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CobaltWolf

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Everything posted by CobaltWolf

  1. Oh dear - those are two of the things that need our plugin to function correctly. That might require more testing then! My and @Jso are trying to put out a release this weekend, I just converted all the textures back to DDS this morning and then I will have to do some more cleanup of the files to get rid of misc stuff floating around the Github. He has to wait until tonight (my timezone! ) to take another look at the plugin and ensure it's working. And you have to blame him and @Kurld for the awesome LES; I just threw together the textures.
  2. Whoa! Decent amount of stuff done tonight: New Titan radial decoupler, the mini radial decoupler, and the new (aka slightly different model...) J-2-SL were added! And the new Titan textures were uploaded!
  3. Oh dear, ok. So me and Jso talked, we think it might be that you still have a 1.2.2 plugin kicking around. Can you confirm whether or not that's the case? And thank you for providing those - a lot of people that ask for help don't. In any case, I'm doing a dev stream tonight! Swing by, seems like there'll be a good crowd for the 'Rocket Nerd Talk Show while Cobalt paints in Photoshop'. https://www.twitch.tv/cobaltwolfy
  4. Hrmmm... yeah, can you upload the file to Dropbox or something, along with a screenshot of your gamedata folder?
  5. Huh, that does look like the Centaur V one. I'll have to take a look at it. Thanks for letting me know!
  6. Huh, we might have to take a look at the tags for those parts then. If you have a second could you post a screenshot of what parts you're seeing?
  7. Are you comparing it to the one for Atlas V? In which case, yeah the main Centaur parts in BDB are significantly shorter, since the Centaur V is way longer than the Centaur D (which is what the primary Centaur tanks in BDB represent). There ARE tanks for the Centaur III and V which @PickledTripod made, but I need to do a texture pass on them to unify their appearance with the rest of the mod. Alright! Then I think the release will be fairly ready to go then as soon as I talk with @Jso and make sure the dependencies are all updated. I'll have to manually go in and clean out some of the unfinished stuff (the Skylab parts still aren't done) and convert the revamped textures to DDS format.
  8. They're from KW Rocketry, discussion of which belongs there:
  9. SEP v2.1.6 and SEP v2.2 have been released for KSP 1.2.2 and 1.3, respectively. Get them from Github or Spacedock! EDIT: So, I did a dumb. A few weeks ago @cakepie offered to rebalance the weights, volumes, etc for the SEP parts. We agreed we'd push it when 1.3 was released. And then I forgot to include it in SEP v2.2! Point is, SEP v2.3 is now out with those changes. Please redownload if you've already grabbed v2.2
  10. Wow! Those look real nice! I just launched something myself, and it's up on Github! Also, @Jso still needs people to test the new BDB.dll for KSP 1.3 - I haven't had a chance to even download the new version yet! It's in the BD_Extras folder on Github.
  11. It's not COM, it's the node_attach in which is defined in the config. Just place the decoupler higher on the core stage than you normally would, place the SRB, and use the translation gizmo to move it down.
  12. This mod is certainly getting some love, I just haven't been actively developing it - I have a community that constantly badgers me for Bluedog updates! I'll message @DMagic and ask about an update. We also have a bunch more bugfixes courtesy of helpful users on our Github that can be included. EDIT: We have released a small patch, v2.1.6 which includes some general bug fixes and is for KSP 1.2.2. @DMagic says that a 1.3 compatible version of the SEP plugin should be ready shortly - likely by the end of the day - after which we will release SEP v2.2 for KSP 1.3.
  13. Ok, seriously, has *anyone* else ever noticed how in space cutaway drawings, the people are always at like 2/3 scale? That *can't* just me me right?
  14. It'll be available soon. I've been convinced to take a long look at my life and clear out the backlog of half finished things / important little bits that have gone unfinished for a while. Expect Spunitk 3 (which is fully textures at the moment!) to be pushed out in the next couple days, Skylab's missing bits following after that, and so on. I think you should be able to do that intuitively (as many KSP players have found, I see this being recommended often on reddit) to just put the decouplers near the top of the SRB, and/or use the provided sepratron nosecaps provided for the UA120X SRBs.
  15. My textures are mostly hand painted, I'll PM you in a minute with some downloads. It's probably easiest just to see the layers.
  16. What size did you end up with them at? And wow, aren't you going to run out of launchers soon? What will you do then?
  17. Just drop Saturn_Rescale.cfg and RealNames.cfg anywhere in your gamedata folder, they'll activate through Module Manager. Just know that there's no warranty for any issues encountered using them.
  18. What do you want from it? There's a couple different little things that all need to be installed differently.
  19. Exciting news! Do you have any sort of long term roadmap for your projects, or is that not the kind of commitment you're making right now?
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