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Everything posted by CobaltWolf
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At this rate, it sounds like I will be making multiple swappable experiments for the 3 different locations (payload bay aft of the cockpit, the wing pods, and aft of the dorsal vertical stabilizer). Goo would be good, even better would be a micro materials bay - very in line with what the X-15 actually researched. What RP-1 experiments are you talking about? Anything that would be worth adding directly to BDB for the X-15? No, 2AS attached the solids to the booster skirt - it's one of the only "structural" parts of the whole rocket. It's specifically the main colliders on the balloon tank sections. By the way, @Zorg, were you planning on continuing that setup with the new parts?
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Yes, it's intentional. It's actually a tag that you can apply to colliders in Unity that prevents radial attachment, regardless of the attach rules for the part. I discovered it around the time of the last Atlas revamp. It felt like it was an opportunity to introduce some interesting decision making for the player - in terms of 1.875m "workhorse" rockets, you had two options. You could go for maximum single-stick performance with the balloon tank Atlas, but if you needed something more than that, you'd have to move to the less efficient Titan, which allowed for multiple cores and thus scaled more at the higher performance end.
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My point was mostly in reference to, if we ever did do said probes, it would be years in the future and the conversation would likely be very different. More broadly, I (and I can only speak for myself, not the other team members, though they seem to mostly agree) decided a long time ago to try and limit the scope of BDB to Apollo-era craft and things directly derived from them, ie, not shuttle or modern era. Yes, I am aware there are plenty of exceptions to that rule in the mod already. That's partially to try and keep our to-do lists manageable (it gets depressing when you have a ton of things you want to do, but making things always takes way longer than you think), and also to leave room for other modders that want to carve out their own niche. My personal feelings haven't changed on that matter. As for CurseForge, I honestly don't even know what that is. It was added after my time.
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Oh god I've already beaten it... twice... I'm just still playing. Last couple months have been a combo of great games coming out, IRL obligations, and a lot of energy getting spent at my day job just means I haven't even looked at any KSP projects in weeks. I'm still coming back, I always do, just not sure when. My priorities would still be Mariner 8 and Viking. There has not been any communication/update on the lander since whatever was last shared here, sadly. But when I'm back to it, it's getting finished one way or another even if I have to start it from scratch myself.
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Oh, that's because they're .dds (game/memory optimized image texture) files. I don't know WHY, but .dds files are stored flipped vertically. I even tried googling to try and give you a better answer than "that's just how they are" and didn't find anything helpful. But all the .dds textures for the parts are also flipped vertically, and I know that has been the case with most other games that use them.