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CobaltWolf

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Everything posted by CobaltWolf

  1. Are the MIR-2 Progress modules supposed to be Progress M2 based, like the Enterprise module for ISS? http://www.russianspaceweb.com/progress.html http://www.russianspaceweb.com/iss_enterprise.html
  2. Of note to you, the 1.4 update is supposed to bring stock mesh and texture switching? Might be able to remove the Firespitter dependency. From my POV it makes sense, given your available time, to just try and do one new craft per release. Maybe throw a couple 'parts of opportunity' in as well - you know, parts you realize you suddenly want that won't take much time to do. Personally I know that I wind up thinking of small parts that I find room for on existing texture sheets.
  3. Yeaahhhhh you should, it's another one of those "oh man I forgot it in the last release" type deals.
  4. It's the elusive and little understood Atlas 2 Roll Control System. Basically a pod with a little spherical monoprop tank and some thrusters. It replaced the LR-101 Verniers on Atlas II, IIA, and IIAS.
  5. I think I understand. Check this part cfg - I have gimbals that are restricted to specific axis'. You will probably need to use a second dummy module. https://github.com/CobaltWolf/Bluedog-Design-Bureau/blob/master/Gamedata/Bluedog_DB/Parts/Atlas/bluedog_Atlas_LR101_Radial.cfg
  6. What do you mean? Do you have multiple independent nozzles that you want controlled by the same gimbal module in the cfg? You'd need to have them separated by a 'wrapper' - basically just an empty gameobject, so they're not children of the same parent in the hierarchy. Then, you have the transforms as you normally would - a gimbalTransform, then a thrustTransform. They should be named identically (ie, both thrustTransform instead of thrustTransform1, thrustTransform2, etc)
  7. Game textures for KSP typically store the specular channel information (ie, how shiny a given point on the surface should be) in the alpha channel (since most image formats only support RGBA). I don't remember what the solution to the issue is though. You need to somehow convert transparency to alpha channel. If possible, you don't want to load with mipmaps - see if you can uncheck that when you open the files.
  8. Have you checked them in Unity? Textures will filter differently in engine, I notice that they tend to be less apparent in Unity than in my modeling program (Maya)
  9. First. Beale is a class traitor, associating with planet modders!
  10. There were severe bugs reported with the original one (The middle one is completely new) and the mechanism was all wrong. I wanted to redo it but the update was already behind and I had bigger fish to fry (I wanted to get started on Saturn and Apollo for before the 1 year anniversary).
  11. The Muos parts needed a complete remodel from scratch. These parts are just having their textures updated.
  12. The CM IVA isn't custom made, it's taken from an older mod. It doesn't fit our model. I'm not sure what you mean by new part. All the MOS stuff is getting updated textures.
  13. Really? I'm pretty sure the interstages with integrated retros all stage when they decouple. And I typically stage it at first stage separation.
  14. Just delete whole folders. Under Bluedog_DB\Parts, delete all the folders save Apollo, Saturn, Mercury, and Shared?
  15. Not to my knowledge. BDB in general has almost no coverage for IVA content (Only the LEM and Gemini parts have real IVAs, the others are either completely placeholder or reused from other mods) because they are very time consuming and there is little to no interest from the userbase.
  16. HJ, they are all linked in the top sticky. Previous the first 1/3rd of the front page of Add-on Development was stickies, now they are collected in a single list.
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