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KSP2 Release Notes
Everything posted by CobaltWolf
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I think you should not worry too much about it; even if we don't get the revamp I think sticking with the improves porkalike style is a good move. In addition, there have been some rumblings in private circles about what the future of KSP might hold. xD my sides... cant breath...
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@Araym that looks awesome! Couple things: In this picture, it looks like the J2 plume expands a lot. I don't see that in other pictures. Does it actually do that? And if not, is it possible to make it do that? Similarly, I think the F1s should be even bigger - to the point where they merge. See this picture.
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Yeah. Basically all the new stuff I've added the last couple days was modified from existing textures, except for the 5.625m fairing base, which was UV unwrapped and textures in around 15 minutes. The Saturn 1C tankage and the AJ260 would be very big - unfortunately for BDB, there is a direct correlation between the surface area of a part and how much time it takes to texture it. And the Sarnus stuff just swallows surface detailing wholesale - it needs a lot of time spent just adding in smudges, scratches, wear and tear. So adding those variants isn't something I have time to do before 1.2 is out. The adapter exists in Tantares IIRC (it's orange looking) and Contares has an APAS 75. It's not on my to-do list; there's a lot of other stuff I'd like to do. Holy smokes that's what that PR was? (I read it half-asleep this morning) Merged! That's awesome! Uhh, maybe. It's a toss-up since I like having them be 'available' in the VAB pallete, but I also want to avoid contributing to that bloat unnecessarily. Speaking of part bloat, is there any desire for a shorter (like, 2/3 or 3/4) length SLA? Shouldn't be hard to implement and it would match the ETS proportions a bit better. I also want to do one that forms a full bi-conic shroud, but still opens like an angry alligator.
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The Skylab Apollos had a matte white finish, which is what I'm using to differentiate the later 'station' variant of Apollo, which seats 5. @thread Any ideas on how to balance that? Heavier, obviously, but what else? I can't take out all the mono and batteries. Shame that the stock game doesn't model living space at all.
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Damn man I'm an art major and I can't draw half that good!
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What Facts Do We Know About The Devs Leaving?
CobaltWolf replied to Mycroft's topic in KSP1 Discussion
Hoo boi FSopen, MediaVPs... it's all coming back. I basically grew up on HLP since I lived in the middle of nowhere -
Way ahead of you. Quick first pass, just changed the color of the panels. It will need more than that; since certain things (dark detailing) show up more than they did on the gray, while other things (light detailing) show up less. But just to give y'all an idea. The CM will be a separate part, the alternate textures for the parachute parts will probably just be B9partSwitch. We'll need that anyway if we are using cryogenic fuels for certain engines.
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So, I thought I'd be able to get the Blok III SM done just mapping it to existing textures, looks like no cigar. I think what I will do is include it in the release like this, and then when I do the mission module (which will require starting a new texture sheet) I'll redo the texture without breaking craft files. Any objections? Also in the image, @cxg2827's APAS. Probably needs some slight texture tweaks to fully fit BDB but it's pretty close already. You can see now part of my reasoning for making the nose of the Apollo fit together the way it does; the top surface of the parachutes is 0.9375m.
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No, it needs a new mesh and textures. I'll see how much I can re-use. It would be nice to get the SM in for the update. Don't hold your breath for the MM. Which would people rather have? What's a more immediate priority for your designs? 3.75m decoupler or short Apollo SM? @Rory Yammomoto I assume you meant shorter Service Modules, not Command Modules. I added a 3.75m fairing last night along with the 5.625m one. It's just a rescale of the Saturn 1 fairing bases tho; I would have used the new 5.625m fairing base mesh but they have different face counts. Adapters do really need to happen at some point, but right now most of them would probably need new textures made, instead of being able to map them to existing textures like I have sometimes in the past. As always I can't stay away from BDB for long; I'm already juiced to get back to work on it. I only have an hour here or there at night to work so I'm trying to get some easy/fast stuff done before the update. I wouldn't say I'm 'starting' on ETS stuff; it's just I figured those SPS variants would be very quick to implement. EDIT: Also, since @cxg2827 gave me some modified versions of his redone 0.9375m APAS ports to represent CADS from ETS, and they're already all done, I think I'll try and squeeze them in this update too.
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It was some low-hanging fruit that took me 30 minutes from when I started working on them to when I uploaded everything to Github. I'm seeing what more I can get done before the update is out. Someone pointed out that we don't have a 3.75m decoupler yet either. I'll see if I can sneak that into the update too. Also, @Jso, @komodo and @IronCretin are still making several updates a day on Github! If you're not sick of it by now, feel free to keep testing!
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
CobaltWolf replied to Pak's topic in KSP1 Mod Releases
He already said he would:- 2,351 replies
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