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Everything posted by CobaltWolf
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I just want too much cool stuff haha... Right one is the new one. They're not crazy different - mostly just toning down the bright white and oversaturated blue, so that the parts don't stick out as much. The white should probably be brought back a bit. Plus a bit more wear and scratches. There isn't a crazy amount I can do - a lot of my texture techniques rely on UV unwrapping tricks that aren't used here. Let me tweak that again and I'll throw another pic up.
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
CobaltWolf replied to Pak's topic in KSP1 Mod Releases
(Fun fact: It's not Pak. I just like making his life difficult)- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
CobaltWolf replied to Pak's topic in KSP1 Mod Releases
@Pak what happened to that SLS that you showed me? People are asking about it in the BDB thread.- 2,351 replies
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Jesus. When was the last time you removed doubles? No way that mesh should have that many tris.
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New animation possibilities with Unity 5.x
CobaltWolf replied to Enceos's topic in KSP1 Modelling and Texturing Discussion
That doesn't sound very good then? Using 'common' formats - .dae and .fbx I VERY regularly break the first and last bullet point with no issue. I don't know about the middle one, though I know people who have skinned things for use with vertex clusters. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
CobaltWolf replied to DasPenguin85's topic in KSP1 Mod Releases
Yeah no getting a hold of them. -
Thanks I can't wait to use it.
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@tygoo7 can you please work faster? I need you to finish your roadmap so you can work on Orion. Somebody asked for one. In my thread. At some point.
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[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
CobaltWolf replied to Beale's topic in KSP1 Mod Releases
Fixes are in - they worked! -
Lol. Heaven forbid that you have to move your mouse over an extra checkbox or two. Literally unplayable... Trying to get bug information from users is like pulling teeth as is. Having to figure which of the 30 Mechjeb modules they do or do not have installed, whether or not they're all up to date, etc WON'T make it easier to diagnose bugs. Not to mention the adding complexity of installing it - something that is already too hard for a lot of people. Many more chances to mess it up, more things to keep up to date... and, correct me if I'm wrong (I absolutely might be here) but I don't think that CKAN supports installation options for a mod. Which means that you'd have to maintain separate downloads for everything. Or only support manual downloads. And besides, most people would probably elect for a single click download ANYWAYS, making this even more of a niche request. And the 'people who don't agree with me just don't understand the truth' attitude is probably the most adorable thing I've seen all day. I love it. There's a reason that many modders don't like dealing with people here on the forums. tl;dr,
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w-what? That's awesome! How did you do it? Are they animated decals over the surface?
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I still don't understand what you mean - are you saying that our rockets aren't scaled for stock KSP performance? Because they have thrusts, weights, ISPs that match stock engines, and the tanks have appropriate dry mass and fuel for given volumes.
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I'm not sure I understand what you mean? We use real world ISPs. And BDB isn't replica any more than Contares is. And again, I spend my time making the models. That's my job for the mod.
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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
Well... crap... I think I might have to redo more than I intended... -
That's @Jso's problem. What's wrong with it now?
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@hraban used his advanced German time traveling technology!
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I for one, love the idea of having to package multiple versions of every single thing I release. Wait, no. Ok, I'll try to explain with a little less salt. Packaging a release takes an appreciable amount of time - making sure that everything that has to be in there is, well, there; making sure that they're all uploaded everywhere; documenting changes unless you're a bad dev like me; making posts etc. Time that, for the average modder, is very limited, and could be spent elsewhere. So asking for modders to essentially make special releases to fit the exact preferences of every single user... no bueno. Not to mention the massively increased overhead for support requests. I know a fair few modders that basically avoid the forums anymore since the only posts they get from users are bug reports / complaints (not saying those two things are the same, mind. Bug reports are helpful when they're well written), or requests for MORE new things (unrelated to this thread, but if a modder hasn't put anything new out for some time, don't start asking for more things to be added to their to-do list. They're already struggling to find time to finish their current projects. And all that, when most mods have significant options to enable/disable features with a great degree of granularity. Other mods, like part mods, can easily be pruned after sitting down for a couple minutes. If that's 'too much time'/'too difficult', then I think we're at a stalemate then. Both people think their time is valuable - of course it is, no doubt. But one person plays games - and the other already spends their time making things for them to play with.