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KSP2 Release Notes
Everything posted by CobaltWolf
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Definitely, the Gemini needs to have another quick pass done. Not much more than tweaking a few layers, painting a little bit on spots I missed (Big G cabin doesn't have anything I think). Yeah we have lots of plans, check out the road map. I am actually not a huge fan of Nova (it looks doofy) but there will be plenty of advanced Saturn V parts eventually. Probably not going to make dedicated parts for the Saturn A and B series, I'm not sure they're worth making custom parts for. I'd need to actually make new models and textures for the clustered stages. I am a big ETS fan but I'm probably not going to do Artemis; it doesn't share enough heritage with the Apollo era stuff and I'd rather concentrate on Apollo legacy hardware for endgame - advanced LEM variants and shelters and stuff. And you're welcome! Sounds like you didn't install it correctly. Try again maybe? Post a screenshot of your Gamedata folder?
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Anyone for reviving the Buran as a mod?
CobaltWolf replied to ZooNamedGames's topic in KSP1 Mods Discussions
Cormorant Aeronology has parts for Buran, but not Energia. -
[WIP] Mining and Processing Extension [KIMP] resumed
CobaltWolf replied to riocrokite's topic in KSP1 Mod Development
>>Zbrush K bro. -
Any Mods With Two man Capsules?
CobaltWolf replied to The Flying Kerbal's topic in KSP1 Mods Discussions
Bluedog Design Bureau has a crappy Gemini capsule -
Which one? There is one Isor/RL-10 that is currently in the mod. Some day I'll get around to finishing RL-10A (short extension, later Atlas models) and RL-10B (Huge extension, Delta models), maybe when I'm working on touching up Centaur. The RD-180 exists as a 2.5m engine but needs a different model for the 1.875m engine version. @DiscoveryKSP Oh? The manual is mostly updated. We need Scout and Vega maybe but overall it's up to date.
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Mechjeb or Gravity Turn. Both have modes where they tell you how to fly but don't execute automatically.
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@hraban that's super neat!
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Mod Adoption question (merge or individual releases)
CobaltWolf replied to linuxgurugamer's topic in KSP1 Mod Development
Little late for that, nyeh? -
Mod Adoption question (merge or individual releases)
CobaltWolf replied to linuxgurugamer's topic in KSP1 Mod Development
Eh, why bother? I don't see a particularly strong common thread between them. -
That dog thing is terrifying.
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Not all addons use AVC, that's all. It's something the mod author has to add to their mod.
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Looks good, if you're going to do renders turn up the number of samples to clean up that noise.
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Project Manager - Autonumber Your Launches and Maybe More
CobaltWolf replied to Beale's topic in KSP1 Mod Development
First -
Project Manager - Autonumber Your Launches and Maybe More
CobaltWolf replied to Beale's topic in KSP1 Mod Development
First. -
Don't be lazy. Contribute to the cause.
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make it into an Orion style nuclear pulse engine. Didn't it have nuclear mine laying equipment?
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I mean, I thought Poljus was awesome...