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Everything posted by CobaltWolf
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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
Oh! Ok, I can fix that then. And good idea with the monoprop! -
[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
CobaltWolf replied to Beale's topic in KSP1 Mod Releases
What about disabling it on the control module as well? I'll have to try that. can you not put a spin on it by angling the fins? I certainly can't. -
I wouldn't know anything about making a mod too big. All of mine are paragons of restraint.
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There were definitely references to a single J-2. The H03 launch in the first Freedom assembly post, for one. I'll have to see if I find more. and 'I guess it would work, but why?' Is basically our motto. I already have a handful of small 120 in / 3m (IRL scale, since you're likely more used to that) modules since our little headcanon for MOL is that it evolved into little tiny research outposts to develop modular construction. I even fly each one with a Gemini on top like Shuguang (I'm only at like part 12 no spoilers pls). I also like all the hypothetical with fixed/reduced technology levels. I tried to make Gemini so that you could to a Mun landing with Titan IIi class launchers if you were ballsy enough.
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Hrmm, alright. Not much new there then; somewhat of a boring rocket in terms of design It will be possible with the new parts though, once they're finished. Been reading Dawn of the Dragon btw. Now I really want to throw in a couple more small modules for the Gemini... we already have a nearly matching docking port! You know where to find answers.
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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
So, on the Taerobee (aka Aerobee sounding rocket, though this is something of a mix of many common ones. There are like 10 variants of Aerobee alone) the fins are meant to be angled, to put a spin on it to stabilize it. Near apogee, little RCS thrusters need to fire to allow it to kill the spin, to let the experiments work. It then comes down and detaches from the sustainer stage when it deploys the parachute. The issue from my POV (aside from it not working) is to make it capable of doing that, but to the extent that it's possible to control, NOTHING MORE. My issue is that it really disrupts balance having a lot of feature rich parts so early in the game. I'd like to make it so their possibilities for lego'ing are, at least, limited. -
Make sure you credit @Ippo in the OP
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Sorry, I don't think you understood. I was putting the reflective shader on my Apollo parts - the walls of the capsule are actually supposed to be chrome/reflective. I was curious if they would also keep their specular highlights in addition to being reflective.
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I mean specular highlights - shine, not reflection. I was mostly just curious - most of the shaders I work with day-to-day have channels for both.
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No. Me and @benjee10 and some other modders have another historical spaceflight project planned / in pre-production. Of course, right now the other modders on that project don't have enough free time for it (understandable) and Benjee10, once he has time to work on KSP stuff again, should probably focus first on updating DIRECT and HabTech. RE: Manual updates for dV and payloads... well, if @Jso has some numbers for us, I can help @DiscoSlelge put some tables in. But they are pretty constantly in flux from update to update. Definitely need to add ATV and Skylab. MOL/MOS is a bit of a harder target, since it doesn't really have a canon design, and the parts aren't/weren't really meant to be built in the IRL configuration of essentially a long tube behind the Gemini; they were meant to be little early game modular station parts.
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Uhm. I don't know. I'd doubt it but it's not my place to say. Honestly I've been dropping lots of hints lately about other modder's projects to try and deflect requests away from here - if I mention it, at least take solace in knowing that it gets my stamp of approval and I don't feel a need to take it on myself. I don't give more info out since, well, I don't want them to be obligated if things don't pan out.
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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
Hey everyone! I have the main Taerobee parts together now, and I've uploaded it to the Taerobee Github. Please feel free to take a look at it and let me know what you think. @Beale, let me know how you feel about the style, etc when you get the chance. Known issues -Fins, when angled, do not put a spin on the rocket for stabilization. -I cannot get the SAS on the despin module to work, I don't know what I'm doing wrong. LINK TO ALBUM -
Can confirm, BDB-style SLS is being made by another modder. lol no. haha. no, just, no. We build useful rockets here. (If you want a stockalike shuttle, check out @Pak's excellent Cormorant Aeronology, which is on a track to give the BDB style 'all the variants of all the things' treatment to the Shuttle)
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Yeah... he's an interesting fellow...
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Hrmm, I think you need thicker cylinders for the pipes in the interstage. It still looks very fragile - too fragile.
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