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Everything posted by CobaltWolf
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FASA has been moved to CC-BY-NC-SA.
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Again, if they are any help, BDB's redistribution has updated cfgs. Just know that the MODEL{} nodes are changed, possibly some other stuff like the name= lines. https://github.com/CobaltWolf/Bluedog-Design-Bureau/tree/master/Gamedata/Bluedog_DB/Parts/LaunchClamps
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@pTrevTrevs that looks awesome! I personally love Titan 1; it never got used in real life as an SLV since it was slightly less capable than Atlas, and they crunched the numbers and found out it would be more expensive to refurbish the limited stock of Titan 1s for SLV use than it would be to just build fresh Atlases. Why does everyone flip those batteries? Also, a bit of a heads up. I was hoping to get a fair amount of work done for BDB over my upcoming winter break, but some real life stuff came up that will disrupt the next couple weeks. So no promises on a finished Skylab, etc for the holidays.
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Microrover Flight Experiment "Sojourner"
CobaltWolf replied to ArmoredReaper's topic in KSP1 Mod Development
Oooh, exciting! Very nice to see this get done in KSP! Please let me know if you need any advice/help with texturing it. -
Negative. Not worth my time - it would basically require doubling the work I've done on the main orbital workshop segment, and then some, for little to no payoff. There is no Apollo 13 version of the Service Module, for example. Not to mention, I'm sort of rushing to power through the Skylab/Spacelab stuff right now cus, well, there's a lot more that has to be done...
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Calling it quits for tonight folks! Made a lot of great progress over the course of 8 hours - about 3 of which were spent figuring out how those damn solar panels articulated! Huge thanks to @tg626 and others on the stream for helping me decipher the limited information and graphics. Also, thanks to @TimothyC for ordering me a pizza from halfway across the country.
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the problem is that PFairings are designed to attach to the side of a fairing base, whereas the stock ones (which the BDB fairings are modeled for, since... well, screw dependencies) attach on top. So unless PFairings starts letting you attach to the top surface of a fairing base.... well, love it. EDIT: Screw you forums that's now what I said.
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<3 u 2 bby No. In fact, for that, I won't release anything until its all textured. I hate you. It's supposed to be white... it's the same white on both the textures. Squad just likes to hold me down and take me for all the pleasure I'm worth I suppose. Oh, right, I'm not doing anything this afternoon so I'm, like, streaming or something in a minute. IDK.
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uhm, you don't need all the colliders in the same object. Create more empty gameObjects and give them box colliders. @Stone Blue if he can do it with box colliders then that's better in terms of efficiency.
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@tater can we get some VAB pictures with + without the booster section? I'm curious what the sustainer looks like and how you resolved the colliders.
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What do you mean they can only be attached to the first? I don't believe I've had that experience. You're on the right track with having multiple convex colliders.
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It's more an ongoing issue that we have, where the number of parts in BDB (300+) is overwhelming for newer players that don't know which parts are 'intended' to go together (personally, I always enjoy seeing some nice original designs with the parts) EDIT: Also, forgot to take a screenshot at the end of last night... Of the main station parts (IE, not the telescope or the panels...) pretty much just the greebles on the airlock module still need textures. Would people be ok with the top surface of the 3.75m segment including the stock fairing base functionality?
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[1.2.X] Horizon Aeronautics - Zenit 3SLB Redux
CobaltWolf replied to Delta_8930's topic in KSP1 Mod Releases
Makes sense, I was just wondering. And yeah, I just paste in the direct image link (ie, the one that ends with .jpg, etc) and hit space and it auto embeds. -
[1.2.X] Horizon Aeronautics - Zenit 3SLB Redux
CobaltWolf replied to Delta_8930's topic in KSP1 Mod Releases
So, looking at some images of IRL Zenits, I can't see any that have that hammerhead style fairing - indeed, it appears that the Blok-D in the mod is significantly wider that the IRL one. This isn't a criticism, more just curiosity - is there a Zenit configuration that I'm missing? Or is it just a result of artistic/gameplay considerations? -
Makes sense. I think its definitely worth considering the effect that contracts would have on a playthrough - such as what is being asked of the player at given points. But things like how other mods affect a playthrough, well... not our problem at that point I suppose. ~STREM TONITE~ Going to be trying to stream tonight at the usual place (promise I won't cut it short after someone buys me a game this time), with a possible appearance of a well known space journalist... Looking to start by 6 PM Eastern, but I'll have to see how my day progresses - I might be able to start earlier. I'd be looking to get more of Skylab done, maybe some other stuff. EDIT: Forgot the screenshot tax... I got the Skylab MDA mostly textured yesterday.
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[WIP] [1.1.2] DIRECT - Super-Heavy Launchers - REVAMP RELEASE
CobaltWolf replied to benjee10's topic in KSP1 Mod Development
Damn straight you do, who wouldn't? -
Bobcat is long gone, but @Dragon01 still lurks.