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CobaltWolf

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Everything posted by CobaltWolf

  1. 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.
  2. The majority of mods built against 1.3.1 will not work in 1.3.0 and vice versa. Why dont you update your game? That is the reason your are crashing.
  3. New part WIP: 0.9375m Radial Attachment Port for expanding the Skylab MDA with two more lateral ports. Also useable any time you need a 0.9375m attachment point. Notably, the Agena Docking Port is also 0.9375m.
  4. 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.
  5. Viking would require Mariner 8/9 parts, which aren't present in the mod right now.
  6. 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
  7. 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.
  8. Yeaahhhhh you should, it's another one of those "oh man I forgot it in the last release" type deals.
  9. 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.
  10. 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
  11. 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)
  12. 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.
  13. 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)
  14. First. Beale is a class traitor, associating with planet modders!
  15. 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).
  16. The Muos parts needed a complete remodel from scratch. These parts are just having their textures updated.
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