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CobaltWolf

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Everything posted by CobaltWolf

  1. @theend3r probably hasn't been updated yet. Everything but the telescope was made stock in 1.1. I assume the telescope will be updated eventually.
  2. We actually forgot to make Tweakscale configs for this update... I've already got some really cool projects for the OP going with other people, but more couldn't hurt. I am getting ready for classes right now, I'll try and upload them in a bit.
  3. Yup! Whaddaya need, how do you want it? they wont load unless I go back and change all the part categories. And that's at best a temporary solution.
  4. Was able to take the new screenshots for the manual. Uploaded them to Imgur for your viewing pleasure. Yes, they're dark. I know.
  5. @PickledTripod in any case, I'm starting to suspect that our efforts to nerf the Sarnus series were a bit too effective. Every part in that series has it's fuel amounts liberally rounded down, the weights liberally rounded up, etc. I think that once the dust settles a bit with everything, there will be another big cleanup pass on those parts, both the art (there are some details that I wanted to put in that got forgotten in the push to get it released) and the balance.
  6. It says you're missing... all your models. Can you try and do a clean install of KSP 1.2 with BDB v1.0.1? I don't have anything like that on my end.
  7. >>2016 >>Senior year of a VFX degree >>Implying I would spend my free time practicing with software that negligibly improves my job prospects. uhhhhh sure... someone on Reddit said that all their tanks were missing LFO... stuff is weird. Throw you KSP.log up on Pastebin or Dropbox or something, I'll take a look at it.
  8. You can't have parts follow animated parts. That's the whole reason we have Infernal Robotics. In any case, keeping them separate would leave us with more flexible parts overall. Uhhh... I guess this would be the latest one. You'd have to replace all the textures and models for the new stuff. And then probably change everything else. And even then, the balance probably wouldn't be correct.
  9. @VITAS I have an interesting issue. Someone has taken the latest FASA release, changed the name, and uploaded it as MY mod. I know it's someone who knows me somewhat but I don't know who. Can you please take it down? It doesn't break my license, though I think it would break FASA's since there's no attribution. I'm worried about it hurting my mod or somehow causing drama. Link to my own mod. Link to phony mod. Thanks! EDIT: Appears to be gone now.
  10. Uh.... sure. HOTFIX v1.0.1 IS NOW AVAILABLE DOWNLOAD FROM GITHUB OR SPACEDOCK NOTE – Only for KSP version 1.2 full release. WILL NOT WORK IN 1.1.3. 64bit recommended. NOTE – BDB is balanced to have parts inline with stock values. This means that the rockets significantly overperform in the stock system. The alternative would be to have parts that are very underpowered compared to contemporary parts. To achieve proper balance, we recommend using a 3.2x rescale, which requires rockets to be built with more realistic proportions. NOTE – The BDB Manual has not been updated. Since Kronal Vessel Viewer has not been updated, and might not be, myself and DiscoSlelge will have to find a new way to take the renders for the manual. Changelog: -Included updated version of DMagicScienceAnimate. Thanks @DMagic!
  11. Huh. Out of curiosity, could you delete the BDB plugin(s)? That's the only thing off the top of my head. Is it only with certain parts?
  12. Thanks! I don't think we had a full chance to reevaluate our part categories; definitely something to look into. @sp1989 I'm not sure what you mean. I'll have to see if it does that on my end. Anyways, I have been running particle simulations in the lab all day. While I waited for those, I felt like getting some modeling done... @DiscoSlelge promise I'll try and get some renders of the new stuff for the manual for you tonight.
  13. I, uh... crap. It was going to be in it's own folder... Meaning no shared textures. But then I'd have to start a new Github repo, make all new compatibility configs, make a new thread...
  14. @Freshmeat that's 'Vessel Viewer'. 'Kronal Vessel Viewer' is different, and for rendering out orthographic views of rockets in the VAB. Been thinking about Skylab, since it'll be nice to have a side project while I work through these Apollo variants. Some thoughts that I want feedback on... The geometry of the entire station sucks. No bones about it. Apollo Telescope Mount. Not going to rotate into position. Probably going to have players undock from top > redock it to a node. Means I'll have to provide some control and RCS on the ATM. Corollary: Doing that means that there would be 3 docking nodes slots on the Multiple Docking Adapter, which means you get the ETS Spacelab MDA for free. Good news for me! If you want more (like 4x docking ports + 1x on the end) you'll have to add some radial attachment plates. Not going to be doing damaged Skylab. I don't want to make a whole separate variant for it. Probably going to mostly ignore most trusswork around the ATM and the MDA. Too much work to get right, will have crazy stupid colliders, and will limit options. The Airlock Module will probably have it's trusses. Airlock Module - since it's inset into the ring above the IU, I'm worried that Kerbals won't have enough space to get in and out. Probably going to have to rough it out, push it untextured through Unity, and verify that everything works. Spacelab's adapter between the MDA and the station is different (see above picture) as a result of changes to how they used the space, and because the Skylab airlock was very poorly designed and put the whole crew at risk. The Spacelab airlock module was docked separately later, taking the top node that was the docking adapter for ASTP2. Don't know what the proper arrangement will be to get fairings on this damn thing. Might have to make the S-IVB Instrument Unit a fairing base. Solar panels - three different kinds. ATM panels, and then the normal and double length panels for Skylab/Spacelab respectively. Combined radiator + mono + attitude thrusters for the bottom. Spacelab will probably use the same main hull. There isn't that much of a difference. European Research Module will probably happen, but not be the 'right' material; it will match the MOS texturing style most likely. Science, wet workshops, etc will probably run on Wild Blue Tools.
  15. Going to tag @viveleroi, since he asked a bit higher up. Awesome news! I assumed that it would be a bit of a hassle, especially for a mod that doesn't see much use. Thanks for updating it so quickly!
  16. Saturn V. 3.75m Pyrios 2x F-1A boosters. S-IC w/ 6m stretch, 5x F-1As. Stretched S-II, J2-T Aerospikes or HG-3 high pressure engines. Full 5.625m diameter S-IVB with single engine. (All diameters are in KSP scale). Any questions? (Besides why it's called Comet. I don't have an answer for that.) I honestly don't have any serious plans to make Nova (I'm more interested in growth Saturn V for any bigger rockets) so consider this my way of apologizing Looks like... Saturn-Shuttle, with an extra S-IC below it, with 4x S-ICs strapped to it. He said that he probably couldn't ever get it working. I don't know if @bigorangemachine still works on it. I will see if I can get you renders out of Maya (since I can define arbitrary resolutions there; Unity would be limited by my screen). Can you make a google doc with a list of all the stuff we need to add and share it with me?
  17. what is the little orange ball on the bottom between the verniers?
  18. Welcome to the forums! Thanks for the compliment, hope you enjoy the mod! By the way, what is your avatar? I've been looking at it for a couple minutes trying to figure it out!
  19. Some of our experiments rely on a plugin that hasn't been updated for 1.2. I decided to make the initial release without it in order to get an official working Saturn/Apollo released for 1.2. I don't have an ETA on when they'll be working full, since it's an external dependency. Sorry.
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