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KSP2 Release Notes
Everything posted by CobaltWolf
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Kool story, bro. Real talk, I never played much of Halo. How much would there be to work with from that game series? I know someone made a Homeworld mod for it and I was surpised that they were able to flesh out the details so much.
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Next release will have 296+ parts... aka, 5 more than stock. EDIT: Actually, no. Stock 1.1.3 had 291. I haven't recounted but it's also pretty likely I'll pass it again soon if I haven't sooo....
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It's not mine. EDIT: Hey, forgot to post some pics from last night! The S-II engine mount got a bunch of work done, and is most of the way there! I need to add some more greebling to it but I'm glad with this basic version. J2 still isn't done, don't worry. EDIT2: Tried to make some quick adjustments to the textures, I think I like the tan tank ends better. Also added some more wires to the exterior.
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I've run into similar issues. I usually have to play with science down to 10% and I still progress too fast. I think there are other mods that can force it to be even lower.
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The mod has not been updated in nearly a year. If you want to put in the work, someone could probably help show you how to fix it.
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Ok, I see. A couple months ago I changed the part.cfg's description to try and avoid confusion, and I forgot to upload it to Github. I just made the edit but I feel like the wording could be clearer. https://github.com/CobaltWolf/Bluedog-Design-Bureau/blob/master/Gamedata/Bluedog_DB/Parts/ProbeExpansion/bluedog_rangerBattery.cfg
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Notepad++ language for CFG files
CobaltWolf replied to genericeventhandler's topic in KSP1 Mod Development
^^ @Stone Blue yeah it is working for me now that I've restarted. -
Well, realistically a rover only covers a small amount of area compared to a planet. That's why there's so much emphasis on landing in specific spots. I'm sure IRL planetary scientists would love to have dozens of rovers running around. But I also think, from a gameplay POV, that it would be more enjoyable to not have to spam stuff. I personally dislike having to grind science by repeating the same thing for every biome. Obviously, you can't (and probably shouldn't) stop players from doing many rovers if they want, but making it so it doesn't feel necessary would be good.
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[Old Thread] KRE - Kerbal Reusability Expansion
CobaltWolf replied to EmbersArc's topic in KSP1 Mod Releases
@svendii the New Glenn leg/engine mount looks a bit plain IMO. I think it could use another texture pass to add some more details, or at least more wear. It has the 'playdough' look (a term I've been using recently ) where it's just sort of a blob of shape. There isn't much to break it up, make it look mechanical/manufactured. I'm aware that a lot of rockets these days have the 'smooth fiberglass outer shell' thing going on, so that's just my 2c. -
Oooh! I like that!
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Awesome, thanks! And in return (not really) I've uploaded the updated LEM assets to Github... untested in-game. I have no idea how they'll look. Consider this the last 'beta' pass on the LEM assets - I might tweak the art a little bit more, but it won't be a significant change unless people really hate the way it is now. I am planning on streaming starting some time within the next hour. However I'm starting to feel somewhat 'ugh' so I'll see how I feel once I'm home. If I don't, consider the LEM compensation.
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According to @bac9 they need to make modified versions of the standard shaders. So, no.
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- totm march 2020
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Passive/Female Kane docking port, Cockpit/ascent stage, ascent engine, decoupler, fuel tank/descent stage (with integrated legs!) and the descent engine. I want to make the legs and two of the antennas (that have fairly simple attachment geometry) available separately for other uses. I can possibly make the fuel tank available separately, but it would take some work due to how the legs are modeled on.