-
Posts
7,370 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by CobaltWolf
-
Please bear in mind that is just Saturn 1. Not 1B. Well, most of the Titan variants are actually covered in BDB already. Really the ONLY ones that aren't would be the large diameter Titan proposals, which were what was planned. Atlas, with covering Atlas II/III/SLV-3X/CELV/Centaur variants, would have been bigger.
-
Trying to get Gemini/MOS stuff done, as well as polish Saturn 1 (which is pretty much done). After that it'd be Centaur/Atlas revamps. I'm going to hold off on the new Atlas+Titan configurations in favor of moving on to Saturn V and Apollo, since I'm behind on my promise to finish those this summer. ah, yes. I believe that plume is no longer in RealPlumes. Venom will have to fix it.
-
Apparently I missed the Central Station when I made the fixes. You can download the latest master from GitHub, or make this change to the marked line in the SEP_CentralStation.cfg in the parts folder: MODULE { name = ModuleKISItem volumeOverride = 100 stackable = false allowStaticAttach = 1 staticAttachBreakForce = 2000 //<MAKE THIS ONE 2000, IT IS CURRENTLY 10 IN YOUR INSTALL }
-
[WIP LEARNING][0.30] Soyuz and learning 3DS
CobaltWolf replied to RoyalVengeance's topic in KSP1 Mod Development
>>BDB fame lol We get drunk and talk about rockets while I work its fun. Also, @RoyalVengeance the Unity gizmo orientation is based on Maya, which is the industry standard for Animation and Game Art. More broadly, back in the 90s/early 2000s everyone just kinda did their own thing because there was no standard, and since then all those programs haven't changed, since, well, their users would be upset if they changed too much. That's why ZBrush has the most apocalypticly bad UI/control scheme I've ever seen. I believe you might be able to set the gizmos in 3DS Max to have the same orientation as in Unity, without changing anything else. -
Project Ares: Alternate Earth History in Real Solar System
CobaltWolf replied to Felbourn's topic in KSP1 Mission Reports
@Shadowmage makes all his own parts - mighty impressive for someone who is not an artist by trade! -
Well, I know people that run 150+ mods with the new 64 bit, including both of those mod series. There should be compatibility issues. Try verifying that they do not work by getting a clean KSP install, and manually installing the mods you suspect. If it still gives issues, you'll need to give more info like log files, screenshots of your gamedata, etc.
-
it's an issue with the fact that the dev builds use TGAs instead of DDS. Sometimes TGAs fail to load. I compress them to DDS before release. Since the Saturn isn't released yet... EDIT: Speaking of which, it occurred to me that you have make the Saturn 1 with the 4x UA1207 solids for the first stage, by Tweakscaling up one of the stock 2.5m > 1.25m adapters by 50%. SOMEONE TRY IT!
-
Looking for a radial detachable tank.
CobaltWolf replied to genericeventhandler's topic in KSP1 Mods Discussions
you're thinking of Monkey Business Inc! -
I would absolutely recommend the above, as well as plug my own mod Bluedog Design Bureau as well as Tantares. Be warned that both of those add a significant amount of parts to the catalog.
-
It's also the only cryogenic lifter engine in BDB IIRC. It might be more powerful than the Volcano or whatever the 1.25m Cryogenic Engines lifter engine is. The US doesn't have a huge variety of cryogenic engines. Besides the RL10 and its variants, there's basically just the J2, the RS68 (which I'm not doing), the SSME (same), and the LR-87-LH... and the STME, which may or may not happen depending on how much @TimothyC bugs me for it after Saturn is in a good place. EDIT: Forgot to reply to these: They were crammed into the bluedog_JunoProbes texture sheet. Are you trying to prune them? There isn't really an easy way other than asking what specific parts you want to delete - but most parts in a folder share textures, so you can't just delete them willy nilly. Deleting entire folders is fine though. You were on Steam and I messaged you lol.
-
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
CobaltWolf replied to icedown's topic in KSP1 Mod Development
For Fungeye? Yeah. It's like, he mixed OAO with some other telescopes... I'm pretty sure Fungeye is meant to be a UV telescope though. I will see what I can do for it - maybe add a service module, solar panels, etc. -
@akron I already have a perfect visual for how to implement that engine (like, how to model it) I might just model it tonight if I stream and send it to you...
-
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
CobaltWolf replied to icedown's topic in KSP1 Mod Development
Would be a damn shame if someone were to write those definitions... -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
CobaltWolf replied to icedown's topic in KSP1 Mod Development
That is only very basically blocked out to get a general idea. I updated it as you were posting if you haven't seen that. -
We already run an offshoot of @DMagic's science plugin but I don't believe we can run one experiment, and then run another ONLY after the first has run. DMagic, I haven't actually had a chance to use your seismic parts. Is that possible? If it is, I don't believe you've pushed that functionality to DMSA. EDIT: Far UV Telescope and Atmospheric Analysis Package.
-
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
CobaltWolf replied to icedown's topic in KSP1 Mod Development
@pap1723 the Fermi picture gave me an idea. This is a proof of concept, and it's too small (currently 1.25m but it's significantly smaller than Fungeye for a supposedly more major observatory) but I think you can combine the design of Fermi and Compton. As you can see, it's basically the lower half of Fermi with Compton on top. The upper part definitely needs to be larger. EDIT: a bit better...