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CobaltWolf

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Everything posted by CobaltWolf

  1. Hrmm... nothing jumps out to me in the cfg. Can you post some Unity screenshots of it with your hierarchy and the mesh visible?
  2. Finally, some sounding rockets with a more restrained color scheme
  3. It will make your stuff look A LOT better. Basically, you make a 2D height map (50% gray base, anything darker is lower, anything lighter sticks out) and then let Unity or xNormal convert it into a normal map from grayscale. Little bit more info here
  4. That actually is where the supplies go IRL. They're usually full of fuel for the ISS's engines, located in the Zvezda module. EDIT:
  5. uhhh. I don't know, our dependencies are bundled but CKAN might be ignoring them. I don't have anything to do with the CKAN configs.
  6. Made this for Akron back in the day. Here's how to set it up. When I finish work for a night, I just copy over whatever files I've updated into the local copy of the repo and make a quick commit/sync. Or it can be even faster to just upload them directly to the website, though you have less control over things like file structure.
  7. You could look at the stuff @tg626 has been making for his career game. Otherwise, you could look at the manual posted in the OP of the thread.
  8. Not quite that easy. You have to manually rescale each individual part of the rocket to get everything to fit together. Numbers from wikipedia would likely not be sufficiently detailed. For instance, you would know the length of the stage, but how then would that be divided between the component parts? Of course, you should feel free to take a swing at it if you think you could do it.
  9. Basically. It would be in Greenbelt, MD so probably working with a team out of Goddard. Maybe the SVS.
  10. Very nice! Can't wait for the day I'll be able to see my Skylab in game, but until then @Angel-125's is a good substitute. I did, yes. Another one of those things that got lost in all the different ideas and tasks for this mod. I realize this isn't really a divergence from standard operating procedure for me these days, but just a heads up, I'm not sure how much progress will be happening in the next couple weeks. In addition to my course loads, I am trying to prepare my resume/show reel/essay to apply for a year long NASA Animation Fellowship that would start this summer immediately after I graduate. The submission deadline is in a few weeks so I need to book it to catch up! Hopefully BDB will be featured?
  11. I believe there was one at some point. It wasn't included in the mod though. There is a RemoteTech compatibility file but I don't know if its outdated. There is only one part that would need a transmitter, so it should be an easy fix if it's not working.
  12. Missing from the pack is a proper length fuel tank for the centaur, a proper interstage+fairing base combo for said centaur (if we're talking 5xx with the 5m ((3.125m in KSP)) fairing) and the traditional AJ-60 SRBs. With that said, the CGR-60s are analogues for the GEM-60 SRBs from Delta-IV, which I've heard will be replacing the AJ-60s some time in the next couple years for the remaining Atlas V flights before the planned transition to Vulcan, which will also use them. The Atlas V parts are also some of the oldest parts in the mod. I personally hate looking at them but I think I hate everything I've done after a week or so
  13. Neat! I'm guessing the door is the side of the bulb?
  14. It's modeled but won't be in this release. It'll be in the next batch of Apollo stuff I make. And, to expand on the clarification - I pulled the stats for those engines off of astronautix (since all BDB engines used real world ISP and are balanced with mass) http://www.astronautix.com/j/j-2t-200k.html http://www.astronautix.com/j/j-2t-250k.html
  15. PLEASE READ THIS POST FOR INFORMATION ON THE FUTURE OF THE MOD SEP v2.7.1 This is a continuation of the mod originally created by @AlbertKermin, and now co-authored by him, myself, and @DMagic. I'm merely starting a new thread so that I (as a more active user) can maintain the thread as needed. SEP now runs on a custom science plugin, allowing much more complex science over time. (See the next post for more images!) Changelog: Mod Support: This mod has custom science definitions for CaptRobau's wonderful Outer Planets Mod. This mod has custom science definitions for KillAshley's New Horizons Pack. @Nils277 has made a Central Station wedge for use with his Kerbal Planetary Base Systems mod. Run a SEP off your ground base! RemoteTech compatible (requires Module Manager) AntennaRange compatible (requires Module Manager) Dependencies: KospY + IgorZ's wonderful Kerbal Inventory System/Kerbal Attachment System. Credits: AlbertKermin, for creating the original MSEP mod, helping create the original SEP mod, and contributing sciencedefs for the current iteration. CobaltWolf, for creating the new models and parts used in the mod. DMagic for creating the new plugin on which the science system runs. KospY, for the Kerbal Attachment System mod without which my mod could not exist. Vaga, who created the RemoteTech compatibility patch. Kerbas_ad_astra, who created the AntennaRange patch. Beale, whose solar panel texture we used (with permission). Enceos, for his amazing help with converting the original mod to use KIS. JefferyCor, for advice on repairing one of this mod's more troublesome bugs. Dunrana for helping write the Science definitions, testing, and generally getting me back to work on the mod. Shameless plug: Need a lander to carry your SEP down to the surface? Like a fine wine, SEP pairs excellently with Bluedog Design Bureau - which includes a stockalike version of the LEM lander! License: This work is presented under a Simplified BSD license. Art assets used in Surface Experiment Pack were made by Matthew (CobaltWolf) Mlodzienski and are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. All credit for the wonderful new textures/models/artwork goes to CobaltWolf, who retains the copyright to his work. All source files for the mod, including uncompiled textures and models, are available upon request. We back boys!
  16. The panels are pretty much done, I have to finish the core. I might put it up and ask for suggestions on details for it.
  17. Squad insists on having the stock joint strength be somewhere in 'wet noodle' territory. Either install Kerbal Joint Reinforcement, or (as @hraban said) autostrut all the bigger parts. If you don't have autostrut available in the right click menu in the VAB, you need to go into the game settings and enable advanced tweakables. Make sure you don't use rigid attach on the first stage engine mount, IIRC that causes explosions. Even with KJR, I still autostrut the LES to the root part (Command pod).
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