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Everything posted by CobaltWolf
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How to change engine plume animation? [1.3]
CobaltWolf replied to UbuntuLinuxKing's topic in KSP1 Mod Development
She might let you if you ask nicely. -
Reaction wheel torque is for wussies. They don't have a canon placement, and weren't included in the art for ETS. However, people eventually pointed out that the single F-1A first stage would not allow for proper roll control, and that detail was retconned. I am considering maybe making a custom part for it...
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¯\_(ツ)_/¯ It hasn't been updated for the Skylab release though. One thing I haven't seen people mention, but you can shave off most of the ablator material, which I believe the real world LEO Apollos did. But yes, most of the fuel and mono also has to be taken out. If you're desperate for more payload, try switching to the Saturn 1C (the first stage is named s1e and the parts will turn up when you search using that term in the VAB)
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huh. Never really thought about issues arising from different switchers... Yeah, unfortunately I honestly have *no* idea what the best procedure would be to fix. Assuming you don't need to use the BDB stuff with any weird fuel types, yeah I'd think the best option would be to somehow exclude the BDB parts from getting changed by IFS.
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Yes, soon. Of course, those are all old models I'm finally cleaning up and texturing... there's a fair bit of room left on the sheet, and I'd like to include some larger tanks to power the engine with. I must say, my brief tests with the parts suggest Near Future's capacitors will be very helpful... I'm discovering why he included them... On that note, shoutout to @Nertea whose custom ModuleRCSEmissive is now copied+licensed in BDB, along with his textures for the new custom particle effects. Regarding larger tanks, I was originally planning having a larger (maybe ~0.3125m diameter) spherical radial tanks along with maybe a double mount of them (think the MOL monopropellant mount, but only 2 long). Do people think they really need an inline tank? I am not sure if there is space left on the texture sheet for it, however, I believe these parts will be unlocking before the stock xenon tank options. Really? I've never had an issue with it T.T It looks like we have compatibility, but the last time it was updated was over a year ago.
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[1.0.2]Corvus -Size 1, two Kerbal command pod(Version 1.1.1)
CobaltWolf replied to Orionkermin's topic in KSP1 Mod Releases
*cough* -
Well, Mariner/Ranger and Lunar Orbiter are fairly covered by BDB ( @captainradish just delete all the parts folders save Antennas, Science, ProbesExpansion, and Explorer) and I actually have Luna 3 modeled (which, IMO makes sense to include in BDB and not Coatl since I already have cameras as part of my lineup)... I was really into all the early probe stuff for a while... I also have Pioneer 6 parts I need to finish. @akron, I was just talking to @Beale about this, but there are A LOT of really great Russian parts you can mine. Peruse some of the designs for their spacecraft/satellites lower down on this list, I think every single one of their satellites have a super unique look to them... http://russianspaceweb.com/spacecraft.html
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[WIP] KERBINSK (Soviet Architecture for Kerbal Konstructs)
CobaltWolf replied to SnowWhite's topic in KSP1 Mod Development
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Closest I know is the Packrat from USI Exploration. And yup - that's exactly what it is! Low tech, inefficient ions from before the more recent push to use them on more missions. This would've been used for Comet Haley probes in the 80s, using ion engines developed in the mid-late 60s. http://www.drewexmachina.com/2016/03/06/the-missions-to-comet-halley/