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KSP2 Release Notes
Everything posted by CobaltWolf
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I believe they have confirmed the new part tools is being finalized.
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Sincerest apologies! I didn't realize you had linked a specific post - on my screen it just looked like you had linked the RealPlume thread until just now when I saw the fine print. Sorry, I really don't know anything about that stuff past just making the bare minimum compatibility configs (which just amount to selecting what plume you want and adjusting the position).
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The author of the PDF has had trouble finding time to update it due to university, etc. We are looking into moving fully to using the Wiki functionality on our GitHub, it is possible but not likely that will be possible there. Of course, with all these things, they require time and generally speaking the overall feedback we get is to concentrate on new parts and features. I'm not sure I follow what you are trying to say with this post? BDB includes compatibility for RealPlume-Stock that we maintain on our own end, but you need RealPlume and SmokeScreen installed for the configs to activate.
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Should I Reduce Texture Size?
CobaltWolf replied to SlimeOfSteel's topic in KSP1 Modelling and Texturing Discussion
The rule of thumb that myself and many other part modders use is to UV unwrap with a texel density of 200px/m - that is to say, for every meter of surface, there will be 200 pixels. -
Generally speaking, the most widely used free modelign software is Blender, and most people use some Photoshop equivalent - GIMP, Paint.net, Krita, etc - to make their textures. All the part modders I know hand make their textures, though there are a lot of little procedural effects we use like baking ambient occlusion and using Photoshop layer effects to add gradients etc.
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I personally think it's cool but I don't even play the game anymore (just mod) so if you're trying to get out then more power to you.
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Indeed, a 2x to 3.2x rescale is probably best. I don't remember which ones are still around/updated. Personally I play with 2.5x rescaled SSRSS but I'll be damned if I can remember how I got that working... LIke T-10a said, doing so means that your rockets will need pretty correct mass fractions to be able to do missions. That incidentally means that most mods balanced against the stock parts (Tantares, for instance) will also be balanced properly. I have not heard otherwise, make sure that the dependencies are updated if need be! That's awesome! Love it!
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I doubt it, as they are not stock but part of a DLC.
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Help me prioritize 76+ mod updates - Updated
CobaltWolf replied to linuxgurugamer's topic in KSP1 Mods Discussions
I really don't play, so I don't have much skin in the game, but just wanted to toss you a quick 'thanks' for keeping so many mods going. And, this is a possibly irrelevant question (as I am not a programmer), but if you know people you'd trust would you ever consider handing some of the mods off to keep your workload manageable? Though, I suppose that this sort of thing is only an issue when the game updates? -
Thanks! I chose it since I hoped it would brighten people's day whenever I posted. I took the better part of a week off from dev work to let the DLC dust settle (also was busy playing Stellaris...). I need to do some prototyping on the engine mount to verify the method we wanted to use (one part that switches the number of nodes) works the way we hope/need. I'd like to revamp the Titan engines (and the Saturn ones, for that matter) as part of the LDC work, since then I could have nicer/more accurate models and also make them compatible with single mounting options from the get-go, which hopefully would feed into the LDC parts looking nicer..? I already started to remodel them during some down time at the office, here's the Titan-1 engines without the signature shroud. However, doing so would be a pretty significant time investment.
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[1.3.1] Stockalike Martian Moon Analogues
CobaltWolf replied to Beale's topic in KSP1 Mod Development
Indeed, I don't believe KSP supports non-elliptical orbits, and a trojan would require something more like a very rounded triangle? -
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
CobaltWolf replied to Pak's topic in KSP1 Mod Releases
you're mom kerb- 2,351 replies
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Yeah I'm kind of annoyed actually because I'm not sure how they've managed to shift? Because I usually start a new texture sheet by sampling the colors of the old one. But they definitely have. In any case, I've wanted to do a small pass on the Saturn parts anyways to make sure they're up to BDB's current standards, considering they're kind of the poster child of the mod IMO. Yeah I'm excited for this launcher, it can be easy to forget though that it's theoretically smaller than the Saturn 1C so you might not be able to do as much. But, it's neat so I'll let it slide. Off hand, the parts that I'd still like to make for this: 3.125m nose cone, similar to the placeholder one in the first development pictures I posted of the stage. 3.125m stack decoupler (not sure you'd ever need it? But, whatever) Maybe an improved 3.125m fairing base? (would deprecate the current one which is rescaled) 2.5m-in-length upper stage fuel tank (current parts are 10m, 7.5m, and 5m length) First stage engine mount - not sure how I'll do this. Looking into the possibilities of doing it with B9 switching similar to NFLV, to get 1x to 5x engines available. Once the E-1 is added that will allow some pretty good scaling for mounting across our range of engines. I'd like to do an interstage for connecting Centaur, that could also be used for Saturn C1. However, I hesitate to do a 'normal' 3.125m > 1.875m adapter, since that would preclude putting the upper tank on the S-IV stage. Maybe a new 2.5m > 1.875m adapter that is more appropriate? Anyone have thoughts?
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Honestly don't blame you at this point. If that is indeed what you decide to do, best of luck in all your future endeavors @Shadowmage. Cheers!