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CobaltWolf

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Everything posted by CobaltWolf

  1. Here's a good place to start. Good luck! Also, I believe it's ok to release cfg edits of stock parts if you want people to test your mod while you make art assets.
  2. Alright thanks for the help! I'll have to ask DMagic about that one then. Thanks for looking into it. Yeah the center node is annoying. I think it's because the RL-10 is too close in height and it just says 'I can't connect to this bottom node so OBVIOUSLY I can't connect to anything else.'
  3. Replace the sciencedefs.cfg file in the resources folder with this one. Because I use DMagic's experiment cfg, it tries to write it twice. Which apparently is no bueno. Same would happen with FASA I guess. I'll look into it.
  4. Does it work on a clean install on your end? If so, what mods do you have installed so I have an idea of what the causes could be.
  5. It's so odd because they work on my end. I can't figure out why identical files wouldn't work somewhere else. Do you have any other mods installed?
  6. You're right. I made most of the UV edges have the black panel edges so I didn't have to worry as much about seams. Better?
  7. I cannot figure out why that is. Unless someone has any ideas? It's unedited from the config I based it on... I think the FASA Redstone. I am going to take another look at Redstone soon, probably going to include a fuel tank for it. I have learned a lot about texturing since I made it. I will look into it. The radial engine needs a look at the textures as a whole. Question: I did that to the top of the fuel tanks after seeing similar texturing done by Beale. What makes his designs more appropriate? If I understand it seems like there's a time to use that sort of segmented paneling and a time not to. EDIT: I mocked up a new design for the radial engine. I have to start the actual texture over from scratch (I make them using different techniques now) but here's a rough idea of what it might look like. Pending mesh updates. Credit for that more or less goes to Frizzank, even though I think I changed the weight, thrust, and ISP. So either credit Frizzank or call it an accident. The Atlas V parts are also going to be refined / expanded. I was very nervous about using polys in the earlier parts, and I knew little about texturing. The PGM and Muo parts only look as decent as they do because I sampled the stock textures for colors. The actual texturing is lacking. Also, the top half of the RD-180 is probably going to be redone because I'm not particularly happy with it either. (Also, because it confused me at first when I read it and thought you were referring to the RL-10, isn't it not a pair but rather a single engine with two thrust chambers / nozzles?) In my defense, it somewhat does that on the real one. I'll look at it when I get around to remaking / finishing Atlas V. Thank you! Thank DMagic if you see him - he updated his animation plugin for me. I have not added KIS compatibility to anything but I believe I specifically prevented an EVA Kerbal from activating the experiment - I don't want them to get hit. Not only because that would be bad, but it would also look silly since the debris doesn't have any physics attached to it. As a solution it feels somewhat hacked in but I figured it was way cooler than a static experiment. Thank you! I would like to go back and find things to animate in all the science parts. Perhaps little glowing particles for the ion trap, etc. I have a lot of plans for more science parts but they're somewhat far back on my list of obligations. And thanks for the feedback - this is exactly the kind of constructive stuff I like to see.
  8. Are Porkjet's new end nodes available somewhere as a modder's resource? Fuji is looking good. On an aside, I really like when modders upload sketchfabs of their parts. :3
  9. This is using the gamedata folder I uploaded on the last page, correct? Is it just stock and Bluedog + DMagicScienceAnimate? If not, what other mods are you running? I'll hit up some other modders and see if they know what the issue could be. I am at a loss.
  10. Yup. You can see some old WIP models on page 16 or so. The engines have been refined a bit since but you'll get the idea.
  11. Are you saying the texture is the same and the color adjusted via Unity?
  12. Uhhh try now? Or I can upload to mediafire or something. EDIT: So, a note on update schedule. My goal is to have Atlas + Centaur released by November 10th, after which the mod probably going to go on hiatus for, uh, reasons. Until some time in December. EDIT2: Can anyone confirm if the science is fixed when the mod's folders are replaced with these folders?
  13. Ok well, I am still not entirely sure what the issue is with the science parts. BUT I did get some more work done with Centaur... Textures are not quite finalized. I am going to make a custom fairing texture (eventually) (both one for stock and PFairings) I need help balancing these parts. If you want to try them out, I uploaded the folder for you! Toss it in Bluedog_DB/Parts. There are currently no 1.875m decoupler (that's being worked on with the Atlas parts) or a 2.5m > 1.875m adapter fairing for the engine mount. So you'll need Tweakscale or something with other 1.875m parts if you want to actually build stuff that works. It's basically just the parts you see in the screenshots.Known bugs: It's almost impossible to attach a center Centaur. Someone please tell me why that is. The texture might be missing when you load it into the game. Let me know if that happens. It's in the folder but... uh... strange things have happened on my end while testing.
  14. Yes but I don't think that's what we want here. The idea isn't to use the stock textures but to create new ones that match the style.
  15. This is odd. It works on my end. Try replacing your BDB / DMagicScienceAnimate folders with these. They're ripped straight from my dev copy of KSP and seem to be working. If they do then I'll package another release ASAP. (Also don't try and use any of the new parts in there they're not even halfway implemented haha)
  16. Does anyone have a diagram to explain how the collider for the Atlas booster fairing was designed? I am making an Atlas style rocket and am unsure of how to proceed with creating the fairing.
  17. I think I'll keep the Redstone parts in the stock color scheme. The colors are actually currently somewhere between the two. They actually feel decently large in game but maybe that's just me. You'll probably get it soon. Once I get the Centaur parts done I was going to release them on this thread as a zip so people that want to play with them / test them can do that while I work on Atlas. I don't want to release the 1.875m parts until they're matured and fleshed out. Sunnuva.... I'll look into it. The 0.05 release was somewhat... uh, rushed. Anyone have any ideas? EDIT: Can Davidy or anyone else give me more information on what's going wrong? Do you just not receive science from them? Are they unclickable in the flight scene? EDIT2: Stock science parts work on my end. I'm not sure what's going on.
  18. It's not on purpose! Centaur IRL has them... I'm considering leaving them out though there's something about them I don't like on the centaur. EDIT: I come bearing good news. WIP textures! Any thoughts on color accents for the 1.875m parts? For instance, Rockomax is orange. I'm thinking blue because... uh, reasons.
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