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Everything posted by CobaltWolf
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[1.4] DiscordRP - Rich Presence Integration
CobaltWolf replied to gegy1000's topic in KSP1 Mod Releases
Very cool! I had no idea they had added that feature. -
Alright, first off, just stopping in to say I'm going to try and do another development stream this afternoon, starting around say noon eastern time. As always, you can find it on my Twitch channel. Come by for crappy lo-fi and occasionally interesting space history conversations. In the meantime, I want to answer the backlog of posts on the thread... Glad to hear it! I have played with the 2.5x a bit for testing and I have to say that it does really feel a lot better. The rescale cfg isn't really 'supported', it is more a side project by Jso. I never really modeled the skylab parts with the intention of letting them be rescaled, but if you got it working yeah go ahead! The correct thing to do is fork the github, make the commit, and then submit a pull request which lets us review the changes and make the merge. I'm not sure what you mean by the H-1 engines not having enough thrust? I can take off with a Saturn 1B just fine... the deltaV is a bit suspect but it was on the real one too (the Apollo fuel tanks were basically just fumes when it launched to save weight). Thanks! I'll take a look at those. As others have said, I usually just stage them separately a second or two before liftoff so the rocket has a chance to settle. I don't really know anything about launch clamps so I don't know how to fix it. I like it a lot too! That one even has accurate doors which is a nice touch. I wonder if there are two separate hatch colliders. Yup! It occurred to me that the venus flyby would only take 1 (well, now 2) new parts. I view the endgame of BDB in sort of 3 distinct parts - LEO, Moon, Interplanetary. LEO being stations like Skylab/Spacelab (there are still new parts I can add for S-IVB derived stations, such as a S-II > S-IVB interstage adapter that is filled with stuff), Moon being AAP-based longer term moon sorties and even primitive bases (things like LEM Shelter), and Interplanetary being stuff like this. There are more complex designs I'd like to take on at some point, but for now I thought it would be fun to include just the most simple one in this update. Future ones would have things like active radiators that could prevent boiloff of LH2 like in Ares... well, just in general, the Ares interplanetary vehicle (not the MEM - @TiktaalikDreaming is already making a nice new one!) is on my 'todo' list. But, for now, I need to finish this, finish the Saturn 1 revamp, put the last touches on Atlas, take care of all the issues people have logged on Github, and get this release out because it is going to be big. Indeed. Now I'm wondering if it would be worth it to have mesh switching for the ejectable panels to make them also capable of being the full-nose type SLA...
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[1.4.1] K.E.A.M. - Kerbal Expandable Activity Module
CobaltWolf replied to bcink's topic in KSP1 Mod Releases
It's ok I guess -
lol, uh, @silentvelcro can Lonesome Robotics has shuttle or soyuz?
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Another move, another apartment! However, hopefully this one will be my home for more than a year... I am still unpacking, but taking a quick break right now to respond to some posts... Makes sense, but to my knowledge the Multibody's orange IS foam. But considering how small the extra texture to create the Multibody was... this gives me an idea... Uhm, not sure what you mean? The 1.0 release was over a year ago. These days it's just occasional updates that add new or revamped parts, general polish, etc. Alright, so that's not a 'bug' per say. It's a setting in the material, for rim lighting, which is Unity/KSP's name for an approximation of fresnel reflections - incidentally, many games (Fallout 4 especially comes to mind) add intense rim lighting to character models which is why they look so strange in the dark. I originally made it too intense on the Saturn parts, but thought I had fixed it. Additionally, some parts might not have it set in their material yet. However, @notJebKerman that image in your screenshot contains a broken normal map for the service module. When did you last download BDB? I know I have accidentally uploaded them to the GitHub several times (long story, basically I need to convert them externally before exporting the parts in game and sometimes I forget) but I thought right now the files would be fine. If it helps at all, this is the level of rim lighting that things should have when I'm not messing up (see the bottom right of the module):
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You know the stock radial attachment port? The original plan was to make Skylab-style versions of those, using the same 0.9375m/0.625m attach point design as the rest of the station. If everyone likes that idea I can be sure to include it in the reelase. Very nice! Some day I'll get around to those... Not that I don't appreciate your work, but I want the Multibody to have more bespoke textures and UVs. Unrelated, but I noticed that the Saturn 1 texture sheet hasn't been updated... soooo, yeah. Only the S-IV IU and tankage, as well as PART of the S-I tankage so far. Also, I have reached kind of a road block on the Venus Flyby part design-wise; trying to figure out how much work it will be to get past it. Stay tuned I suppose.
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It's a 2 stage lifter. Boosters are considered stage 0.
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The ETS moon stuff is 'out of scope' for BDB, as it is based on the Constellation Altair architecture and unrelated to the LEM. However, I get what you're saying and indeed any further moon architecture in BDB will be based on modified LEM hardware. I already have plans for at least two different modules - the Early Lunar Shelter (which some people may remember as having been partially modeled already) and the SheLab. as you pointed out, that will require extensive modifications to the LEM Descent stage to clear off the various hardware specific to the original configuration. It will be a bit of work, but I have to make a new texture sheet for any further LEM updates anyways. Rest assured, it's on my list.