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KSP2 Release Notes
Everything posted by CobaltWolf
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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:
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rotate = or rotation = I believe. Rotating X or Z by 180 will flip it. It may also be possible to scale Y negatively (-0.175) but I don't know what you'd get from that.
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how to do this? need help
CobaltWolf replied to Jiraiyah's topic in KSP1 Modelling and Texturing Discussion
I'd recognize that disgustingly aliased grey, dark blue, and light green UI anywhere, I'm pretty sure that translate gizmo is burned into my retinas after staring at it 10+ hours a day for 4+ years. -
how to do this? need help
CobaltWolf replied to Jiraiyah's topic in KSP1 Modelling and Texturing Discussion
He's using Maya. -
how to do this? need help
CobaltWolf replied to Jiraiyah's topic in KSP1 Modelling and Texturing Discussion
Uhm, @Jiraiyah just export it as a single FBX, and when you import into Unity it will be a single animation clip. No need to mess around with compiling animations. -
Just to reiterate, but I do not have time to test the mod. Please, please, please if there are any issues (even the most minor ones), it would be greatly appreciated if they were logged and reported on Github. Posting here on the thread is ok, but posting to Github guarantees that the issue is logged and won't be forgotten. I'm currently working on getting as many known issues resolved as possible. https://github.com/CobaltWolf/Bluedog-Design-Bureau/issues
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idk. Fixing bugs? Probably not S-1D I found a bunch of good material for E-1 and M-1. Oh, speaking of E-1, I don't think I showed these here. Was waiting for something at work the other day and decided to take lunch and noodle around in Maya for a bit. If only all my engines came out that nice... Also, the aforementioned S-II-7X engine mount. According to Jso I somehow managed to forget to upload it. It'll be up tonight.
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Soooo... what does it need to be? Forgot to post this before, but here it is if anyone still needs a better idea of what new parts we are getting in the update. I also wound up whipping up another new part, which I don't believe was mentioned - a 7x engine mount for the S-II stage. Many of the uprated Saturn V (in this case, we are mostly talking in terms of a second or third production run of Saturn Vs, with some level of tank stretch, F-1As and one of the uprated J-2 variants, no fins on the first stage, etc...) designs included this 7 engine mount, I believe for TWR reasons as the S-II stage does much of the ascent and circularization work. It was a really easy part to make, honestly. Just sliced up the original engine mount and rearranged the bits.
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So, real life has had a tendency to be busy and distracting lately. I wanted to have the AJ-260s, with the hotfix, released this past weekend. If you can't tell, that did not happen. Tonight I'll try and make up some lost time. Swing by Twitch to catch a dev stream tonight starting between 6-7 PM Eastern (it'll depend on when I get out of work). I'll probably try and get the AJ-260s finished up and get them all in game tonight - shouldn't be too difficult considering the texturing is pretty much done!
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
CobaltWolf replied to Pak's topic in KSP1 Mod Releases
@Pak we got a live one- 2,351 replies
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*checks for BDB...* Yeah I'll allow it.
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The BDB parts are balanced to be in line with the stock parts, however, because the stock parts are not properly scaled to the stock system, the stock parts are themselves overpowered, as well as any mod parts that hold to their balance. Normally you accept this and move on. However, when you scale real life launch vehicles down to kerbal part scale, they wind up significantly outperforming their IRL counterparts. Nothing I can really do about that other than making the BDB parts vastly inferior to other parts in the game, OR recommending people use a rescale mod.