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KSP2 Release Notes
Everything posted by CobaltWolf
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Unless burn times are different, fuel consumption has not changed. This isn't a good metric for judging the cause of the issue, or rather, I think you focused in on it being a lack of fuel but the issue is that the same amount of fuel isn't getting you as far. It sounds like there is significantly more drag on the rocket. I don't really know what to do about that, since I don't use FAR and am not sure what our options are for fixing it. @ferram4 is there like a way of overriding the drag profile? I already fixed the mysterious transform that was moving the COL.
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@DMagic good to see this is fixed! I'd like to try and get my Fallen Kerbonaut statue in game before we make a new release. The thing consumes basically no RAM, but I'd like it to just be a little boondoggle you can take out and drop on the surface. Hopefully without exploding...
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
CobaltWolf replied to Pak's topic in KSP1 Mod Releases
He was referring to AB Launchers, one of the devs was pretty cool but AWOL, the other is a complete deadbeat.- 2,351 replies
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Alcentar, you are proof that realistic does not mean plain/solid colors as so many seem to think! Absolutely fantastic work!
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
CobaltWolf replied to politas's topic in KSP1 Mod Releases
Future update, releasing some time this week. Our new LEM IVA needed the props, and they factor into our future IVA plans as well so we figured we'd just get the dependency set up. -
Mike, I looked yesterday and indeed there was a 'random transform' floating ~20m above the part. It was the transform for the skinned mesh renderer used for the flexible piping. I had no idea why, but I moved it to be in the middle of the part and everything seemed to work. Thanks to @slaintemaith for testing it for me real quick. However, he brought up another issue. Instead of playing forum tag, I'll just ask @ferram4 - is there any reason that fuel consumption would be affect by FAR? @slaintemaith said during testing that the Atlas consumed significantly more fuel when these verniers they were attached, but only in FAR. Though, one thing I forgot to ask him was if the burn times were the same - if he was judging only by distance achieved with a given fuel amount, that would make some amount of sense if it was a drag issue. @slaintemaith can you confirm for us how you determined the fuel consumption was increased? The vanilla fairings are... weird. The UVs are messed up like crazy, and the shaders do not behave the same as other parts. The white of the fairing bases is supposed to be the same as other parts, but for some reason they appear darker. The 1.4 KSP update is supposed to fix at least some of the issues, in addition to giving us texture switching for the fairings! (which I am looking forward to ) ??? There is no ASET config for this IVA
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
CobaltWolf replied to politas's topic in KSP1 Mod Releases
Hebaru, if I may bother you again - Bluedog needs to have @Nertea's new NF Props pack added as a dependency. Would you be able to do that for us? Thanks! -
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
CobaltWolf replied to Pak's topic in KSP1 Mod Releases
In the event of an emergency, the crew cabin detaches from the rest of the stack (think of, say, the Apollo abort system. Only the crew module detaches) and can land independently. In order to make it so the cabin could detach safely, the large single tail had to be removed, and replaced by a pair of rudders on the wing tips. And no, I will not give damns. Stop asking people to give them. Nobody cares. @TheRedTom I remember hearing once that to give the shuttle jet engines, they would have to be stowed in the cargo bay somehow. I was always suspicious of that, since there on the wing roots is such a nice spot.- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
CobaltWolf replied to Pak's topic in KSP1 Mod Releases
Block II shuttle is the same size as the normal one. The interior is just rearranged.- 2,351 replies
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Meet me behind the bleachers after school. No shots to the groin, home by dinner.
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Will respond to posts in the thread later, but for now I just want to say that I forgot to post last night that I had uploaded the LEM IVA to Github. It requires @Nertea's Near Future Props, which is being added as a dependency to BDB. We could have just copied and renamed the couple of props we used to avoid conflict, but decided that we might need more in the future. Once again, massive thanks to @bcink for not only making the amazing IVA, but also putting up with my constant requests and changes, as well as working with me to fix a major issue that caused quite a bit of frustration the last couple of days (incidentally, partially the reason the update has not been released!).
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
CobaltWolf replied to Nertea's topic in KSP1 Mod Releases
I agree with @damonvv. -
That all sounds correct to me. I don't know if I've ever attributed within a part.cfg, it's always in the readme and the forum OP.
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
CobaltWolf replied to politas's topic in KSP1 Mod Releases
Thanks so much, appreciate it! ... @damonvv -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
CobaltWolf replied to politas's topic in KSP1 Mod Releases
We are dependent on B9PartSwitch, DMagic Science Animate, Community Resource Pack, and Module Manager. I will update the OP to additionally clarify it for future reference; I'm really sorry for the confusion. I had no idea our CKAN configs were out of date, or I would have said something long ago. -
I'll say, next to a cube, making a pair of hemispheres would be the easiest thing. If you wanted to make it REALLY easy, you could import the .mu files into Blender for your science bay (might have to scale it to match the cfg), import the mystery goo, and lop off the end caps from it. Position them correctly, export it back out as a .mu from Blender (I think that would work - I've always gone through Unity but this should be simple enough to not run into issues), and load it in the part .cfg.
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No, me and him are still working on it. (Read: I think of more work for him to do on it, and he does it because he is awesome). We have a couple small custom parts (like that big handle above / between the windows) and stuff like that. I'm planning on including it in the upcoming release. Well, yeah, rescale factor defaults to 1 sooo... also if you're trying to use that adapter / shorty service module, it won't give you a clean size out since it's 1.5m>1.875m * 1 2/3... 1.875 * 1 2/3 = 3.125m for the final part. Neat! And unexpected. Therefore, the rescale factor should be 1.6667.
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@Kerbal01 I think I found the source of the issue with the Pioneer 6 service module, so that should be fixed. No promises (I know, you're all on the edge of your seat ) but I'll try and do a dev stream tonight from 7 PM to 9 PM Eastern tonight on Twitch. Some minor cleanup of the AJ-260 textures, and generally working through the v1.4.2 issues hitlist on Github. As ever, please continue reporting any bugs or issues you find, no matter how minor. Be they spelling issues, questionable gameplay balance, subpar textures, broken parts...
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This is a dumb little thing, but I think the nose cones should be scaled down heightwise to try and make them less pointy. Here is the Github crash course I made for Akron a while ago: