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KSP2 Release Notes
Everything posted by CobaltWolf
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He was asking for the original PSD files, which contain the various layers to make the texture. Once they're flattened for export it's almost impossible to edit them very well without destroying the original.
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I was under the impression the other books in the trilogy were only loosely related. I am about halfway through Voyage right now, I have to same I'm lukewarm to it. The characters feel like they're an obstacle to the engineering talk rather than carrying the story forwards. If you haven't, you really should read Prospero One, his short story set in the same timeline about the first British manned spaceflight. https://web.archive.org/web/20050310032846/http://www.cix.co.uk/~sjbradshaw/baxterium/prospero.html I'm not sure, I don't believe we actually have proper CLS support, and I honestly don't really know how it works at all. And if I follow, part of the issue is the need to retract both docking ports? I'll keep that in mind for when I get to updating the MOS ports - a passive variant shouldn't be too hard, and would probably be useful. Since the colliders on the active port would still allow soft>hard docking, it wouldn't even have to be gendered and the player could still dock active>active or passive>passive if that's what they wanted. Also, I believe last time myself and @Jso spoke, he thought there was an issue with the way you had configured the TAC-LS configs. Something like the TAC configs WERE configured correctly, and the resources are supposed to go in container parts and not the pods themselves? Thanks! Don't know how long it'll take to finish. It feels so far along and yet... not? Anyways, only had a few minutes last night to work on it but I added some greebles to the adapter tank:
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No DeltaV shown for MonoProp engines
CobaltWolf replied to Gordon Dry's topic in KSP1 Technical Support (PC, modded installs)
It's not the monoprop, it's because they have decouplers (Lonesome) or docking ports (BDB) to separate them built into the part. Using a docking port module instead of a decoupler allowed us to get Mechjeb working, but there's nothing else we can do. -
Very nice! I want one of the future updates to be focused on interplanetary Saturn/Apollo stuff - probably the two main Venus proposals (the S-IVB one and the one that uses a mission module with the Apollo, each only requires one new part), and Ares from Voyage - which would include stuff like 5.625m docking ports, side docking ports, active cooling radiators to reduce/eliminate boiloff at the cost of EC... MEM probably wouldn't be part of it, at least not in that same update. I'll keep that in mind when I do the MOL parts revamp at some point. Thank you!
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Ok... well... 'attaching without H', you mean, dropping it? Doesn't matter what tool you use as long as you attach it to the node (the wrench can't do it)... Not sure what else to tell you apart from make sure you're attaching them correctly. EDIT: @KerbMav you don't appear to have KAS installed.
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Install one of the plugs on the other end (both ends need one), and then drag a connection between them via the right click menu.
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Those two boosters (the two Algol variants) were bugged in that version. Just take the Engines folder (which REALLY needs to get renamed since it's actually pretty much just Scout, Athena and some misc solid stuff) from the latest release and replace it in your old version. In fact, everything in the newest Bluedog_DB/Parts/ directory should work except the Agena Materials Bay - they were all developed in 1.2.2, after all.
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I believe you'll need @Drakenex's Block 4 MM part cfg for that. The 'actual' Block IV MM hasn't been made yet (simply put, I ran out of room on the first extra texture sheet for Apollo, and published what I had), but he made a MM config that rescaled the Block III MM to fit it. @minepagan must've used it in one of his craft files. That will all be fixed #eventually.
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He's talking about the turbopump exhaust for the boosters, which on Atlas shared a common exhaust in the early models. You can't see it in the image I posted, but it's there. The one in the image @NeoFatalis linked is bigger than in all the other images I've seen. Here's the other side of the rocket, you can see the pipe. Also, this should go without saying but the textures are very WIP.
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Oh whoops. Yeah. now you've got me wondering what a new one would look like... but I've got bigger, balloon tanked fish to fry today. Yeah, I don't know. Like I said, it's a fair amount of work but I think it'd be a good first mod for someone that wants to cut their teeth on a fairly limited scope project. For what it's worth, this next update (shaping up to basically be Atlas revamp + Centaur touch ups + Atlas expansion + LDC Titan) will probably be the last non-Saturn LV update for the forseeable future, since I think the mod is fairly saturated with those now. I've also been having more fun with spacecraft parts as of late, so we'll see. You'll have to blame @e of pi for the bad RCS configuration on the Block IV and Block III+, let alone the AARDV. He says they're 'fine'. ... if you want to 'do the math' to figure out how powerful and where the thrusters need to go for the Block III+ and the AARDV Block I, maybe a single thruster version of the Apollo linear RCS is in order, complete with the plates on the texture like the Block II SM. On that note, I was super jealous of @Beale when he was making some of those cool little bits for the Soyuz capsule. Apollo doesn't really have a lot of stuff like that I can make off of historical sources, but if anyone finds anything - or thinks of something on their own! - I'd love to know. Like I said, I have a lot of space left on that texture sheet that needs to get filled up. In fact, maybe even sketches? (Don't worry about art ability, it's about getting ideas across). If enough people have ideas maybe I can choose my favorite 3 and make them into parts. I'm thinking little simple greebly bits that people will find useful, like Beale's lights. Maybe it's a new RCS layout to match the Apollo RCS set, or some little antenna, maybe Apollo style ladder bits to match the CM handholds? I wanna know.
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Why did you have them offset like that then? Just trying to figure out if it's balanced in the 'canon' configuration. And yeah, I never made a white version of the texture this time around. The original one was just goofing around after I found out the Skylab CM had a cream coating on one side. The new UV, where the capsule takes up a little more than half of a 2K texture rather than completely filling a 1K texture, is less easy to duplicate. I still have a fair amount of space on that one I need to fill (It's where I stuck the Subsat UVs, for instance). Maybe once I get to finishing the ETS Apollo bits (with the Block IV MM and the Block II AARDV) I'll need the extra space and I'll duplicate the texture, get rid of the non-CM stuff (leaving me ~2048 x 1024 pixels for new stuff) and do a more accurate Skylab CM texture... it was only on the one side of the capsule, the one that faced the sun along with the ATM. Which was why only one side of Skylab was white, BTW.
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See the post above yours. Looking good! I need to clean up the Aardvark's textures to bring it in line with the new Apollo stuff. Please tell me the Apollo RCS doesn't have to be that high to be balanced? They're meant to go on the little rectangles on the SM texture. I might have to @Jso might have to adjust the COMs again. Hrmm, I'm not sure what to say. It has always felt 'organized enough'. The organization is dependent on texture sheets - everything in a folder shares texture sheets, so by keeping together I keep it so that people pruning the parts can delete entire folders without having anything break. I don't much see the point in trying to divide those folders more than they already are - the names of the part cfgs are descriptive enough for pruning.
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It works out to being roughly 0.3125m, the size of the other mini probes. I feel that way too, but my hangup is that I feel like it would be a lot of work to create those parts, which would then be very single-use. Yeah, maybe there's a case that if I designed them right, they could look decent on station truss segments maybe? Sort of like the unpressurized palettes for the ISS. But then, there probably isn't much that can be done with them without other mods - you could have a life support package, KIS package... a Materials Bay / Mystery Goo combo probably wouldn't go amiss. One that looks like the Apollo 15 experiments with the two boom instruments. Maybe standardize the height and a 'box' that they fit in, make them like 1/3 the height of the service bay each... idk. Probably not something I'm up to doing right now. I will say, if someone wanted to make a small expansion for BDB, that wouldn't be a bad one. Fairly fixed in scope, nothing crazy from a modeling POV... The UV would have to be pretty intense to make the AO bake work, but it'd be worth it I think. Something for the peanut gallery to think about. The service module bays are being changed somewhat, to have a flat back. I think I'd also like to look into putting some more detail into the inside. I might even try and fill in a little bit of the space on top, throw some boxes in there, I'd like to put a little floodlight similar to the Agena Materials Bay's at the top of the compartment.