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KSP2 Release Notes
Everything posted by CobaltWolf
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Sorry for the double, but a quick update: Due to my continued hiatus, we've decided that we're going to try and get the Github as stable as possible and push through BDB 1.1.0. This update WILL be save breaking, unfortunately, as the entire tech tree has been rebalanced thanks to @minepagan. The update also has a number of new parts, some new features, and a lot of bugfixes and general adjustments. It WON'T contain Skylab, or the probe stuff I was working on. Apologies for the delay in getting them released. I hope that regular work on content will resume in the next couple weeks, but in the meantime we felt that it was worth it to try and get this stable for the regular players. As such, I ask anyone that is interested to test the build currently available from the master branch on Github. If you find any issues, please report them either here on the thread, or better yet, by creating an issue listing on Github. I don't have a firm ETA on the release, it could be very soon, it could be another week or so. It really depends on if we find anything that needs to be fixed. Additionally, if anyone has any parts in the mod that they feel don't hold up to the quality standards of the Porkalike artstyle, please let me know. Once I'm back I'd like to try and do a quick art pass to clean up textures that need work, including possibly increasing the resolution of some textures. Cheers!
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All the parts are the same as stock, which means they have similar fuel amounts for given volume, similar ISPs, etc. The problem is, when you scale down, say, Mercury to Kerbal size, and then put it on top of a scaled down Atlas, it has way to much dV. It's not that they're stronger than stock parts, it's that stock lets you get away with way less rocket for a given payload. It becomes obvious when you're using BDB, since you wind up using kerbal-scale versions of real rockets. So, yes. 2x, 3x, or 3.2x should all be appropriate. @Jack Wolfe nice!
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We actually already have such a file thanks to @IronCretin. Feel free to check it, suggest fixes for any errors, and/or redistribute it with any of your work. EDIT: Apologies for the continued hiatus on my end, in the meantime, everyone should read Prospero One if they haven't yet. It's a short story by the author of Voyage (which is where the Apollo-derived Ares mission is from) set in the same universe. https://web.archive.org/web/20050310032846/http://www.cix.co.uk/~sjbradshaw/baxterium/prospero.html
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No, google translate apparently uses monospace font. When I pasted it in it made it so the rest of the post was in that font. I couldn't be bothered to change it. (Plus the default forum font might not even have the cyrillic characters)
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[WIP] Nert's Dev Thread - Current: various updates
CobaltWolf replied to Nertea's topic in KSP1 Mod Development
I can confirm that it is still being worked on. -
It all looks very nice as always @akron. Hopefully soon I'll be able to actually play KSP again and then I'll be able to give you more feedback on all your parts.
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Salyut is Russian for 'Salute', no? How about град ('grad') which is Russian for 'hail'. Or perhaps махать (mahaty) which is 'wave' as in waving hello.
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If I may humbly suggest, perhaps try and add this? I'm not a very religious person but this gives me chills.
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Are you still having this issue? Any ones in particular? I'd be glad to look into it. When I started, a lot of the parts were meant to be efficient, at the cost of graphical fidelity. Especially since back then KSP was still 32 bit. The newer stuff like Saturn should be a bit better. You have to pay the screenshot tax if you're gonna come on here bragging like that! The Historian mod.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
CobaltWolf replied to Angelo Kerman's topic in KSP1 Mod Releases
oh, whoops. reminds me though, I really should make it so the experiments can only be attached to the ground...- 3,517 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
CobaltWolf replied to Angelo Kerman's topic in KSP1 Mod Releases
I have no idea, ask @DMagic. He programmed it all.- 3,517 replies
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In my defense, the stock tree / science progression is crap and it's way easier to land a lot of hopper probes and not land until later, whereas IRL we essentially shot straight for the moon. @everyone I really don't know what's going on with KAS; I haven't even started up the game in a couple months now. Busy busy busy.
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Just drop the real names file in your gamedata folder. I really need @Jso to confirm/deny what exactly is working for us. I believe he made a config that scales the rockets properly when using a full size solar system? But I don't think we have any real fuels compatibility apart from some of the older engines. You'd have to ask those fellas, or even look into pulling the stats from somewhere like Astronautix before your trip and whipping them up yourself. I'm sure they'd appreciate the help haha. https://github.com/KSP-RO/RealismOverhaul/tree/master/GameData/RealismOverhaul/RO_SuggestedMods/Bluedog_DB Unfortunately it looks like those patches that @VenomousRequiem mentioned are dependent on Realism Overhaul and not just RF.
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I think it was setup so that you attached 4x panels as separate parts, with the jettison force set to push them away. Certainly a solution, not one that I would prefer. Part count on Saturns is high enough. @Felbourn I specifically chose to do the animated petal adapter instead of the jettisoning one since I thought the animated petals were cooler. I can't say that it's meant to be flown in any particular way. Hermes/Etoh is designed to be suborbital, it was used to test the reentry capabilities in real life before attempting a full orbital mission. Muo needs to have its booster engines+fairing decoupled, usually ~20km above the ground. You may also need to add more fuel to the Muo by inserting extra fuel tanks; it can't make orbit with just the large one + the adapters at either end alone.