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Everything posted by CobaltWolf
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Looking for a modder/developer in a joint proyect.
CobaltWolf replied to Oscar Kerman's topic in KSP1 Mod Development
Ah, so you are planning on creating the music for it? That's certainly a step above most people coming here with ideas and not work. I would still say, perhaps start looking up how to create plugins for KSP. Once you learn the basics it's not that hard - just a lot of trial and error. Even if you can't get it working yourself and still need outside programming help, you'll have gotten a start as well as a better understanding of how it would be implemented. -
RSB has the Saturn Multibody tank right now. It's not a particular priority for me since it's basically just a marginal improvement and reskin over the S-1E stage already in the mod. Yeah, that was me. Sounds good - if i keep bugging people for a part here or there to be made compatible eventually all 300-something parts will be
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Just means you have to check the licenses before releasing your fixes...
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[1.2.2] Phoenix Industries: Boosters! (0.625 and 2.5m SRBs) (v.2.1)
CobaltWolf replied to -ctn-'s topic in KSP1 Mod Releases
Whoa, I didn't see this! That's awesome! -
[WIP] [1.1.2] DIRECT - Super-Heavy Launchers - REVAMP RELEASE
CobaltWolf replied to benjee10's topic in KSP1 Mod Development
Benjee has been busy lately with some real life work. I don't forsee anything being added to the pack but hopefully it continues to work. -
[1.2] Shuttle Payload Technologies v0.2 - Spacelab Released!
CobaltWolf replied to MrMeeb's topic in KSP1 Mod Development
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[1.2] Shuttle Payload Technologies v0.2 - Spacelab Released!
CobaltWolf replied to MrMeeb's topic in KSP1 Mod Development
@MrMeeb you probably ruined the alpha channel when you made your new map.- 282 replies
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Coyote Space Industries - Dboi's Dev Thread
CobaltWolf replied to dboi88's topic in KSP1 Mod Development
ur a freighter -
If you download the patches in the post I linked, yes, the mod works in 1.2.2.
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Look here:
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Dunno what to tell you. They're not fully implemented yet and probably won't be for this release. The Block II Apollo used fuel cells, Block V used solar panels, Block III and IV used batteries in the service module for simplicity. AARDV Block I (block II isn't in game yet but you can get a rough idea looking at @Drakenex's post), being based on Block III, uses batteries.
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huh?
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They carry... ore? 0.o And yeah, there wouldn't be much use for them without life support. The Skylab update will change that, since they'll also be able to carry the experiment packages for use in labs, but you'll still want life support to get the full use out of them. I mean, I don't have an issue with it. Someone make a pull request? And @Drakenex you don't need the plate adapter for the AARDV tug. The docking port goes right on top of the control core.
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[1.2.2] Smashing Industries - Parts Pack (v0.3)
CobaltWolf replied to SmashingKirby148's topic in KSP1 Mod Development
You should post screenshots so people can see your work! -
Huh... the effect actually really works!
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