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KSP2 Release Notes
Everything posted by CobaltWolf
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Shoot, I made the commit locally on the Github desktop app but forgot to sync it up to the server. Should be available now. And Spacelab parts are coming eventually, I decided to focus on just getting the basic Skylab out for this release. I think I'm trying to get Atlas and LDC Titan done for the next release (should be faster than the last few) and then get Big G, Gemini Lander, Spacelab done along with revamping MOL and the ETS Apollo stuff.
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Not really. Some of the engines and the Apollo parts are configured. RO configs are managed by those people so if you want them, you'll need to bug them on their thread. Gordon, you have so much stuff in your install that I don't think I'd even be able to begin untangling that to find issues. Honestly, as long as the game runs I'm not too worried about log errors at the moment. The big thing is making sure parts behave as intended - the radial decouplers issue, for instance, is being fixed right now.
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Ok ALRIGHTY BOIS, LISTEN UP So, as of... like 20 minutes ago we are 'soft locked' for content for the next release - everything I personally wanted to make sure was included. I'm still working on updating textures and stuff for the next couple days, specifically trying to bring the probe parts up to snuff, but it is what it is. @Jso is out of commission, so I need help combing the dev builds of the mod looking for trouble. In the meantime, here's the last two new parts for this release. @Drakenex, I know you've been waiting a LONG time for this...
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I've been trying to get him to change the whole mod so it fits with other stuff better. Right now it is very clean + low contrast.
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This thread makes me moist.
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You need to split the collider into segments - how can you use the interior if the physics see it at one convex mesh! The colliders need to, roughly, actually reflect the shape you're trying to achieve. See this screenshot - a roughly trapezoid shape collider that I then duplicate around. I then made different ones for each side of the 'wedge' cutout, and a squat cylindrical one to fill out the bottom of the part.
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is that 4 convex collider segments that combine to create a cube shaped gap in the middle?
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Beginners Part Modding Tutorial
CobaltWolf replied to Beale's topic in KSP1 Modelling and Texturing Discussion
2.5m in diameter. -
What do your colliders look like in Unity?
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Some people have asked me what my plans are for BDB. Right now, they are roughly as follows: This update: Finish polishing Agena, Apollo, Titan, Mercury, Gemini, Skylab. Full release of Skylab and a number of revamped parts, with a couple new ones. Next update: LDC Titan, Atlas revamp, Centaur revamp, Vega touchups, MOL revamp, Big G, Gemini Lander Of course, these are all subject to change.