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KSP2 Release Notes
Everything posted by CobaltWolf
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Worth remembering that IIRC the new parts don't properly have their shaders. According to Bac9 over on Reddit, they need to do a bunch of work to make their own custom version of the Unity 5 Standard shader in order to make it work right / look right in game.
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well I'm basically already making the Boar and Rhino right now... Since they're just an F1 and a J2, respectively. also, I believe the intent was for the stock model switch to also be capable of changing the attach parameters.
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Well, I start my 9-month senior project (as well as my senior year of college) on Monday, so I'm not planning on having to use it right away. But one of my current employers offered to review it and basically help me optimize it for the resume-crawler bots that a lot of places screen resumes through. My last day is tomorrow so I need to have it with me.
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No, sorry! As of this week, I am going from 2 jobs to 0. Tonight is reserved for updating my Resume. I'm not 100% sure. I know we use B9 because that's what CryoFuels uses (and, btw, everyone, you should be using CryoFuels with BDB! The Centaur and Saturn upper stages work a lot better with it) but I don't even think I have IFS installed. Could it be that IFS is highjacking it or something? I don't really mess with CFGs all that much - more just chiming in to let you know that I saw your question. Apart from that issue I hope you're enjoying the mod!
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Most of that will come simply from the shader change, I think. In any case, we probably have months to prepare new textures since they are releases those assets for modders to play around with when 1.2 drops. It seems a small price to pay for the entire game getting a significant art upgrade IMO
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Do you have any specific ideas for what sort of Kraken science you want? I assume things like studying their biology, their origin, etc. I know there is a planet with the Kraken easter egg on it - perhaps have experiments that require the player journey there, that only work there, as a sort of final endgame for the parts in the mod?
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Yeah, it helps the normal maps pop. They're going to need some more work to get them to be lego-ish. For a variety of reasons, we had to make them 5.625m. Which means I have to make a ton of quality-of-life parts like adapters, decouplers, etc. In addition to all the extra Saturn variants (see the roadmap) I might make some extra 'generic' 5.625m parts to give them more use. I am kind of realizing they will only be useful for Saturn-style rockets though. I'm not quite sure what the best solution will be. no.
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To use Ven's Stock Revamp or Not?
CobaltWolf replied to ZooNamedGames's topic in KSP1 Mods Discussions
Steering us back towards the topic... I like Ven's, but I feel some of the recent updates have moved away from a 'compatible' style. By which I mean, I don't think it meshes as well visually with other mods as it did in the past. -
drag it to the KSC and recover it there? All you're assuming then is the payload integration, which you'd already have handwave somewhat by spawning in some sort of crawler with the payload to lift it up and on (I assume? Using KAS cranes). Not to mention a fuel Bowser or something, someone stand it upright on the launch pad... It seems to me that it makes a lot of stressful work with very little return.
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We'd love to, but its really easier said than done. Because they're built in unity rather than built externally then loaded in, it takes a lot of extraneous effort to integrate them. We can look into just loading each page in as an image, but its not something I'm concerned with. I'd like to mostly focus on more art assets.
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Good to see you! I didn't know you were still around. Excited to see your take on TKS/VA. also, thanks for your lesson on the NODE{} module. I've used it extensively on my Saturn engine mounts.
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Maybe donate so that can have a better server? Rageposting on the forums because there was an issue with a free, community run service, seems immature. ECKS-DEEE!!!1!!11!!!!!!1one
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That's really cool! I will say though the thought of Proton continuing to fly, with it's toxic propellants, doesn't exactly fill me with join.
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Saturn V (Reincarnation). Release in last page
CobaltWolf replied to DECQ's topic in KSP1 Mod Development
looking very nice!