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[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.14.0 "металл" 30/Sep/2024)


CobaltWolf

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8 hours ago, CobaltWolf said:

So apparently a certain someone didn't feel like finishing the RP configs tonight, so y'all will have to wait until tomorrow for the release candidate. Not my fault. :P

It was my brother's birthday and he wanted to play a game with me, so I obliged. Family first. :P

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Also, @VenomousRequiem asks that you start testing the release. There are no RP configs for the Perfectrons, the Alcyone, and HAPS, and additionally the Juno upper stage engines are broken. Apart from that and perhaps a few tech tree tweaks, the update is ready. Please download it and let me know if there are any bugs. I'm shooting for a final release Friday afternoon, as I'm leaving town for the weekend that night.

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1 minute ago, akron said:

The scale looks a bit off though:

Hmm, you're right. I'll adjust them now. Everyone please remember these won't be in the upcoming release. That's more or less closed for new stuff, but the new antennas will likely be in a dev update soon after.

Also, in case anyone missed:

1 minute ago, CobaltWolf said:

Also, @VenomousRequiem asks that you start testing the release. There are no RP configs for the Perfectrons, the Alcyone, and HAPS, and additionally the Juno upper stage engines are broken. Apart from that and perhaps a few tech tree tweaks, the update is ready. Please download it and let me know if there are any bugs. I'm shooting for a final release Friday afternoon, as I'm leaving town for the weekend that night.

 

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18 minutes ago, CobaltWolf said:

Also, @VenomousRequiem asks that you start testing the release. There are no RP configs for the Perfectrons, the Alcyone, and HAPS, and additionally the Juno upper stage engines are broken. Apart from that and perhaps a few tech tree tweaks, the update is ready. Please download it and let me know if there are any bugs. I'm shooting for a final release Friday afternoon, as I'm leaving town for the weekend that night.

Wait the Juno engines are broken now? I've been using them a lot. Do you just mean the RP configs or the parts themselves?

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Just now, OTmikhail said:

Wait the Juno engines are broken now? I've been using them a lot. Do you just mean the RP configs or the parts themselves?

The 45K specifically never had actual working verniers. There was a lot of strangeness for it in Unity but it should be fixed now. However the RP configs are completely broken.

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4 minutes ago, CobaltWolf said:

The 45K specifically never had actual working verniers. There was a lot of strangeness for it in Unity but it should be fixed now. However the RP configs are completely broken.

Oh okay. I didn't realize the 45k verniers didn't work. I knew there was a reason I was preferring the 6K, I just couldn't place it. So if i download the current github will it break anything from the dev build I downloaded yesterday?

EDIT: I'm not using Real Plume yet. I've been intimidated to try it.

EDIT 2: Actually I realize now you want us to try to find bugs. downloading now. I'll report any problems.

Edited by OTmikhail
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10 minutes ago, OTmikhail said:

Oh okay. I didn't realize the 45k verniers didn't work. I knew there was a reason I was preferring the 6K, I just couldn't place it. So if i download the current github will it break anything from the dev build I downloaded yesterday?

No it shouldn't break anything. Delete the entire Bluedog_DB folder rather than overwriting - I just converted the textures to DDS so the mod will actually be about half the size it was before if not less.

EDIT: Scratch that. The game currently does not load and hangs at the atlas booster. Fixing now.

EDIT2: Game loads now. Give me a bit to make sure nothing else is broken and I'll push another commit. @Jso I feel like uploading like ten commits in two hours is bad practice.

Edited by CobaltWolf
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18 minutes ago, CobaltWolf said:

No it shouldn't break anything. Delete the entire Bluedog_DB folder rather than overwriting - I just converted the textures to DDS so the mod will actually be about half the size it was before if not less.

EDIT: Scratch that. The game currently does not load and hangs at the atlas booster. Fixing now.

EDIT2: Game loads now. Give me a bit to make sure nothing else is broken and I'll push another commit. @Jso I feel like uploading like ten commits in two hours is bad practice.

Well crap. I deleted the folder and installed the latest build and my game won't load. I'll wait patiently for next commit.

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3 minutes ago, OTmikhail said:

Well crap. I deleted the folder and installed the latest build and my game won't load. I'll wait patiently for next commit.

Yeah, try now. Sorry for that. The Atlas booster .mu file was tempermental - back in the day I experimented with some stuff such as some strange engine emmissives and the unity scene was never fully cleaned up. When I went back in to give it the new generic shroud and reexported it, it broke again. I fixed it but then it broke again, not sure how. The solution was to just rebuild it cleanly from scratch. It should work now.

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Looks like it's working now. Trying out the HAPS first, also is the Staara-10 "Aethra" new? I didn't notice it before with the other Staara solids.

The smaller file size is definitely helping things out, my game isn't lagging as much and it seems to me the textures are blending even better with stock and Tantares parts. Thank you for your hard work BDB crew.

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9 minutes ago, OTmikhail said:

Looks like it's working now. Trying out the HAPS first, also is the Staara-10 "Aethra" new? I didn't notice it before with the other Staara solids.

The smaller file size is definitely helping things out, my game isn't lagging as much and it seems to me the textures are blending even better with stock and Tantares parts. Thank you for your hard work BDB crew.

Yes, it's new. It's supposed to be the Alcyone from Redstone-Sparta. Can't think of anything else it was used on.

Also, I'm reorganizing the tech tree a lot. Spreading parts across more nodes, for example the associated decouplers for various rockets now go in the appropriate construction nodes, rather than in the rocketry tree. Fuel tanks go in the fuel tank nodes rather than the engine nodes. Delta 2 comes later in the tree. Some nodes that were devoid of parts, such as stability, now have appropriate parts placed in them.

EDIT: Also, this wasn't really intentional, but after getting three new lifter families in generalRocketry (Thor, Juno, Atlas), the next tier only includes parts for one rocket - Titan 2. After that it starts picking up again. But I like that - you have some time to unlock and experiment and develop your launcher families after being given a big bin of parts, which you would use for the second half of the early game. After that you would start being able to do things like small manned landers on the Mun and Minmus, station stuff once that's done, which is mid game in my mind. But the point is that you get to develop and mature a good light-medium lifter in the meantime. Or something. I'm rambling.

Edited by CobaltWolf
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13 minutes ago, Beale said:

Joking to the side, that's very pretty! I'm out of the loop, this is for a Gemini lander? 

Yup! Most depictions of it (art and FASA) are a little round bubble, but I wanted to try and match the Mk1 lander can's style. I actually imported it and broke it apart in order to snap vertices to match the angle of the windows. It was originally modeled back in (I think) early November, around the time that the Atlas was done. I was starting to UV unwrap antennas this afternoon and decided I *really* didn't want to do that today. So I finished this model, UV unwrapped it, and here we are. It is going to have the full suit of parts. It is supposed to have tanks mounted on either side of the cabin for ascent, while the fuel for descent is contained in the landing platform. The same engine is used throughout. I want to include some more bells and whistles on that cabin, such as headlights angled downwards, perhaps RCS thrusters if I could figure some out. I haven't started modeling the landing legs yet.

8tr5pQN.png

EDIT: Made the picture slightly cooler.

Edited by CobaltWolf
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Question, why do some textures decide that working is not part of their job description and show up white? It just gets kinda annoying, since they worked *glances at imaginary watch* 3 1/4 hours ago, but now some of the don't. Restarted the game, still the same. Which sucks, because your textures are amazing!

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4 minutes ago, Sgt.Shutesie said:

Question, why do some textures decide that working is not part of their job description and show up white? It just gets kinda annoying, since they worked *glances at imaginary watch* 3 1/4 hours ago, but now some of the don't. Restarted the game, still the same. Which sucks, because your textures are amazing!

It's an error with TGA loading. I've compressed them all to DDS for the release. Me and @VenomousRequiem are troubleshooting the 45K RP issues right now but once that's done I will package up the release candidate.

Also, on a related note - I will try and stream for a few hours tomorrow night. It won't be a dev stream, just me messing around and trying to break the game. And taking screenshots for the release gallery. You're all free (read: encouraged) to download the release candidate once it's out, join me, and try and break the mod. And take screenshots. Because I don't have many nice ones I want to use yet.

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