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KSP2 Release Notes
Everything posted by CobaltWolf
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[1.2] Shuttle Payload Technologies v0.2 - Spacelab Released!
CobaltWolf replied to MrMeeb's topic in KSP1 Mod Development
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Coyote Space Industries - Dboi's Dev Thread
CobaltWolf replied to dboi88's topic in KSP1 Mod Development
I would use overlay or soft light, but it's dependent on how bright the underlying texture is. Hard light does nasty stuff to textures. -
[1.8.x - 1.12.x] US Probes Pack - Old and New - 8-26-21
CobaltWolf replied to raidernick's topic in KSP1 Mod Releases
Can you still provide craft files? I can figure out how to build them. -
It has potential to break your tech tree unlocks, for example if things you already unlocked move to another, later node, you might have to unlock it twice or something. I don't remember exactly how it breaks, so I think the best bet would just be to back up your save (and the old version of the mod!), update, and see what happens.
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Finally... Issue was something to do with the window animations. Starting the unity setup over again without them made things work. Right now everything is at the bare minimum to get everything working in game, with little in the way of polish or features. Huge thanks to @Angel-125, whose MOLE mod will be the basis of the features and functions of our Skylab. As a result, the configs are currently more or less copied wholesale from his. The base Skylab is still missing the Apollo Telescope Mount (and related parts) as well as the discone antennas (visible coming from the bottom of the airlock module in this diagram). Additional preemptive thanks to @Daelkyr who is going to be doing some config work on these parts for me.
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It's a cfg issue but I don't remember what it is... Actually, does it work if you quicksave and then quickload? IIRC there still are instances of stock glitching docking ports like that.
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