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Everything posted by CobaltWolf
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[1.3+] Stockalike Station Parts Expansion [retired]
CobaltWolf replied to Nertea's topic in KSP1 Mod Releases
IVAs you say? -
Good mods for recreating "The Martian"
CobaltWolf replied to Trexinator's topic in KSP1 Mods Discussions
Good point. @septemberWaves do you have a Kerbalism greenhouse yet? -
Good mods for recreating "The Martian"
CobaltWolf replied to Trexinator's topic in KSP1 Mods Discussions
Thanks I was worried we'd never know. -
Please revive and update @Nertea's Stockalike Station Part Expansion to KSP 1.0.1 it does not work on @damonvv's install.
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@SuperXico well if you're just using the wrench then it won't work, the wrench doesn't node attach.
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[1.3+] Stockalike Station Parts Expansion [retired]
CobaltWolf replied to Nertea's topic in KSP1 Mod Releases
Can you add a centrifuge? @damonvv might be able to help. -
Alright, I'll just try and assuage any fears y'all have. @IronCretin is fine. He's been super busy with IRL stuff, but yes he is still going to finish this pack. It will just take a bit. As you all saw it's most of the way there.
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Progress on Delta K. The significant reduction in UV space this new version uses (even with more details applied to the model) means I can fit a few more parts on to the texture sheet. Anything we're missing? I'm planning on doing the Delta III first stage adapter tank (would replace the upper half of the current Delta II first stage) but not the rest of Delta III, it's too much work right now plus then it would be a lot harder to deny people Delta IV (working on solving the weird faceted highlights on the spherical tanks)
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Can I have a link to Eye 1.0.0? I need something that works in KSP 0.90 ...
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It's something that is possible but not likely @MaverickSawyer. In other news, made some good progress on the Delta K upper stage last night. No screenshots, it was mostly just making a couple of small corrections to the model and redoing the UVs. Really looking forward to seeing it with my new texturing style.
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Oh whoops... Was so busy memeing I forgot to answer your question.
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Out of curiosity, which ones? Anyways... Hmm. Alright, NF Props wouldnt be crashing your game so thats fine. Make sure you have the 1.3.0 versions of the dependencies. Then, go in Github, find the last BDB release for KSP 1.3.0. Take the BDB.dll from that downloads's Bluedog_DB/Plugins folder and replace the one in your install. Should 99% work; off the top of my head, I believe the ion RCS parts won't because their module wasn't in our plugin until 1.3.1.
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Seems to make sense to me? Couldn't MIR be used with just the core module? EDIT: Interesting that they were trying to move to the Progress M2 derived station modules, instead of FGBs? I wonder why. Simplest explanation to me would be that if they were indeed trying to get Progress M2 production going, using that module as a base would let them close out the FGB production entirely.
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@Beale do you have sources for MIR-2 stuff?
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