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Everything posted by CobaltWolf
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Looks like one of @Foxxonius Augustus's fractal space stations. EDIT: Also, UV unwrapping on the LEM is complete, and I only have two antennas left to texture along with a couple miscellaneous areas. I know y'all are excited, but that does NOT mean the LEM will be available soon. I have a busy couple days coming up (guess who doesn't have to be sober after monday?) and I don't want to try and rush everything through Unity - the LEM is going to be VERY complicated to set up, but hopefully the result will be that it is simple to put together and use in game.
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
CobaltWolf replied to Pak's topic in KSP1 Mod Releases
( ͡° ͜ʖ ͡°)- 2,351 replies
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The Apollo Applications Program: 1.0 Edition
CobaltWolf replied to Whirligig Girl's topic in KSP1 Challenges & Mission ideas
I missed this screenshot! That looks awesome! -
It increases the performance impact of the part. Considering most KSP players I know use absolute potatoes, and (iirc) CXG has a good computer, his own performance probably isn't the best metric. Obviously its up to him to decide whether that matters or not, but it's worth keeping in mind. For reference, the entire BDB LEM will be about that many polygons (its 20K now with a couple antenna missing)
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What makes mods "Stockalike?"
CobaltWolf replied to LordOfMinecraft99's topic in KSP1 Mods Discussions
Or my Apollo CM and LEM, which have windows 2-3 times as bug as the real one. -
Tokamak Industries Refurbished Parts - Learning feedback thread
CobaltWolf replied to Tokamak's topic in KSP1 Mod Development
The transform of the PartTools gameobject does not matter. I usually build my rockets fully in Unity, as in I assemble the stages and stuff to make sure everything works. -
Are those all retextures? Bravo! That looks awesome! Makes me want to play the game again.
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Tokamak Industries Refurbished Parts - Learning feedback thread
CobaltWolf replied to Tokamak's topic in KSP1 Mod Development
Unity's Z and Y axis are switched relative to Blender. Is that the issue? -
Last time I counted we were sitting around ~250 parts, before Apollo started. I don't know of a mod that has more than that. Considering I'm maybe halfway through the roadmap... EDIT: Also, I hesitate to speak too soon, but it appears that the solution for the LEM issue worked. I did not have any more issues tonight while I was working. Not too much to share with y'all that you haven't already seen, but here goes anyways:
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What makes mods "Stockalike?"
CobaltWolf replied to LordOfMinecraft99's topic in KSP1 Mods Discussions
I pretty much agree with your assessment. Perhaps another way to word it would be - stockalike would be parts for the sake of gameplay niches, rather than parts that attempt to mimick the artstyle while being primarily about recreation. The difference between, say, @hoojiwana's fantastic RLA Stockalike and my own work. -
What makes mods "Stockalike?"
CobaltWolf replied to LordOfMinecraft99's topic in KSP1 Mods Discussions
Out of curiosity, how would you rate my content (and, by extension, @Beale and @passinglurker, since they made BDB's Gemini and Mercury, respectively) for that sort of thing? -
What makes mods "Stockalike?"
CobaltWolf replied to LordOfMinecraft99's topic in KSP1 Mods Discussions
It also involves how the parts go together. Stock parts are meant to be 'lego-y'. Some mods (such as Raidernick's launchers) only really go together one way. -
non-existant. I moved to a temporary living situation on Friday after spending all last week packing and cleaning, and since then have been having software issues that keep undoing what work I can achieve here and there. I keep running into an issue where the UV maps get 'scrambled' for no apparent reason. This somehow retroactively affects the saved files - as in, if I open a file from before the scrambling occurred, the messed up UV maps persist. Even if I close Maya or restart my computer before opening the old working one. The good news is that has only effected bits of the legs - the rest of the LEM is fine. I believe its something to do with the scene file getting corrupted - not as bad as it sounds. I basically need to export my work out of the scene, and import it into a new one. While not a common occurrence with Maya, its something that happens from time to time. If that does not fix it I might try to move to something else, or even grab my old laptop (which is stored, with the rest of my belongings, At a friends house) when I see him tomorrow. My priority right now is getting the LEM done. There isn't that much left to it - basically the antennas and some fiddly bits I probably wont notice until I start trying to clean it up for unity export. The SLA and the S-IVB (sans J2) are already roughly modeled thanks to @venomousrequiem, I need to go back and do a detail/cleanup pass on them before I can UV unwrap them. If you annoy/bug her more maybe she will do the same for the other stages. With that said, we have also run into issues with reference material. Andegraf's Saturn is proportioned incorrectly, and I've struggled to find more accurate orthographic drawings of the same level of detail. sooo, yeah. I fear we wont make our internal deadline of having a polished release by September 30th.
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[1.2.2] Historical Progression Tech Tree v2.0 - Updated 02-22-2017
CobaltWolf replied to pap1723's topic in KSP1 Mod Releases
Pap, since this concerns BDB, I'd like to try and help clarify. The Muo 1 is based on, to quote myself, the 'Atlas 1'. That is incorrect on my end. It should represent the Atlas D/E/F/G variants used for Mercury/Agena/Centaur launchers. they can be used to build all variants up to and including the Atlas 2AS (though we do not have Castor 4s or whatever the SRBs are). Hope that helps!