapter truss can now switch from 3.125m->2.5m, 3.125m->1.875m and 2.5m->1.875m - New DCSS paint job based on Demosat/TOPAZ launches Bug fixes - Aero fixes for jettisonable SLA panels - Aero fixes for Apollo capsules and heatshields - Thermal fix for Advanced Apollo "feetshield" (thanks to Rodg88) - Fix Skylab ATM robotics truss surface attach (thanks to Gotmachine) - Various minor texture fixes - Minor description and tag fixes - Node fix for Big G service module - Fix RL10 emissives v1.10.1 New Content and features Wide SLA for Saturn H03 from Eyes Turned Skyward (can house an ETS Artemis/ Constellation Altair lander from other mods) Updates and Enhancements permanently delete deprecated old Skylab, APAS and E1 parts in BDB/OldParts Updated Connected Living Spaces patch (Thanks to Aelfhe1m) Bug fixes Fixes for F1 and E1 plumes Fix Apollo advanced heatshield texture bug with TU Minor texture fixes Some craft file fixes Fixes to USI-Life Support patch (Thanks to somnambulistic) v1.10.0 "Луна" New Content and features BIG REVAMP OF SATURN, APOLLO & SKYLAB!! Apollo New Apollo capsule with multiple variants including Skylab and Boilerplate variants Official PBR support for Apollo capsule via Textures Unlimited with custom PBR textures (Thanks to Truthful Gnome) New block II SM with realistic SIM-bay and alternate bay interiors Apollo CM terrestrial landing heatshield with legs and retro motors New SIM-bay experiments and revamped sub satellite New LM with independent legs and silver MLI variant New LM and CSM engines 16 new surface experiment parts based on the Apollo Lunar Surface Experiment Package (ALSEP). Requires Breaking Ground DLC. Multiple R4D rcs variant blocks LM MESA experiment, goo experiment based on RTG cask, and cosmic ray detector Revamped ETS advanced Apollo service modules and mission modules revamped AARDVARK block I and block II, plus unpressurised segment. new accurate CADS docking port in passive and active models (1.25m) Apollo Boilerplate CM and SM New Apollo SM Doppler Antenna (used on ASTP mission) Saturn All new Saturn V at correct real world to KSP scale ( S1C and SII now 6.25m, SIVB 4.25m). Multiple variant lengths for S1C including various stretches for MLV as well as common bulkhead variant. Variants for S1C engine mount Multiple mounting truss options for the SLA. Wide SLA variant with straight walls for larger payloads Multiple variant lengths, 5x and 7x engine mount variants for SII. SII to 3.75m Generic mount and dedicated 3.75m M1 engine mount. Multiple variant lengths, SOFI texture variant and LASS mount option for the S4B Variants for Saturn V engine mount S1D Atlas style half staging mount and vernier engine New inline and radial AJ260 solid rocket motor in multiple length variants Revamped and resized Saturn I (first stage 4.25m, S4 3.75m) with multiple length switches 6.25m (MLV) and 4.25m (Skylab style), and 3.75m SAF fairings. 2.5m Saturn I fairing variant Truss adapter for AARDV and Centaur New E-1 engine New sustainer variant for the F1 New H2 variant (subtype on the H1) Skylab All new historical Skylab with Breaking Ground based robotics truss for the ATM Jettisonable shielding for the orbital workshop with custom PBR texture support via Textures Unlimited for the bare workshop Skylab external experiments New wet workshop model New Venus flyby wet workshop with expanded shielding and 12x solar panels New Venus flyby mission module with unpressurised cargo bay, experiments and reentry probes. New ETS Spacelab parts Aft MDA based on EOSS proposals for expanding Skylab derived from the back Gemini parts for Big Gemini conical service module (4.25m S4B diameter) Abort tower for Big Gemini Other New Saturn I-based Pegasus micrometeorite satellite Replaced old APAS (0.9375m) with new model by Benjee10. Compatible without conflict with Benjees own mods (Habtech, SOCK etc) Apollo Soyuz Test Project (ASTP) docking adapter and experiment APAS 75 docking port from ASTP. Compatible with corresponding Soyuz base counterpart being added to Tantares. New Agena Horizon Sensor part (definitely apollo related) Updates and Enhancements Update bundled Waterfall to 0.8.1 Update bundled B9PS to v2.20.0 Some solar panel EC output balancing Minor science balancing New Agena Avionics Unit 'split' paint variant DCSS 2.5m Fairing Base paint variants (white, black, and gray) Updated craft files courtesy of Friznit Bug fixes Fix more typos Minor tag fixes Fix Delta IV engine shroud texture System Heat fixes for nuclear engines v1.9.0 "пробе" New Content and Features - Pioneer 10 and 11 - Extra Pioneer 10/11 derived parts including Pioneer SUAE (Saturn Uranus Atmospheric Entry) and Pioneer Outer Planets Orbiter - Clementine and ISAS - Radio Astronomy Explorer A/B (and Star-17/Star-17A) - Transit 3 and 4 - Transit 5A, 5C, 5O/Oscar, 5BN, 5E, and SOOS (Stacked Oscar on Scout) - Beacon Explorer - SOLRAD 8 - LOFTI - INJUN 1 - POPPY (block 1 and 2) - ANNA 1B - New small probe (0.625m) sized grapple "Klaw" - New Titan 23G/Titan IIIB Structural Adapter Part - Revamped Geiger counter - IVA's for MOL made by Beale - New IVA props by Well and Beale - Revamped Peacekeeper/Athena/Minotaur textures - Revamped Geiger Counter and Solar Battery mesh and texture - New Titan Gemini Decoupler IIIA Variant - Able variant for Thor Boattail - Thermal Control Pinwheel Texture Variant for Pioneer P3 - New Transtage Alternate White Variant for tankage and shroud - New LDC Black Texture Variant and Alternate Blue LDC Texture Variant - Delta IV densified propellant switch in BDB Extras (By Estreetrockets) - Optional patch to replace BDB boiloff with CryoTanks boiloff in BDB extras (by Grimmas) - Add engine ignitor configs for M1, XLR129, RL20 and RS30 - New kerbalized flag for Pioneer 10/11 Plaque Updates and Enhancements - Update bundled B9 Part Switch to 2.19.0 - Update bundled Module Manager to 4.2.1 - Update bundled Waterfall to 0.7.0 - Old Centaur parts deleted from OldParts folder - SOLRAD/GRAB 3 variant for SOLRAD/GRAB 1 - Massive LDC Texture Cleanup - HAPS/Super HAPS Texture Cleanup - Massive Titan Texture Cleanup (spanning titan 2,3, and 4 tankage, engines, transtage, most structural parts, and UA120 Solid Motors) - Titan 23G Second Stage Texture Redone (with ACS slightly upscaled to be more accurate) - Scout Texture Cleanup - New multispectral scan science definition - New cosmic ray telescope science definition - New trapped radiation science definition - Added cosmic ray experiment to OGO PEP Instrument - Added trapped radiation experiment to Pioneer 4 - Added solar wind experiment to Mariner 10 Plasma Instrument - Added UV Spec and Solar X-Ray experiment to WRESAT - Massive science balancing tweaks - Minor antenna balancing - Cargo support for many probes and experiments - Less powerful (realism focused) Scout balancing variants available (optimal for launching Transit missions) - Craft files for the new probes - Titan 23G/IIIB Craft file updated (to reflect new 23G/IIIB structural adapter part) - A few more Titan and Delta craft files - Massive SCANSAT balancing tweaks to accommodate multispectral scanners - Added SCANSAT support to a few more parts - Add (minor) support for KSRSS/RSS in a few science definitions - Add support for SMURFF with RSS (thanks to genehwung) - Add support for Engine Ignitor for BDB 1.8 cryo engines Bug fixes - Minor typos and such - Update Procedural Fairings compatibility patch - Fixes for Atlas surface attach patch in Extras (Thanks to Pappystein) - Fix science transfer issues on MOL labs and Gemini (thanks to birdog357 ) - Minor bugfixes in contracts (thanks to Morphisor) - Add missing entry cost to some parts - LDC Short Interstage Mesh Normals Fix - Titan 2 Upper Stage Raceway Fix - P-11 Subsatellite Node Fix - Real description fixes - Misc tag fixes - Fix Nimbus Early Command Antenna node height v1.7.0 Revamped Agena parts including historical Agena A,B,D, ATDA & GATV. Strapon tank Agena and proposed engine upgrades too. Agena Adapters for Titan III, Atlas SLV3B and ETS Carrack. Keyhole satellites including KH1, KH4, KH4B, KH7 and KH8. Coronoa recovery pod. New Centaur D with jettisonable insulation panels and new RL10 engines. New Centaur T. New Able upper stage and AJ10 engines. Completely revamped Thor Delta family. Nearly all variants possible from the earliest Thor through to Delta II and III. Combined LR79 engine with variants for LR79, S3D and RS27. New Castor solid motors. New Ablestar, Delta K and Delta P upper stages along with AJ10 and TR201 engines. Delta HOSS (Hydrogen Oxygen Second Stage). Delta IV including RS68 engine, 5m (3.125m) DCSS and various parts necessary for all variants including Small, Medium, M+ and Heavy. New Gemini capsule and modular equipment section. Various service module variants including Lunar Recon and Long Ferry. Updated Gemini Ferry and Big Gemini capsule parts. New Juno II and IV parts. New Mercury capsule. New Redstone rocket. Juno I spin table functionality available with Dock Rotate mod. New F1B variant for the F1 engine. New Vanguard rocket with GE405 engine and Vanguard Able upper stage. New Vega upper stage and GE405H engine. New spin decouplers in 3.125m, 0.625m, 0.9375m and 1.25m sizes to spin up solid kick motors. (Recommend for use with Persistent Rotation mod). Yo-yo despin device which uses KSP physics to slow down spin stabilised stages after kick solid motor burn out. Simple Adjustable Fairings (SAF) as a new dependency, allows adjustable and realistic looking fairings. Over 30 mostly historically accurate SAF fairings for Thor, Delta, Titan, Atlas, Centaur and many more. Many more texture variants including several by InvaderChaos Custom BDB contract pack (requires contract configurator) by Morphisor Custom Kerbal suits for BDB (Apollo/Skylab era A7L, A7LB and A7LB commander suits) by Benjee10. KSP 1.10+ only. New Flags by CineboxAndrew New craft files by Friznit for all the new spacecraft and most rocket variants. Lots of new science experiment definitions New sequential fire feature available with some solid rocket motors (intended for Gemini and Mercury solids). Allows for staggered firing of motors (with optional overlap) within the same staging action. Needs to be enabled and setup in VAB. All the probes AIMP/IMP Alouette Biosat Courier, Relay & Telstar Explorer 1, 7, 8, 11, S45, S46 Pioneer 1, 4 Pioneer P3 Pioneer 5 (by InvaderChaos) Pioneer 6 Lunar orbiter Nimbus (parts for most variants) Orbiting Astronomical Observatory (OAO 1,2 & 3) Orbiting Frog Otolith Orbiting Geophysical Observatory Orbiting Solar Observatory Ranger block I, II, III, Ranger B, Mariner 2 and Ranger Lander. TIROS-1 Misc Updated B9PartSwitch Updated Module Manager Updated Community Resource Pack Updated Dmagic Science Animate Remove MiniAVC Fixes replace legacy shaders on some plume particles Deprecated these parts are soft deprecated (hidden in the VAB) in this release and will be permanently removed in the near future Old Agena parts Old Juno II Parts Old 'Early Rockets' parts including Thor, Redstone and Juno I Old mercury parts old Gemini capsule parts Old versions of OGO, Explorer 7, Ion engine, pioneer 6, Pioneer P3, Ranger, Sputnik 3 and Venera 1 Old Vega 1.5.1 NEW PART: "Taber" Pioneer P3 Engine - Early 0.625m service module / circularization engine for probes. Minor edit to the "Pog" probe core. Fix Delta P fairing ring bottom (interstage) node position. This was overlooked when the Delta K was adjusted. New stock engine effects: Able, Ablestar, Castor 1, Thor, Vanguard, Sargent motors, Juno: 6K, 45K, S3D, and Vernier. Raise Sargent motors Isp to 235/214. Those are real numbers. Fix Skylab window covers switch in flight Disable allow shutdown on SR120. Not compatible with the animated engine and was causing the engine to never start. (Thanks Roryamm and Rocketology for catching this) Typo fix in DeltaP_FairingRing.cfg (Thanks Komodo for catching this) Fixed FX for the "Wally" SRB Fixed Gemini SM plumes. 1.5.0 Redone Atlas V Redone Delta II Redone Peacekeeper-derived parts Redone Scout Redone Kick solids Assorted other new parts New non-RP Plumes thanks to JadeOfMaar Some save breaking tech tree balance fixes Tons of other stuff like we've been working on this for 51 weeks I don't remember 1.4.2 -AJ-260 solid boosters - LEM IVA - Too many fixes to count 1.4.1 -Fixed Saturn S1 issues -Fixed Titan radial decouplers -Fixed Titan 2 engine shroud -Fixed HLR-ZOID radiators 1.4.0 -Atlas revamp -Centaur revamp -Vega revamp -Saturn 1 revamp -Pioneer 6 -Ion probe parts -ETS Apollo revamp -Spacelab -Venus Flyby parts -probably a lot more stuff 1.3.1 -Minor update of plugins to fix 1.3.1 crashing issues. Does not include any new or updated parts from the 1.3 release. 1.3.0 (apparently there was no 1.2.0?) -Skylab -Lunar Orbiter -New textures for Titan rocket family -New textures for Mercury -New textures for Agena -Agena Materials Bay -New textures and meshes for Apollo CSM -New textures for some of the probe parts -New textures for Diamant -Probably more stuff I'm forgetting 1.1.5 Final Ksp 1.2.2 release. New parts: -Sea level J-2 -Mini radial decoupler -Titan 1.875m radial decoupler -Sputnik 3 probe core. -Centaur D3 and D5 tanks. -Lots of new textures everywhere -Moved Prometheus IV single chamber engine to Heavy Rocketry. Adjusted alternator, cost and mass. Changed title to Prometheus-X-350. -MOL lab settings tweaked to generate science faster. Mass and cost adjusted. -OSO experiment mass fixed. -S1E engine mount, SLA heat tolerance increased. -RCS cost balanced. -Balloon and Cryo tanks cost reduced. -All engines cost adjusted. Huge solids now very expensive. -More tags 1.1 -SAVE BREAKING UPDATE - Backup saves (KSP\saves) and remove any previous version of BDB (KSP\GameData\BlueDog_DB) before installing. -New parts. Apollo Block V and AARDV, Scout rocket, Centaur T stage redone, Vega upper stage, OSO experiment. -Tech tree completely redone. -Lots of testing and adjustments by minepagan, IronCretin and Komodo and probably others. -Far too many bugs fixes, tweaks and graphic improvements to list. 1.0.1 -Added version of DMSA for KSP 1.2. 1.0 -Updated BDB to KSP 1.2. New modules, etc -Added Saturn S-IVB upper stage (3.75m) – Saturn V 3rd stage / Saturn 1B 2nd stage -Added Saturn S-II stage (5.625m) – Saturn V second stage -Added Saturn S-IC stage (5.625m) – Saturn V first stage -Added Saturn S-IE stage (3.75m) – Saturn 1C first stage (Eyes Turned Skywards) -Added Apollo Block 2 CSM (2.5m) -Added first parts of advanced Apollo variants -Added Lunar Excursion Module -Added FASA Launch Clamps courtesy of Frizzank and the FASA team. -Added APAS variant courtesy of CXG -Included Community Resource Pack, for resource definitions. -Saturn upper stages and Centaur converted to run off lqdHydrogen resource, for balance reasons. Additional functionality will be added to the cryogenic engines in future releases. -Probably a bunch of other stuff. 0.11 (Vaquero!) -Tweakscale support on all compatible parts (hopefully) - Cowboy-WY -Bulkhead profiles corrected everywhere - Cowboy-WY -Heatshields separated from pods -Antenna Range, Community Tech Tree Support, and Science definitions updated - rasta013 -Saturn 1/Saturn IV and H-1 engines -MOL -Gemini reentry issues fixed -Gemini parts renamed to avoid conflict with TRAILS. Totally save breaking! -Numerous cost/mass/balance/description adjustments just about everywhere -Too many bug fixes to list -Part tags getting better 0.10.6b -Navaho Real Plume configs 0.10.6 (Mice!) -Added Mariner 4 dish -Thrust curves for solid engines -RealChute compatibility -Agena/Able/AbleStar balance -Added normal maps and other goodies to the Titan, Agena, and Mercury parts. Hurray! -Added SOLTAN parts -Moved some of the Titan parts around in the tech tree. -Moved the Leo parts around, now they all unlock at the same tier. The Big G crew module was moved up a node, along with its heatshield. -Art update for Agena, Thor, Redstone, Vanguard -Added Navaho engine -Cryogenic Engines compatability -Fixed the IR spectrometer not being rerunnable. @raveloda -Updated Antenna Range compatibility patches. @rasta013 -Upgraded Navaho engine to 1.25 meter and significantly increased power. Include a little test to make it very unreliable and prone to explode due to overheating. -Gemini parachute fix. Might finally have it this time. Rebuilt the chute from scratch and increased the drag on the capsule. -Numerous minor bug fixes 0.10.5 (Krikkit!) -KSP 1.1.2 Compatibility -Updated DMagicScienceAnimate -Added TRAILS Gemini parts. -Added Agena docking parts. -Added specular maps to some of the parts -Redid all the antennas -Added several new antennas -Misc fixes -Many balance tweaks -Screw you I hate changelogs 0.10(Älter!) -Added Hullcam support to camera parts, courtesy of Jso -Added Juno/Jupiter rocket parts -Added Diamant rocket parts -Added a number of small early probe parts -Added Castor 120 and 30, for making Athena / Carrack -Added a number of upper stage solid boosters -All upper stage solids can be shut down and restarted, to make them more useful -Added new sepratrons based on PDCWolf's Perfectron series -Added two new engines based on the Titan first stage -Redid many of the textures, again. Parts should generally look higher res than they actually are -Rearranged the tech nodes of many parts, to give a more steady progression -Structural adapters no longer have fuel tank ends -Fairing bases now look more like fairing bases, and not short fuel tanks -Split Redstone tank into two separate parts -Converted the Agena SPS to run on LFO -Rescaled Agena to a more accurate 0.9375m -Added a new BDB flag -Probably many more things I've forgotten 0.09a -Included updated RP configs. Non-RP users should have working stock plumes now. 0.09 (Prometheus) -All launcher parts were rebalanced with help from Jso and Araym -Added Titan 1, 2, 4 first stages -Added Titan 1, 2, 4 second stages -Added Titan SRMs (various flavors) -Added Titan Transtage -Added Delta 2 first stage -Added GEM strap on SRBs (3 flavors) -Added Delta-K second stage -Edited textures for most of the rocket parts -Thor parts were completely redone -Atlas V textures were redone on a larger texture sheet, improving the resolution -Centaur interstages were redone **IMPORTANT** they now connect to a hidden node just below the top rim of the centaur mounting plate -Added camera parts - film, self developing film, and pure digital -Added three new science parts - a folding magnetometer, a hydrometer, and an IR spectrometer -Added Ranger probe core and a new 100 EC battery 0.08 (Quicksilver) -Added phase 1 of the probe part expansion. New cores, science, utility, propulsion! -Added parts based on the real life Mercury Spacecraft, donated from PassingLurker's Bloeting mod! -Added Karrot 2 man pod. -Atlas V parts were redone entirely. The textures are currently low-res, and will be updated at some point in the future. -Most of the textures for the launcher parts were redone, to add more detail. -Real plumes support added, courtesy of VenomousRequiem. -Added Bluedog Design Bureau as a working agency. I didn't break the game this time, I promise. I think. -Bloeting Corp is also an agency. 0.07 (Rockets expansion!) -Added Vanguard 0.975m lifter parts -Added Able 0.625m upper stage parts -Added Ablestar 0.9375m upper stage parts -Added long 1.25m fuel tank for Redstone -Added 0.5m radial SRB -Added parts for Thor 1.5m launcher -Fixed exhaust on the Atlas verniers -Added custom fairing textures to some of the BDB fairing bases. They no longer use the stock texture. -Tweaked the Atlas engine textures. They needed some work. -Fixed the Atlas engine fairings. 0.06 (Atlas!) (5/11/2015) -Added Atlas launch system! -Added Centaur upper stage! 0.05b (28/10/2015) -Fixed science compatibility - your modded career should work again! -Redid B109-D model -Moved B109-D to General Rocketry 0.05 (IMPACT!) (21/10/2015) -Micrometeoroid Detector now animates! REAL (fake) IMPACTS! -Micrometeoroid Impacts are now powered by DMagicScienceAnimateGeneric (that's a mouthful) - if you like them give him thanks! -Made changes to the model of the Micrometeoroid Detector -Added some sciencedefs for each stock body to the Micrometeoroid Detector. -Added several new sciencedefs to the Ion Trap. -Updated science parts and merged them onto a smaller texture sheet. -Edited the collider for the Ion Trap. Should be easier to right click now. -Added Mass Spectrometer experiment. Find out what's in that cosmic dust! -Added Geiger Counter experiment. Find out how irradiated your kerbals are getting! -All antennas had their mesh and textures updated. -Added MSC Dome Antenna - Looks like a backwards dish antenna and functions about as well. 60Mm range, 40 degree arc. -Added DP-75 Dipole Antenna - The antenna for people that thought Darth Maul's lightsaber was the coolest. 5Mm range. -Minor buff to the M17 antenna's charge rate - should make it slightly more useful. -N100 Omni now uses geiger counter and mag scan science defs from FASA and DMagic respectively. -Removed N120... sorry. -Redid Sienno probe parts. They now take up less texture memory and are more adaptable. -Added adapter to Sienno probe core. Use the bottom node for a built in .3125m adapter plate. -Added small decoupler for sienno parts, goes from .625m > .3125m. -Added thermometer experiment to Sienno probe core. -Added BDB as a contractor. I haven't been able to test it much. Let me know if it works. 0.04 (Atlas V) (9/10/2015) -Finished texture updates that were unlisted in 0.03. Antennas should look a bit better now. -Added Muo-2207 Liquid Engine - 2.5m engine based on the RD-180. For now it's a slightly more powerful Mainsail. -Added Muo-2585 Fuel Tank - 2.5m fuel tank based on lower half of Atlas V CCB tank. Inbetween Jumbo-64 and X200-32. -Added Tweakscale support to engines, Muo tank, PGM CS. -Added BDB flag. It's a wurf. -Fixed a few small cfg errors. 0.03 (Redstone) -Resized Sienno parts to .125m in anticipation of the Taerobee WAC -Added PGM Liquid Fuel Engine - 1.25m, early rocket. Less powerful than LVTs but cheaper + more efficient. -Added PGM Control Surface - Winglet + Control surface for PGM Engine. Includes thrust vanes. Because I like ya a lot. -Added B109-D Radial Engine - Basically a half sized Mk55, unlocks slightly earlier. Helps add control authority and TWR to rockets. -Made it so Sienno probe core actually works with Remotetech. 0.02 (Antennas!) -Added 'A' to the beginning of each antenna's name, to help with VAB organization. -Added AN120 Omni Antenna - side folding version of the N100 -Added AKD2 Antenna - Extremely simple starting antenna. Short range, weighs almost nothing, has almost no power draw. 1Mm range. -Added AA23 Antenna - Mid tech omni antenna. Nothing special, mostly looks cool/different. 2.5Mm range. -Added AF23 Helical Antenna - Early tech communications antenna. Short but wide. -Added AWPT Scimitar Antenna - Mid tech 'dish' antenna. 35Mm range, 120 degree arc. -Added Remotetech definitions for original antennas: -AN100 omni now has a 10Mm range. That size has to be good for something, nyeh? -AA27-C omni now has a 7Mm range. Again, it's heavy. -AM17 omni now has 2Mm range. Might buff to 2.5Mm same as communotron 16. -Added functioning experiments to Sienno probe and N100 omni antenna. 0.01 (Alpha release 30/9/2015) -First release -Sienno Probe Core: Starting tech .3125m probe core. Includes antennas and a geiger counter experiment. Based on Explorer I. -Sienno Solid Rocket Motor: Starting tech .3125 solid rocket booster. Includes a micrometeoroid detector experiment. Based on Explorer I. -M17 Solar Antenna: Early game short range antenna that is attached to a small solar cell. Useful for extending the lifetime of your early probes. Based on Vanguard 1. -A27-C Omni Antenna: Drum shaped omni antenna, mid game mid range antenna. Based on Mariner 2. -N100 Omni Antenna: Heavy duty extending omni antenna. Contains a magnetometer and geiger counter mounted on the waveguide. Based on Mariner 4. -Micrometeoroid Detector: Early game experiment. Logs impacts of tiny pieces of space junk. Based on Luna I. -Ion Trap: Early game experiment. Captures charged particles that pass through it. Based on Luna I. FAQ What is this mod? BDB adds parts. Lots of parts. Nearly 1000 parts, including launchers, spacecraft, and probes, all in a stockalike style. The focus lies primarily on the US space program up through the Apollo program, though some modern parts exist. They are not perfect replicas, but rather take inspiration directly from existing designs. Care has been taken to research and include pieces for projects that were proposed but never happened, to increase the possibilities available to the player. Parts are made in a lego frame of mind, and screenshots of your unique franken creations are always appreciated! The mod is not recommended for new players, as the mod adds a good deal of clutter to the VAB lists. The mod also adds new standard sizes (such a 0.9375m, 1.5m and 1.875m diameter) of parts in order to more accurately scale to KSP. Now, 1000 parts sounds like it would kill your PC. While the mod certainly is large, the memory overhead is likely lower than you would expect. Care has been taken to ensure the mod is efficient, with methods such as enforcing a strict texel density (a technique I have only used since mid-2017, so the older assets might not be as efficient) and texture atlasing to cram several parts onto each texture sheet. For those familiar with KSP mods, BDB can be considered a stockalike equivalent of FASA, and a US counterpart to Tantares' soviet rockets. The parts are really overpowered! I managed to take a Mercury Hermes to Mercury Moho. The parts in BDB are balanced and scaled against the stock parts. Unfortunately, due to KSP's tiny solar system, that means that the rockets you build will be more powerful than their real world counterparts. For realistic balance, use something like a 2.5x to 3.2x rescale. Scaling can be accomplished via Sigma Dimensions, and scale preset configs are available through Rescale! You could also try the incredibly awesome JNSQ, which comes natively sized at 2.7x scale and works perfectly with BDB! Well, what do I get? Currently, the mod includes nearly 400 parts! A (non-exhaustive!) list is below: Spoiler Mercury spacecraft (Courtesy of Bloeting Aerospace Corp) Gemini spacecraft (Courtesy of Trails Manufacturing Co.) Apollo Block I and II spacecraft, as featured in REAL LIFE! Apollo Block III, III+, IV, and V spacecraft, from Eyes Turned Skywards AARDV "Aardvark" autonomous resupply vehicle, also from Eyes Modular 1.875m station parts for Gemini-era space stations Skylab station parts Spacelab (from Eyes) station parts Vanguard rocket and probe Scout rocket Redstone rocket, with Sergeant clusters and Explorer 1 Juno II, IV rockets Diamant rocket (All variants) Thor-Delta rocket (Almost all variants can be made) Delta 2 rocket (Including upper stage and a variety GEM SRBs) Atlas rocket (everything from Atlas A up through Atlas V 551) Agena upper stage (All variants) Vega (old Kerolox upper stage for Atlas) Centaur D, G, G', T, V upper stages Titan 1, 2, 3, 4 rockets, with SRMs and Transtage (No IUS yet!) Saturn 1, 1B, V Saturn 1C and Saturn Multibody from Eyes New probe cores New antennas and dishes New science experiments I would like to see X, Y, and Z in game! Awesome! I love having people interested in the mod's development. First, check the roadmap to make sure I haven't already planned on making it. If it's on there, it will get done - eventually. Some day. Hopefully. If not, feel free to ask on the thread. Preferably with pictures, or something. Fair warning - I don't have much of an interest in modern rockets, so don't expect to see things like a Falcon 9 or some such in this mod. I also don't plan on covering anything Soviet - Tantares already does a fine job of representing those in a stockalike style. Right now I'm also sort of swamped, with content planned for upwards of the next year! However, if you have something relevant to what I'm currently working on (ie you can't have X rocket without Y part for it) please speak up - I like to be complete! I don't want to download all this, can you split up the mod? I wish it was that easy! At this point, splitting up the mod would be a good deal of work, as well as additional overhead to maintain. Additionally, despite the frequency this gets asked, nobody seems to agree on how the mod should be split up! However, the mod is easily prunable. Deleting folders inside Gamedata/Bluedog_DB/Parts/ will delete that part family without breaking other parts of the mod. For finer pruning, mods like Janitor's Closet can be used to remove parts from within the game. There's something wrong with the CKAN configs for BDB! Myself and the other authors do not maintain the CKAN configs for this mod. @linuxgurugamer has graciously volunteered (I think) to look into any issues pertaining to this mod on CKAN. The Apollo Launch Escape System wobbles. Right click on the LES and autostrut it to the heaviest part. If you don't have a button for autostruts, go into settings and turn on "advanced tweakables". The BDB science experiments don't work. Make sure you have DMagicScienceAnimate installed. All the dependencies are included in the download, so make sure you put everything in the GameData folder you downloaded into your KSP's GameData. The Saturn and Centaur engines don't work. Make sure you have CommunityResourcePack installed. All the dependencies are included in the download, so make sure you put everything in the GameData folder you downloaded into your KSP's GameData. I don't have the LDC/Atlas V/other cool parts people are showing off in the thread. Those parts are still in development. If you want them, download the latest dev version. Warning! These are unstable, unfinished, unbalanced, and will probably break your saves! What parts go to which rocket? They all have weird names, and I'm so confused. The parts all have kerbalized names, like the planets in KSP. There's a list of the real names, and how to build real rockets, in the Wiki/Manual. In addition, there's an optional real names config in the `BD_Extras (No Warranty)` folder, though it might not cover all the latest parts. Type tags into part list search box to narrow down the list to related parts. Useful tags * Mercury, Hermes, Redstone, Etoh * Gemini, Leo (Gemini gets you junk, use Leo) * Apollo, Kane * Skylab * Atlas, Bossart, Muo * Titan, Prometheus * Saturn, Sarnus * S1, S1C, S1E, S2, S4, S4B, S4C (Saturn V is very easy to build using stage tags S4B, S2, S1C) * many more Mercury-Redstone/Hermes-Etoh can't reach space! Your TWR is too low. Empty the upper checkered tank - which, in real life, was actually structural with some avionics. Or add more boosters. Your choice. Mercury Redstone Flight Plan: 1. Liftoff (maintain 100% throttle throughout flight). 2. Pitch over eastward about 0.75 degrees per second. 3. Stop pitchover at 45 degrees pitch (10,000 - 15,000 meters height). 4. Hold attitude to burnout. 5. Jettison tower. 6. Separate spacecraft from Redstone. 7. Turn retrograde. 8. Do stuff. 9. Apogee (hopefully 100+ km). 10. Fire retro motor (optional), jettison retro motor, fall back down (not optional). 11. Deploy parachute at 3000 meters. 12. Ticker tape parade (assuming step 11 went well). Compatibility: Spoiler Bluedog Design Bureau should be compatible with most things, by which I mean your game will hopefully not self destruct. If it does, let me know. Officially, BDB supports: DMagicOrbitalScience - If DMagic is installed, the overlapping experiments switch to using DMagic's experiment IDs. FASA - If FASA is installed, the overlapping experiments switch to using FASA's experiment IDs. Tweakscale - All parts should have tweakscale where appropriate. RemoteTech - All antennas and probe cores are RemoteTech compatible. Real Plume - Configs are included and will automatically activate if RP is installed. Hullcam - Configs included in the download, provided by Jso AntennaRange - Configs graciously provided by rasta013 Kerbal Inventory System Community Tech Tree RealChute USI-LS Credits: Spoiler Authors: CobaltWolf - Original author Jso - Balancing, compatibility configs, programming, VenomousRequiem - Modeling, RP configs, bugtesting Contributors: (No particular order at this point) PassingLurker - Bloeting Corp parts for Mercury Beale - TRAILS parts for Gemini Araym - Bugtesting + Balancing Kurld - Apollo Launch Abort System + working with Jso to get it all working. Komodo - Lots of balance, bugtesting, and compatibility, including cooking up some crazy projects with Jso 129828 - Assistance with Micrometeoroid Impact Detector sciencedefs fs10inator, TimothyC, Curtquarqesso, A1Ch1, [email protected] - Research Foxxonius Augustus - Research, Hypemaster General Drekerb42 - Sciencedefs, part descriptions DiscoSlelge - Memes, Manual Sgt.Shutsie - Craft Files, screenshots Cowboy-WY - Bugfixes, compatibility configs Mods-O-Joy - LEM IVA Daelkyr - Modified Apollo IVA IronCretin - Bugtesting + Balancing Akron - Feedback, bugtesting, sciencedefs Dependency Credits: DMagic - Author of DMagicScienceAnimateGeneric Nertea - Author of ModuleDeployableEngine (modified in BDB) Roverdude - Author of Community Resource Pack Misc credits: Felbourn - Advice on texture sizing and image compression DMagic - magnetometer science definitions. Frizzank and the FASA mod - geiger counter sciencedefs, Gemini IVA, and Launch Clamps RGBpeter - KSP decal library Beale - solar panel textures Ledenko - K-P0110 IVA Special thanks: Everyone who comments on the thread! Your feedback is important and appreciated! Programs used (for those curious): Modeling is done in Autodesk Maya 2016 UV Mapping is done using the non-commercial release of Nightshade UV Editor Texturing done using Adobe Photoshop CS6 Licensing: Spoiler Bluedog Design Bureau by Matthew (CobaltWolf) Mlodzienski is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. I encourage you to make modifications to the content included in this mod and release it as your own, on the condition that I am credited where appropriate and I am linked to the fork. If for any reason I am inactive in this thread for a period of more than two months, the mod can be considered up for adoption and may be maintained by anyone who is willing. I reserve the right to resume independent development of the mod when/if I return. All source files for the mod, including uncompiled textures and models, are available upon request. Currently I do not have a good way to keep them available publically online and updated. TRAILS Gemini parts were originally created by Beale. Modified/redistributed as per his license. Hermes (Mercury) parts were originally created by PassingLurker. DMagicScienceAnimateGeneric Copyright © 2016, DMagic. All rights reserved. Launch Clamps originally made by Frizzank. Redistributed as per license. #RealThrustHasCurves Edited September 30 by CobaltWolf Quote Link to comment Share on other sites More sharing options...
FungusForge Posted September 30, 2015 Share Posted September 30, 2015 Looks kinda interesting. If you can get a good picture of all the parts that'd be awesome.(imgur)W07YX(/imgur)Replace the parentheses () with brackets [] and it'll embed an album. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 30, 2015 Share Posted September 30, 2015 oooh new science... Quote Link to comment Share on other sites More sharing options...
CaptRobau Posted September 30, 2015 Share Posted September 30, 2015 Very nice. Good texture work too, fits right in. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted September 30, 2015 Author Share Posted September 30, 2015 (edited) Looks kinda interesting. If you can get a good picture of all the parts that'd be awesome.(imgur)W07YX(/imgur)Replace the parentheses () with brackets [] and it'll embed an album.Thanks! I'll try and include some better pictures tonight.oooh new science...There probably won't be more than default flavor texts in the first release. My background is in art, I've been doing research but I don't think I understand the science enough to adequately write a full science defs for the new experiments.Very nice. Good texture work too, fits right in.Thank you! I'm not very good at texturing so it's a learning curve for me.--------------------------------------------------------------------------------So, question. Part of what I want to do is include a series of camera parts. While the later parts would be able to transmit their images to receive the science, I'd like the earlier ones to rely on film, which has to be returned to be recovered. I'd like to have a separate film canister part. Is it possible to let the game transfer science to a part without a Kerbal doing it through EVA?. Edited September 30, 2015 by CobaltWolf Quote Link to comment Share on other sites More sharing options...
_Augustus_ Posted September 30, 2015 Share Posted September 30, 2015 I like the micrometeorite impact thingy, would be useful as a camera/telescope. Quote Link to comment Share on other sites More sharing options...
sp1989 Posted September 30, 2015 Share Posted September 30, 2015 New science is always welcome! Subscribed! Quote Link to comment Share on other sites More sharing options...
KSACheese Posted September 30, 2015 Share Posted September 30, 2015 I'm really liking the way these parts look! I'll definitely be subscribing to this. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted September 30, 2015 Author Share Posted September 30, 2015 (edited) Thanks for the feedback guys! I'll have some more preview stuff up tonight, and possibly an alpha release so that I can get feedback from some of the more balance minded forum members. It will *not* be a fully playable release.In the meantime, I had a couple hours this afternoon to work on stuff.Javascript is disabled. View full album Edited September 30, 2015 by CobaltWolf Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 1, 2015 Author Share Posted October 1, 2015 First alpha release is here! This is not intended to be a playable release. I'd like to get feedback on part balance and texturing. Parts included:Javascript is disabled. View full album----------------------------------------------Part of what I want to do is include a series of camera parts. While the later parts would be able to transmit their images to receive the science, I'd like the earlier ones to rely on film, which has to be returned to be recovered. I'd like to have a separate film canister part. Is it possible to let the game transfer science to a part without a Kerbal doing it through EVA? Quote Link to comment Share on other sites More sharing options...
129828 Posted October 1, 2015 Share Posted October 1, 2015 This mod looks really promesing. The models are really well made.The only thing I would suggest it to put a small list in the discription about what every part is. So is a fast or heavy or cheap antenna.Still a very good mod Quote Link to comment Share on other sites More sharing options...
minepagan Posted October 1, 2015 Share Posted October 1, 2015 This mod looks really promesing. The models are really well made.The only thing I would suggest it to put a small list in the discription about what every part is. So is a fast or heavy or cheap antenna.Still a very good modI agree. Here, have some magic internet points! Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 1, 2015 Author Share Posted October 1, 2015 Thanks guys! I added a list of parts to the description. Made progress on a bunch of models today; several camera parts, film canister, and the Lunar Orbiter engine. Quote Link to comment Share on other sites More sharing options...
129828 Posted October 3, 2015 Share Posted October 3, 2015 Thank you for adding the description.That engine you are making looks really cool, it looks like it fits right in between the stock parts.I would love to see an engine that includes a rcs. I have never actually seen that before (maybe I am not looking everywhere)I hope it all works. Quote Link to comment Share on other sites More sharing options...
Neutrinovore Posted October 4, 2015 Share Posted October 4, 2015 Any chance of getting a version of the N100 Omni Antenna that folds at the base in order to lay closer to the surface of a ship? This would be great for applications where one would want to mount it on the side of a part, rather than facing straight forward.Just a request. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 4, 2015 Author Share Posted October 4, 2015 Thank you for adding the description.That engine you are making looks really cool, it looks like it fits right in between the stock parts.I would love to see an engine that includes a rcs. I have never actually seen that before (maybe I am not looking everywhere)I hope it all works.Thanks! Several of the Tantares engines have built in RCS I know. I'm struggling somewhat with it, I can't figure out a way to make it not look sort simple in terms of the model.Any chance of getting a version of the N100 Omni Antenna that folds at the base in order to lay closer to the surface of a ship? This would be great for applications where one would want to mount it on the side of a part, rather than facing straight forward.Just a request. Like this? Quote Link to comment Share on other sites More sharing options...
Neutrinovore Posted October 4, 2015 Share Posted October 4, 2015 Like this?http://i.imgur.com/GGpEUBt.jpgYep, exactly, the exact same antenna, just with a hinge at the bottom that lets it fold down 90 degrees for more compact storage, such as inside a fairing during launch. Of course, then the animation would include the 90 degree unfolding part in addition to the regular telescoping extension, etc. Quote Link to comment Share on other sites More sharing options...
129828 Posted October 5, 2015 Share Posted October 5, 2015 Well with the engine.You could always start with a very simple model.You should first make it work with a very simple model and after that you can make the model more detailed.That is a process wich would work.1. get it working2. make it pretty Quote Link to comment Share on other sites More sharing options...
Bev7787 Posted October 5, 2015 Share Posted October 5, 2015 This is good, I'll wait till the cameras are out before downloading though. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 6, 2015 Author Share Posted October 6, 2015 Yep, exactly, the exact same antenna, just with a hinge at the bottom that lets it fold down 90 degrees for more compact storage, such as inside a fairing during launch. Of course, then the animation would include the 90 degree unfolding part in addition to the regular telescoping extension, etc. It will be in the next release. Well with the engine.You could always start with a very simple model.You should first make it work with a very simple model and after that you can make the model more detailed.That is a process wich would work.1. get it working2. make it prettyI feel like it's easier to some extent to start with a more detailed model. It's easier, for example, to merge sides of a cylinder down from 24 to 16, than it is to make a 16 sided cylinder have 24 sides.This is good, I'll wait till the cameras are out before downloading though.The cameras are being put on hold for the time being. I am having some difficulty finding interesting designs for them. I've modeled them several times and none have made me entirely happy. One of the only imaging systems I can find that has A) good looks and good reference images is the HiRISE system, which is already represented by DMagic's orbital telescope. Quote Link to comment Share on other sites More sharing options...
Neutrinovore Posted October 6, 2015 Share Posted October 6, 2015 It will be in the next release. Oh, cool, thanks! Quote Link to comment Share on other sites More sharing options...
129828 Posted October 6, 2015 Share Posted October 6, 2015 Yeah I think you are right about the model, I am not really good at the models.But on the other hand I am really looing forward to it.I hope it is better then what I expect.I hope the cameras will also turn out te be very good Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 6, 2015 Author Share Posted October 6, 2015 As I said, cameras will not be in the next release. I'm probably going to finish all the antennas that are on the back burner because they're relatively simple to texture and push through into the game. Once I finish those I'm going to finish a couple engines I have and try to get a release out. That release also includes remotetech compatibility for all the parts.I'm tentative to include the cameras. I think they're cool but I A) still don't have good enough designs for them and don't have a satisfying way to integrate them into the game. I don't want them to be just another 'spam the science button' experiment. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 7, 2015 Author Share Posted October 7, 2015 Update is here! Update adds a bunch of new antennas, remotetech compatibility, and fixes some science stuff. 0.02 (Antennas!)-Added 'A' to the beginning of each antenna's name, to help with VAB organization.-Added AN120 Omni Antenna - side folding version of the N100-Added AKD2 Antenna - Extremely simple starting antenna. Short range, weighs almost nothing, has almost no power draw. 1Mm range.-Added AA23 Antenna - Mid tech omni antenna. Nothing special, mostly looks cool/different. 2.5Mm range.-Added AF23 Helical Antenna - Early tech communications antenna. Short but wide.-Added AWPT Scimitar Antenna - Mid tech 'dish' antenna. 35Mm range, 120 degree arc.-Added Remotetech definitions for original antennas: -AN100 omni now has a 10Mm range. That size has to be good for something, nyeh? -AA27-C omni now has a 7Mm range. Again, it's heavy. -AM17 omni now has 2Mm range. Might buff to 2.5Mm same as communotron 16.-Added functioning experiments to Sienno probe and N100 omni antenna. Quote Link to comment Share on other sites More sharing options...
129828 Posted October 7, 2015 Share Posted October 7, 2015 Those antennas look good, as if they are made from stock.I like the design, on what real life antennas are they based on, that would be rather intresting to tell or what you used for the design (idea)I am looking forward to the next update.A tip, dont try to overkill the amount of antennas, you dont have a lot at the moment (a lot would be enough to scare jebediah)If you focus on that it would not really help.You could try to add a radial reaction wheel or a simple tank to get another update out while you work on the camera and the engine Quote Link to comment Share on other sites More sharing options...
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