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KSP2 Release Notes
Everything posted by CobaltWolf
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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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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
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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.
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[1.3+] Stockalike Station Parts Expansion [retired]
CobaltWolf replied to Nertea's topic in KSP1 Mod Releases
Does this work in 1.0.5? -
Gimballing multiple nozzles?
CobaltWolf replied to Eskandare's topic in KSP1 Modelling and Texturing Discussion
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 -
Gimballing multiple nozzles?
CobaltWolf replied to Eskandare's topic in KSP1 Modelling and Texturing Discussion
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) -
Retexturing a model
CobaltWolf replied to eberkain's topic in KSP1 Modelling and Texturing Discussion
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. -
jagged texture edges?
CobaltWolf replied to /not/pol/'s topic in KSP1 Modelling and Texturing Discussion
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) -
[1.3.1] Stockalike Martian Moon Analogues
CobaltWolf replied to Beale's topic in KSP1 Mod Development
First. Beale is a class traitor, associating with planet modders!