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KSP2 Release Notes
Everything posted by CobaltWolf
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^Hate to say it, but 'no pics, no clicks'.
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Interstage nodes..? And I meant the base. Though the generic BDB fairing texture needs a change too. The repeating stripe is pretty doofy looking. You can already build the Atlas V 4xx configuration, albiet with a too-short centaur. Apart from that, I could finish Atlas V with basically 3 parts (the 5xx fairing base / interstage combo, a longer Centaur tank, and the AJ60s). I thought @MrMeeb was doing Skylab?
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Alright, message received. Anyone have any reference for what it could look like/what design I could follow? If y'all get back to me quick I might be able to get them into the update. I could rescale the Saturn 1 fairings but that feels sorta cheesy IMO. More generally, a better list of what parts people have found a 'need' for would be nice so I have some minimum effort boring parts to take care of some time. I know we are short on size adapters.
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@Daelkyr whatever happened to that surprise you had? @Foxxonius Augustus good to have you back! Remember that Saturn hasn't actually released yet. @_Krieger_ nice catch! Yeah, it's UV unwrapped already, I just got impatient and decided "Oh, I'll push this through unity and then I can just save over the texture later when I get around to finishing it." I logged an issue on Github. Has anyone noticed anything else like that on Saturn? I imagine that there is probably more like it. @Rory Yammomoto yes you can, but I don't want to mess with that stuff. I see three votes for fairings, those shouldn't be too hard but I don't know what they would look like off the top of my head. Two votes for Skylab, I will start looking into it. I have some reference for it saved already. ETS stuff already has a first modeling pass, at least for the Block III+ and the AARDV, and I don't think I'd be able to reuse a ton of textures from the current Apollo stuff. A vote for probes, I have two probe cores modeled and textured, they can go whenever I have an afternoon to finish them. Two votes (one here, one elsewhere) for Centaur, which (as we've somewhat established) needs some work to be finished. Also, one of the last lingering things for the update - I've tried to get the window light animation working for the LEM, which is complicated somewhat by the antenna animations that are already on the part. Having multiple animations that can run in parallel on a single part is a bit of a gray area, and I'm not sure whether it worked. I don't have KSP 1.2 installed on my laptop. Would anybody be able to test it for me? I've uploaded it on to Github.
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I told you that you'd need the KSP 1.2 prerelease to play it T.T EDIT: Also, just a little heads up. I'm probably going to be taking a bit of time off after the release. Focus a bit more on my senior project. I am feeling a bit burnt out, since this past dev cycles has been intense nearly every day for 2 1/2 months. I enjoyed it but need a bit of time to breath. I'll be back soon, don't worry. But probably not at the same speed as before. Apollo easily could have took far longer to do. With that in mind, what would everyone like to see next? I'm feeling a bit paralyzed right now since there's so much I can do. Bear in mind that we are now missing parts for any non-basic centaurs, and the Atlas engines will have to be redone before the Saturn 1C can be made.
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[1.2] Shuttle Payload Technologies v0.2 - Spacelab Released!
CobaltWolf replied to MrMeeb's topic in KSP1 Mod Development
is this compatible with an obscure mod that hasn't been updated since 0.19?- 282 replies
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If you're still using KSP/Specular you should be fine. I thought you've been using the plain Standard shader. Here's the link, Bac9 is /u/ahcookies https://www.reddit.com/r/KerbalSpaceProgram/comments/51t7e9/checking_out_the_unity_5_pbr_shaders_seen_in_the/
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Beale, what shader are you using for the parts? If its the Unity 5 Standard shade, iirc thing like VAB transparency and part highlighting wont work correctly since those have to be added in a modified version of the shader, similar to how we have always had the special KSP shaders. That's according to Bac9 on Reddit.
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Yes. It's a product of trying to get the convex colliders to not clip the engines. Since the colliders are low poly, they are moved out so they don't clip. (Think of a perfect circle, then a hexagon circumscribed around it). @Abrecan nice attempt! Sorry for all the extra mesh crap on the lander. When did you last update BDB? I don't think the Apollo has had those style RCS ports on the capsule since before the beta lock.