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CobaltWolf

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Everything posted by CobaltWolf

  1. 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.
  2. 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.
  3. 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 }
  4. *shrug* I honestly don't really care one way or the other about CKAN. I definitely lean towards avoiding it, but any time I've needed help the CKAN team has been very kind and helpful towards me. That's why BDB is CKAN indexed. Anyways, full steam ahead towards this upcoming update. Choo-choo?
  5. >>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.
  6. @Shadowmage makes all his own parts - mighty impressive for someone who is not an artist by trade!
  7. 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.
  8. Spent the morning taking care of a bunch of different things. Not much I can show (yet) but here's a WIP of the textured MOS Airlock.
  9. 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!
  10. Can you try manually installing it on a clean copy of KSP? That way we know where to start looking.
  11. 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.
  12. 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.
  13. 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.
  14. @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...
  15. Dope! So if y'all missed the stream, I took care of some modeling stuff for SEP, and got the Sarnus-1 fairing bases (both 2.5m and 3.125m) in game, as well as the new 1.875m inline probe core module. See if you can spot it!
  16. Would be a damn shame if someone were to write those definitions...
  17. I don't know if that one actually has Cryogenic Engines configs ready yet. Then again, if you're using the RL-10 with an extending nozzle you're on a dev build and I don't want no complaints EDIT: Still getting settled in but the stream is up. https://www.twitch.tv/cobaltwolfy
  18. 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.
  19. 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.
  20. @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...
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