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KSP2 Release Notes
Everything posted by CobaltWolf
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There were no issues with DMagicScienceAnimate, we released our new BDB update using the existing version. The crashing after the update mostly stems from a change Squad made to the difficulty menu, so anything that had options there (ex: BDB's boiloff module) was causing crashes. DMSA doesn't touch that.
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I personally don't think the community needs any more Apollos!
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Last I saw he was getting really into PUBG.
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[WIP] Archtagon Aerospace - Low-Tech is not No-Tech
CobaltWolf replied to Knarkle's topic in KSP1 Mod Development
As other's have said, a micro-meteoroid detector is one of the simplest and earliest experiments carried on space probes. All they do is count how many impacts there are on the sensor, enabling researchers to understand the flux of impacts in different parts of space. -
Unfortunately we will just have to chalk it up to artistic license. I also wanted it to be usable for Giotto - it splits at the top of the lower solar panel ring. No updates to Atlas V stuff - hopefully the reason will become apparent soon. RL-10 already got its refresh earlier in the update cycle. I believe I put more work in after I took this screenshot but its the only one I can find in my Imgur history. I believe we still have working configs to make it compatible with @Angel-125's excellent MOLE mod.
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[WIP] Archtagon Aerospace - Low-Tech is not No-Tech
CobaltWolf replied to Knarkle's topic in KSP1 Mod Development
Holy smokes, you're still around?!? -
[WIP] Archtagon Aerospace - Low-Tech is not No-Tech
CobaltWolf replied to Knarkle's topic in KSP1 Mod Development
Love. Love. Love this! -
[1.9.x] RCS Build Aid Continued - New Dependencies
CobaltWolf replied to linuxgurugamer's topic in KSP1 Mod Releases
<3 -
@hraban your balance (apart from the 50%! ) is actually very close to what we use in BDB. 1/4 thrust for lower stage engines, 1/2 for upper stages (which actually keeps the relative thrusts roughly similar to the stock engine families - real life upper stages are super low thrust), real world ISPs. I never quite figured out what Jso does to figure out mass, I think that's how he adjusts the balance so all our dry masses are tweaked for engines.
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Check for 'kerbal color animation tutorial) - can't link on mobile, sorry. You'll need to make an extra texture to control the glow. look at the stock parts for some examples.
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Mods that give me more (science) to do
CobaltWolf replied to MajorMushroom's topic in KSP1 Mods Discussions
Surface Experiment Pack, SCANsat, Station Science, MOLE, the Nehemiah mods all add new gameplay mechanics. If you're just looking for new science parts for flavor, Kraken Science gives a ton of them. Bluedog Design Bureau and Coatl Aerospace add a bunch of new experiments but unfortunately also add a ton of other parts. -
TRANSMOGRIFIER - Real-size rockets - stockalike gameplay (ρ)
CobaltWolf replied to Nightside's topic in KSP1 Mod Development
@Nightside so... the $100 question. What makes this better than Tweakscale? Is this meant to just scale everything up to real scale (~x1.6)? -
[1.4.X] Commonwealth Rockets - Tea Powered Spaceflight!
CobaltWolf replied to CobaltWolf's topic in KSP1 Mod Development
https://en.wikipedia.org/wiki/Astris_(rocket_stage) -
gad dang that's pretty...
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[1.4.X] Commonwealth Rockets - Tea Powered Spaceflight!
CobaltWolf replied to CobaltWolf's topic in KSP1 Mod Development
OwO what's this?- 205 replies
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