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CobaltWolf

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Everything posted by CobaltWolf

  1. realism overhaul adds a lot of features. Having to worry about ullage requirements for engines, for example.
  2. Re: your last sketchfab upload - you can merge the faces of the inside of the engine bell into a single point and move it up, a simple cone is more than sufficient. As @heliobyte said, there's no reason for an engine this simple to have that many polys. A design like this, I would say shoot for even 1k - leaves wiggle room for additional details. I would use a... idk what to call them, I don't have a program in front of me. Right now you have spheres made out of triangular facets. You want it to be made out of latitude/longitude type divisions.
  3. Yes, though @DiscoSlelge has been having issues with Kronal Vessel Viewer, which he needs for the screenshots. I have not taken the time to start up KSP to take the screenshots he needs... I'll have to do that tonight first thing when I stream.
  4. It never stopped working, and since it's basically a small side thing that is only used by my mods and one or two others, it's not exactly something on his radar. Does that mean SEP is properly listed on CKAN now?
  5. SECONDARY ANIMATION SAVES THE DAY AGAIN Yes, it's a separate part. Once they're done, I have some exploded renders of the canon Apollo CSM. Hey y'all, couple things - Please report any bugs, balance issues, or any other suggestions you have for the current stuff on the Github repo. We are still working on getting the MOS/Saturn C1 stuff done and pushed out. Knowing what needs to be addressed will be a lot of help for getting those done. We are looking for someone to do compatibility configs for @ShotgunNinja's Kerbalism mod. If any intrepid Kerbalism users want to make configs for BDB, it would be greatly appreciated, as none of us use the mod. On a more general note, I want to issue a call for anyone that has homebrewed compatibility configs not currently covered by the official download. It would be very helpful to be able to include them in the download. If BDB has missing compatibility for something that you use, please report it so that we can at least log an issue on Github and feel ashamed whenever we see it.
  6. I am unsure of what specifically @akron is doing, but I believe he is expanding the soviet probe parts to include at least one generation of the venerable Mars/Venera/Luna(?) bus, with the accompanying parts such as the correction/vernier engine, etc. As well as other things. Re: Cygnus, I wonder how those parts mesh with my 1.875m Transtage-based resupply vehicle parts!
  7. Yeah, the current version of DMSA works fine in 1.1.3. The metadata can simply be updated.
  8. It's worth noting that there are issues using Unity's "Create from Grayscale" if you have any mirroring on your UV's (such as mirroring to double sections back on each other). The issues only show up in game, ie with the exported .mu, and are not visible in the editor. You need to export as a proper normal map first, and then import that into Unity.
  9. Is there some sort of significance to that? Because, uh... < Jeezuz
  10. Nothing prevents the RO boys from making compatibility patches to allow the use of the parts.
  11. probably lol. I'm still on track to hopefully have Apollo in game by the end of the week! Yesterday, I spent most of the day UV unwrapping all the stupid bits that no one will ever see in the assembled configuration, so it featured a lot of frustration and misery. Fortunately, I'm almost done now! I'm planning on streaming some more work tonight. EDIT: Some update images:
  12. @DavidHunter he meant you reenter with the nose first. Look at the screenshot.
  13. Aww shucks. Alright, if I'm tagged here I guess it's my turn to toss some names out. If I don't mention you, well, sorry. I have a migraine right now haha. @Beale and @passinglurker for contributing the Gemini and Mercury parts, respectively, to BDB. Thanks to their help, I believe the Apollo will be the first CSM I've actually made from start to finish. @Jso, @rasta013, and @komodo for their work to keep BDB working and balanced! @akron for being able to help with a lot of my artists blocks, making a ton of cool probe parts, and generally responding whenever I text him no matter what time of day it is @Sgt.Shutesie for not only starting his BDB X-20 Dyna Soar expansion, but making enough progress that it looks like he'll finish it by the end of the summer! It'll be so cool to have those parts in game, and even cooler that I didn't have to spend the time to make them!
  14. *wipes away single tear* @akron we found another one. I will clean up the hermes .MA file and PM a link to you. Meanwhile, over in Mother Krussia... (This won't be in game for a while - as before I simply was working on probe stuff since the latest files for those are on my laptop.
  15. Hrmm, alright. I still have all the files from what you gave me saved (thank you Microsoft for the 1tb of cloud storage) so I'll see if I can send them, if only as a reference point. @AHO if you're serious I'll try to help as much as I can. What programs would you use for modeling? Texturing?
  16. Thank you so much for the help! I will try and take a look at the colliders when I get the chance. Do the newer experiments (gravimeter and magnetometer) have the issue? Their colliders are perfectly aligned with the lowermost part of the mesh. I hate the current box behavior - if you can work out how to fix it I'd greatly appreciate it. No. KIS and KAS are required for the mod to function. aren't we already listed?
  17. have a flat disk that can be inserted between the booster and the payload, with spin rockets (or even invisible thrusters, as long as the make it spin) to give it the stabilization. Downside being that you can't spin up before deployment. Apart from that, idk what can be done.
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