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Everything posted by CobaltWolf
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[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
CobaltWolf replied to icedown's topic in KSP1 Mod Development
I was hoping not to touche the models apart from the telescope itself... sigh Yeah probably at some point but I'm probably going to put this back away for a while once the telescope is finished. -
@akron check to make sure there's no non-ASCII characters or typos in your sciencedefs file. That could be causing it.
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
CobaltWolf replied to Pak's topic in KSP1 Mod Releases
@Pak y not. @Pak's son you is a nerrrd.- 2,351 replies
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^ Saturn 1B - balanced to perform relative to IRL - needs the Apollo tanks to be mostly empty to make orbit. Saturn 1, and then 1B, struggled to keep up with the ever-increasing weight of the Apollo CSM. Luckily for them, the orbital missions that the S1B needed to launch it into didn't need much dV.
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
CobaltWolf replied to Pak's topic in KSP1 Mod Releases
@Pak where's my X-20.- 2,351 replies
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Have my babies.
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
CobaltWolf replied to Pak's topic in KSP1 Mod Releases
Exactly...- 2,351 replies
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Why AliceWorld??
CobaltWolf replied to martincmartin's topic in KSP1 C# Plugin Development Help and Support
what -
Can you tell me if it's related to this issue on Github? EDIT: Starting to shift back towards BDB a bit... Got a bit of modeling done on Skylab this morning. I think the next step might be to unwrap the basic workshop itself, and get that textured - figure out some style guides for this new texture sheet and get things figured out.
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
CobaltWolf replied to Pak's topic in KSP1 Mod Releases
Fun fact: They won't. SLS isn't even supposed to fly... just something for Congress to dump money into...- 2,351 replies
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[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
CobaltWolf replied to icedown's topic in KSP1 Mod Development
I can do an all black/dark grey version if it makes you happier. -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
CobaltWolf replied to icedown's topic in KSP1 Mod Development
How do we feel about this everyone?- 316 replies
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[1.2.2] Historical Progression Tech Tree v2.0 - Updated 02-22-2017
CobaltWolf replied to pap1723's topic in KSP1 Mod Releases
Sexy. Like you. -
[1.2.2] Historical Progression Tech Tree v2.0 - Updated 02-22-2017
CobaltWolf replied to pap1723's topic in KSP1 Mod Releases
Uh, crap I'll have to talk to @DMagic about that then. He set up the complexity levels. -
[1.2.2] Historical Progression Tech Tree v2.0 - Updated 02-22-2017
CobaltWolf replied to pap1723's topic in KSP1 Mod Releases
I'd start with the PSE and Retroreflector cus those are the ones from the EASEP (Early Apollo Science Experiment Package) that was left by Apollo 11. -
Uhm, I think people mostly know by now. Mini Sample Return Capsule - Already updated with some help. Surface Experiment Pack update - admittedly, almost entirely DMagic's work. I think I edited some colliders... Taerobee - That expansion is pretty much done, I just need to put a bit more polish into it and add some things that are kicking around the Maya scene but aren't in game. Cacteye - Unfortunately it looks like that might require a bigger revamp than just the main telescope, but I don't know when I'll come back to it once that's done. Texture pack for DMagic Orbital Science - Been on the back burner for forever now, dunno how much I'll get around to. Plus some other projects that I provide enough technical support on outside the forums that take up a significant amount of time, but they aren't generally 'revealed' yet. And they're not really mine - though I do feel attached to them. The only thing that I don't think I've talked too much about, but have hinted at a bit, is a collaborative project between myself and @benjee10, with major contributions from @Beale and some other modders. I'm not really willing to talk too much about it yet, but it's a stockalike (in the same, increasingly vague sense that BDB is stockalike...) historical parts pack that doesn't involve US/NASA parts. Real work was started on that today, actually, so hopefully we'll have a dev thread up soon. Looking at your user info I daresay that it might interest you. But I won't comment on it here further. The problem is BDB itself is such a massive, endless project, it just sucks me in, but at the same time, I have so many cool ideas bouncing around my head... Ideally what I need to do is work on KSP projects full time but that will never happen.
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C'mon guys let's all just be friends!
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Luckily, I don't think I'd have to edit the dish. And using a large texture atlas like that, it's no problem. It's more that I tend to UV unwrap and texture in a specific way, which makes it difficult to adapt to working with your textures, or anyone else's for that matter. I will see what I can do with them, as I said the surveillance stuff is particularly of interest to me since they can be considered integral to making some things in BDB possible (Keyhole satellites). Once I get those and the magnetometer polished I'll probably throw them up in an Addon Dev thread; after that I'll just make new skins based on demand.
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@DMagic I'll play around a bit more tonight and see what I come up with. Do you know what shader they're exported as? It would be helpful for knowing what I can/can't do - no point in making spec maps if they don't use any, for example. My first priority would be getting the surveillance stuff reskinned, and perhaps include a rescale cfg in BDB to make them fit our 0.9375m Agena and 1.875m Gemini/Titan.