RaiderMan Posted September 11 Share Posted September 11 good to see this old workhorse mod being revitalized. nice work. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted September 11 Share Posted September 11 @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? Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted September 11 Share Posted September 11 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 Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted September 11 Share Posted September 11 Nice! Although seeing how much this mod plans to borrow from BDB, I'd say just integrate it into the latter. Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 11 Share Posted September 11 This will remain a standalone mod. The only thing its borrowing from BDB are a couple of lightweight modules. Quote Link to comment Share on other sites More sharing options...
Tecorian Posted September 11 Share Posted September 11 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: 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!! Plz continue your work! Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 11 Share Posted September 11 (edited) 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 And the fully modelled parachute bay 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. And at the end of full deploy it should look like this There's also a new top node that intergrates exactly with Benjee's NDS port 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. Edited September 11 by Zorg Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 12 Share Posted September 12 Airbags WIP. Not final yet but I thought I would preview a rough idea of how they might look. 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. Parachute bay AO baked and ready for texturing Quote Link to comment Share on other sites More sharing options...
BSS_Snag Posted September 12 Share Posted September 12 1 hour ago, Zorg said: Airbags WIP. Not final yet but I thought I would preview a rough idea of how they might look. Looking great, I think the ones irl inflate to a higher pressure? Making them a bit rounder on the ends Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 13 Share Posted September 13 7 hours ago, BSS_Snag said: Looking great, I think the ones irl inflate to a higher pressure? Making them a bit rounder on the ends yes I plan to redo them rounder and smoother Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 13 Share Posted September 13 Revised airbags and animation. The radial airbags will be built into the capsule. The central one which is used for emergency water splashdown only will be a separate part. Quote Link to comment Share on other sites More sharing options...
Quinby Kerman Posted September 14 Share Posted September 14 On 4/7/2020 at 1:11 PM, Zarbon44 said: You better have a soviet green color variant. @Zorg and @DylanSemrau, DO THIS! NOW! Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 14 Share Posted September 14 6 hours ago, Quinby Kerman said: @Zorg and @DylanSemrau, DO THIS! NOW! No Quote Link to comment Share on other sites More sharing options...
Quinby Kerman Posted September 14 Share Posted September 14 3 hours ago, Zorg said: No Quote Link to comment Share on other sites More sharing options...
Quinby Kerman Posted September 14 Share Posted September 14 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. Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 14 Share Posted September 14 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. Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 15 Share Posted September 15 Some more progress. Started texturing the second sheet containing most of the rest of the spacecraft. Starting with the top node and parachute bay. You can disable the center hatch of Benjee's NDS to see the Starliner hatch. Quote Link to comment Share on other sites More sharing options...
NateDaBeast Posted September 15 Share Posted September 15 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. You can disable the center hatch of Benjee's NDS to see the Starliner hatch. Just when I start an early 2000s/constellation era playthrough, Zorg prepares to drop a banger. Looks so good already! Quote Link to comment Share on other sites More sharing options...
SheepDog2142 Posted September 16 Share Posted September 16 Are you going to add the new PBR rendering to this at release? Its looking really amazing. Quote Link to comment Share on other sites More sharing options...
SofieBrink Posted September 16 Share Posted September 16 It continues getting better every day Quote Link to comment Share on other sites More sharing options...
BSS_Snag Posted September 16 Share Posted September 16 1 hour ago, SofieBrink said: It continues getting better every day Yeah, this is getting downloaded the moment it releases Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 16 Share Posted September 16 5 hours ago, SheepDog2142 said: Are you going to add the new PBR rendering to this at release? Its looking really amazing. Of course. That will happen at the end of the texturing process. Quote Link to comment Share on other sites More sharing options...
SheepDog2142 Posted September 16 Share Posted September 16 4 hours ago, Zorg said: Of course. That will happen at the end of the texturing process. Awesome! I figured so. Having resurfaced PBR support seems to becoming the new standard for high quality parts mods. Love to see it. Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 16 Share Posted September 16 Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 17 Share Posted September 17 Primary and Drogue chute containers Quote Link to comment Share on other sites More sharing options...
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