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KSP2 Release Notes
Everything posted by CobaltWolf
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Uhm... alright. Check page 45 of the manual linked below. The parts have been revamped so the names and appearance doesn't match, but you should get the idea. There's a special tank you put under the fuel tank which the sustainer is mounted to, and then the booster skirt mounts to that tank. https://www.docdroid.net/NFMmg2Q/bdb-manuel-eagle-edition.pdf#page=45
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Clipper, you should look at Bluedog Design Bureau. We're adding the various LEM variants some time in the near future. Also, you should read Eyes Turned Skywards! They keep flying Apollos and Saturns up until the 90s / early 2000s which is what these Artemis landers are for.
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Emissive on Windows.
CobaltWolf replied to Starlord Kerman's topic in KSP1 Modelling and Texturing Discussion
@Starlord Kerman I always use this method, which lets you use an emissive texture. However, if I remember the stock part's window emissives look pretty much exactly like that gif you posted.- 1 reply
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Is ~400 parts big enough?
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I don't even think we use the same profile anymore...
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This sounds so awesome, but I'd like to echo a request for mod support. I have absolutely zero idea how this works, but it seems to me it might be possible to have a general version apply automatically to any part with a Docking Node module? Transforms could also possibly be read from the part? Perhaps with provisions made to have more specific requirements (ex, some mods have docking ports that have physical alignment fins and can only be attached in 90 degree increments anyways). Also going to mention the importance of supporting KJR and possibly autostrut, if possible. Maybe temporarily disabling those features when the ports move? Sorry, I am not a coder, so these may be really obvious 'impossibles'.
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Kerbal Space Program: Making History Expansion - Release Date Announcement
CobaltWolf replied to SQUAD's topic in 2018
Been a long time coming, looking forward to it!- 444 replies
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- making history expansion
- release date
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Thank you for the kind words! I'll try not to let it go to my head
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IMO the simple solution is just to make the science pallet the equivalent of having all the experiments separate, in terms of cost mass etc. Maybe heavier and more expensive, because it has the extra structural bits. But to me it seems like it would just be a visual choice. Some probes would look good with that integrated pallet, some would look better with separate experiments. And it is going to be a late game part, right?
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I'll try and clarify. It is entirely a visual issue - the rocket will work fine. I will take a look at it now with fresh eyes and try to fix it. In other news, DEV STREAM STARTING NOW on Twitch. Going to be working on MOL updates, maybe canoodle with some of the one-off parts that I forgot in the last update.
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Block-D is already in Tantares, and I believe @Beale is doing Briz KM and M in his next update. I personally am more interested in lander parts, since those feel more useful than upper stages, especially solid ones. Lander parts are usable by more players (whereas a lot of players probably wouldn't bother with solid upper stages) and are also a more underserved niche in parts. I'd be willing to contribute the orbital parts for Voyager '67, I already started modeling it a bit. I'd be interested in a full Viking Orbiter / Lander part set for a next release; you did a good job splitting up Surveyor.
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@Rocket In My Pocket I usually just ask the CKAN developers nicely
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Hmmm, sounds like a Module Manager question. Afraid I don't know more than that. Some work from this morning; one thing I'd like to get out of the next update if finish the long standing revamps that started over a year ago. The expanded Gemini and MOL parts are some of the more egregious examples remaining in the mod. Some people have told me they'd like another MOL Lab that properly fits into a 1.875m profile, anyone else like that idea?
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Considering we are approaching a year since the first announcement, I'd really like to have an idea, maybe a rough %, of how far along they feel they are.
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Oh man, thanks everyone!
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FASA's still limping around, Bluedog is still actively updated:
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
CobaltWolf replied to politas's topic in KSP1 Mod Releases
Update is out.