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Everything posted by CobaltWolf
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Tokamak Industries Refurbished Parts - Learning feedback thread
CobaltWolf replied to Tokamak's topic in KSP1 Mod Development
yes. As Randazzo said, that can create issues with the textures but its up to you how to handle it. I just paint AO/edge wear on and it usually works. -
Tokamak Industries Refurbished Parts - Learning feedback thread
CobaltWolf replied to Tokamak's topic in KSP1 Mod Development
No, you don't have to, and often you can save polys. what I'd do is just have the whole length of pipe one cylinder, with edge loops at each of the places the rib covers it. Same number of polygons, but easier to move. Either way, you can basically reuse the texture for one segment over and over - no need to unwrap the whole thing. -
hrmm. I think the most compelling argument is the fact that it just barely fits into the VAB. Funnily enough, the IRL Saturn variants faced the same issue - most of them could only achieve a modest stretch of the S-IC without being too big. After that it was side boosters, making a full diameter S-IVB, etc, to maximize what they could fit into the height.
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coo.
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Tokamak Industries Refurbished Parts - Learning feedback thread
CobaltWolf replied to Tokamak's topic in KSP1 Mod Development
that's awesome! You should do my IVAs. -
*sees rep*
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LiquidHype's Real Scale Launch Vehicles (RETIRED)
CobaltWolf replied to liquidhype's topic in KSP1 Mod Development
I find it funny that all the ULA images I've seen use AJ60s -
that's all well and good, but I think that a lot of people would rather not have to deal with such things. Having the ability to correct a mistake like that (remember, most people aren't playing on hardcore) is nice. Personally, when I play the game I usually A) don't have time to properly plan missions, and B) don't have time to redo them if, for example, I miss a node or forget to open solar panels. As much as I'd like to agree with you, I find I can't anymore. Similarly, things like Battlefield's 'pay to unlock things' suddenly made more sense once I was on an 'adult' schedule and didn't have a lot of time.
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Will this aid my quest to acquire women?
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part of the issue is that I would rather not redo the Saturn 1 parts. We already verified the LEM fits in 3.75m. I don't want to monkey around with it too much more. S-1C is 10m IRL, scaling it by 64% gives it 6.25m when rounded. That way the Apollo and the Saturn V are both scaled properly, its just the S-IVB that is off. I'd rather not add another new size for it.
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1.1.3 Compatible First Person View Mod?
CobaltWolf replied to ZooNamedGames's topic in KSP1 Mods Discussions
*shrug* Seems like you have plenty of time to try. -
1.1.3 Compatible First Person View Mod?
CobaltWolf replied to ZooNamedGames's topic in KSP1 Mods Discussions
You should make one. We'd all benefit. -
[1.2] Shuttle Payload Technologies v0.2 - Spacelab Released!
CobaltWolf replied to MrMeeb's topic in KSP1 Mod Development
^All very cool.- 282 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
CobaltWolf replied to Pak's topic in KSP1 Mod Releases
Just like the real one!- 2,351 replies
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Yeah I don't understand the flak. When I started using FASA back in early 2014, I didn't know anything about this stuff! The Saturn was probably the only rocket that I would have recognized (though I don't think it was in the mod yet) and everything else was completely new. If you haven't see it yet, the OP of the thread has a manual (somewhat out of date) that includes an appendix that explains some of the names and their IRL counterparts. The probes are a bit different, since they often don't have parts for the whole probe, just the more interesting bits and pieces. Most names for the parts are the first interesting word (usually a name) that I find on the wikipedia page for that particular craft. Awesome! A couple tips/things I noticed: Make sure you use the other H-1 for the inner cluster on the S-1. Try turning the brightness down on KVV. Those crafts are really blown out and you're losing detail. NASA didn't really use the meatball logo back then, they used the worm logo.
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It was on the previous page, but I digress: First screenshots of the new scientist framework in action. After setting up the SEP, each instrument has to be calibrated by a scientist, with the level being determined by their scientist level. The experiments then take time to run, with a variable amount of time for each experiment. The experiments are run from the central station. This is sort of 'phase 1' of the overhaul. More systems will hopefully be layered on top of this - having more unique conditions for each experiment, having more involvement in the data collection process, etc. Note that this is not getting programmed by me, but by a well-known forum member.