-
Posts
7,370 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by CobaltWolf
-
Awesome man! Thanks for swinging by, let me know if anything needs to be done on our end. UPDATE: Got the new Centaur D in game! Ran a quick test, featuring @akron's Pioneer/Quetzal parts. EDIT: Didn't see this edit. I'm not sure. The Titan/Prometheus performance HAS seemed a bit out of whack for the last while. @Jso, any thoughts? Are they too big?
-
Mods: Why do we love them and why do people make them.
CobaltWolf replied to ComatoseJedi's topic in KSP1 Mods Discussions
Chicks. -
[Old Thread] KRE - Kerbal Reusability Expansion
CobaltWolf replied to EmbersArc's topic in KSP1 Mod Releases
FWIW, Tygoo7 (someone pls tag him if this convo goes anywhere, I'm on mobile) is redoing all his parts. I spoke to him on stream and he enjoyed this mod, and was considering skipping parts like the grid fins and landing legs and telling people to download this mod, since it would save him work. -
(tbh I just gave a meme response for a meme post. I'd get a good laugh if someone actually made it)
-
no
-
Can you kindly send me some of your exported objects and your PSD file? I want to play with it a bit in Unity and see if I can figure out a more workable solution.
-
I know I'm no @Beale, but the Apollo CSM is my next project over at BDB.
- 22,678 replies
-
- 3
-
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
YAS
-
YAS
-
Nope You only have one of the second stage tanks, and you have an entire Prometheus-I first stage. There are two Prometheus-II second stage tanks (Silver one goes on top of the black+white one), you have the single Prometheus-I tank. That engine is a Prometheus-I engine, I can tell by the fairing on it.
-
[Old Thread] KRE - Kerbal Reusability Expansion
CobaltWolf replied to EmbersArc's topic in KSP1 Mod Releases
Greeting from over on Reddit! Grats on getting featured in one of @Kottabos' videos. For having hollow colliders, what you have to do is have a slice of the ring you need to make a collider for. In this example, I have a 24 sided ring. The collider is two segments of a 16 sided ring, with the two in the inside merged to make it flat instead of concave.The collider is moved up to try and make it a bit easier to see. Repeat that 8 times, and you have an 8 sided interior collider and a 16 sided exterior collider. 16 sides is usually what I use. -
Both Cacteye and MC2 have EVA repairs.
-
For IVA's, I'd assume the priority would be ones that people actually control a ship from, for flying in IVA. Anything that basically functions as a crew can doesn't have as much need for it.
- 22,678 replies
-
- 4
-
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
It was just the FGB with some equipment in place of the VA capsule, the pressurized compartments were used IIRC. EDIT: @Beale I'd be interested to hear what other parts you have half finished!
- 22,678 replies
-
- 2
-
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
Hey man don't worry about it, I'm down for some menage a trois.
- 22,678 replies
-
- 1
-
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
@Beale, given your current situation in regards to how much time you can devote to Tantares, I think you'd be best off just focusing on the updates/revamps, rather than trying to tackle an entire new part family. With that said, Apollo D2 is tantalizing... (tantarizing?) Edit: And my goal is still to try and have Apollo CSM in game by the end of summer. Saturn V and the LEM, no promises. But at least they are on their way now!
- 22,678 replies
-
- 2
-
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
it uses a variation of DMagic's code that he released for other mods to use. I'd try a fresh manual install of BDB 0.10.5 to make sure, otherwise we can look into it more. In other news, following @Jack Wolfe's screenshots, I secured permission from the FASA team to use the Gemini IVA as a placeholder. It is a bit big but its better than nothing. The Hermes pod received a heatshield-ectomy, and @Beale is assisting in doing the same for the Leo. This means heat shields will be separate parts again, for a number of reasons. This wont break saves, but will possibly result in some toasty reentry for your kerbals! Be warned. As we near release, I ask that anyone who is willing download the latest dev release, and give it a try. Looking for feedback, mainly on balance for the new parts, and compatibility. Nearly every part from the last two updates lacks Tweakscale compatibility, and I don't know what other mods configs need to be made for. So some information on that front would be awesome! My goal right now is to have the release finalized and distributed Monday night. Pretty screenshots would also be nice.
-
It has a built in antenna. You could deorbit it with a small Sepratron sized srb from another mod. The idea is it either has experiments crammed inside for a probe like OSIRIS-Rex, which jettisons the capsule for reentry, or it has science data manually put into the sample storage by a Kerbal for return to Kerbin. What's become clear is that everyone has a different way they want to use the parts, and they are all a bit different. So we have to work to try and either meet everyone's needs, or at least make the intended use more obvious.