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[WIP] Boring Crew Services - Stockalike Starliner Mod


DylanSemrau

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2 minutes ago, GoldForest said:

@Zorg Will this get integrated into BDB or will it remain its own separate mod? Or are you still talking about/considering what to do? 

...I could be persuaded to update from my own ancient as all get out ksp 1.12.2 build if that happened.

...only real reason I dont update is build and mod stability are REAL good with 1.12.2

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19 hours ago, Zorg said:
After talking it over with Dylan, I've decided to continue BCS.
 
Thought I was going to just finish up the missing bits but we decided it was a good idea to retexture the whole thing at 300ppm (instead of 200, a 50% bump in resolution) same as BDB's Apollo. Some progress:
 
0h1TYMt.jpeg
 
ZL24dFd.jpeg
 
ipP9BHV.jpeg
 
K9wTXdO.jpeg
 
Plan is loosely as follows:
 
- Texture revamp of current assets at 300px/m. This is a major effort as it requires remapping everything and redoing the textures from scratch (of course following Dylan's style). The blankets and tiles on the main capsule are done so far.
- The logos will be removed so it can be customized with decals instead. The stripe remains though. An alternate texture with Boeing and Boring Crew Services logos included might be made available in an Extras package.
- Finish parachute bay
- Docking port lid is already modeled by Dylan, this will be integrated into the top cover and animated
- Add parachutes. The swing arm is being looked at if its possible. Not sure yet though.
- Landing bags. Probably BCS will get its own dll and we will borrow the mercury landing bags module from BDB
- Adjustments to centaur adapter, additional adapter sizes
- Animating the service module decoupler (instead of adding animated decouplers as a dependency, will probably borrow the module from BDB into a new BCS plugin).
- Various bug fixes
- Balance pass
- Variants: Default blue grey blankets, white blankets, white painted (restock like), bare metal (Apollo style), and maybe some kind of fully tiled variant.
- PBR texture conversion
 
IVA is a long term wishlist item. We will see.

I know people have waited a long time but I must ask that you be patient as doing all this will take some time. No ETA will be provided as it really depends on how much time I have. But I am definitely motivated to work on this as Dylan has made an absolute gorgeous model which  is a fantastic base to continue from. And I see BCS as a companion to my new Atlas V soon to be released in the next update to BDB.

This is awsome!! :D

Plz continue your work!

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So good news, I did a little mockup test. And it seems like the bucket handle like thing for the main chutes will indeed work. In the actual version I will try to add the arm movement to the end of the full deploy animation which I beleive would be correct (rather than at the end of the partial deploy as seen here. But the basic principle works.

Here's some previews of the main parachute container

CIomhMt.png

KQrJeHS.png

And the fully modelled parachute bay

tdVwar5.png

7CYSTVR.png

When the chute activates the containers dissapear and they will appear to somewhat magically deploy fron the end of the handle. But those are KSP limitations and it happens quickly so it should mostly look good.

ZvLXsxV.png

And at the end of full deploy it should look like this

UU7WY2f.png

There's also a new top node that intergrates exactly with Benjee's NDS port

sYPluqG.png

3W2IZCJ.png

yNgYKk5.png

And a slimmer generic top node (keep in mind the clampotron is still not a perfect fit but its workable especially in orbit where the parachute cover hides any clipping issues. But Benjee's NDS port is what the mod is built around and he has offered to let us include it in BCS too.

xBfNTkT.png

Edited by Zorg
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Airbags WIP. Not final yet but I thought I would preview a rough idea of how they might look.

BBTeoMM.png

The abort engine is being made as a separate part this time. Additionally a 1:100 area ratio vacuum optimised version, an actual proposal for the Bantam family of engines (of which the RS-88/Starliner LAE is a part of). The actual outline of the nozzle extension is speculative. Neither version gimbals. The vac version would make a good lunar lander ascent engine.

ttE3AIz.png

Parachute bay AO baked and ready for texturing

M0fwnAM.png

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Oh, make it so that the airbags crumple on landing, I don't know how it works, but in stock KSP some parts have a "broken" state. This is where they're still on the craft and can be repaired using repair kits, but don't function properly, a prime example being the panels of a solar panel breaking off but casing staying.

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The villainous thruster doghouses, now with the correct asymmetrical layout of the large roll thrusters. Also the thruster holes in both the doghouses and the capsule are now in mesh rather than texture.

Eb9DJxv.png

oGJE2Tq.png

jlIoYIS.png

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Some more progress. Started texturing the second sheet containing most of the rest of the spacecraft. Starting with the top node and parachute bay.

zq90uxR.jpeg

TBAkp8z.png

You can disable the center hatch of Benjee's NDS to see the Starliner hatch.

gIh3rPH.png

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1 hour ago, Zorg said:

Some more progress. Started texturing the second sheet containing most of the rest of the spacecraft. Starting with the top node and parachute bay.

zq90uxR.jpeg

TBAkp8z.png

You can disable the center hatch of Benjee's NDS to see the Starliner hatch.

gIh3rPH.png

Just when I start an early 2000s/constellation era playthrough, Zorg prepares to drop a banger. Looks so good already!

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