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Everything posted by CobaltWolf
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[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
CobaltWolf replied to icedown's topic in KSP1 Mod Development
Absolutely! Perhaps only have two or three telescopes, but give them different camera modules. I think it's a balance between keeping the EVA maintenance/upgrade features relevant, and adding more varied/interesting designs. Seeing as I tend to lean towards the latter, it's good to keep that in mind. -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
CobaltWolf replied to icedown's topic in KSP1 Mod Development
I think one of the keys would be to not add too much (something I'm certainly guilty of). So perhaps trying to merge iconic designs would be best - for example, a new telescope could be made by combining the designs of Kepler, Spitzer, and ISO for an infrared telescope. Right now, I imagine it would be best to have Cacteye (visual light), as well as telescopes for Infrared, UV, Xray, and Gamma. That leaves 5 main telescopes, with Fungeye being (IIRC) a less rewarding Cacteye primarily used to discover asteroids. I haven't been able to play with the mod in a while so I might remember that functionality wrong. As I mentioned above, Cacteye can either gain deep space functionality, or it can be kept to planetary observations and another new telescope (likely JWST based) could be added for that. Infrared will be easy. As mentioned, I would like to combine the designs of Kepler, Spitzer, and ISO for that (I am aware Kepler isn't infrared) and make it 1.25m, possibly 'oversized', where only the round node is 1.25m and the rest sticks out, similar to the HECS cores. Fungeye could possibly be relegated to UV, and partially redesigned to be based more closely OAO / IUE. A service module that is sized appropriately could be added, that is an extension of the octagonal body. Xrays would be more difficult, since the designs of those observatories do not necessarily lend themselves to typical Kerbal construction. I just realized yesterday that Chandra's forward is the large end, which means it'd have to be upside down to launch. A solution will have to be found for this. Similarly, many of the Gamma ray observatories I see don't seem to follow the typical stacked cylinders that KSP favors. -
@DECQ looks great! What configurations are supported for each rocket? Only the ones shown? Or can you make, say, Angara A 1.2 or the R7 8K78? I assume not.
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[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
CobaltWolf replied to icedown's topic in KSP1 Mod Development
While Hubble was the first large telescope put into orbit, there were plenty of orbital observatories put up before it. I think there are plenty of telescopes in the expandable list near the bottom of this page to mine for designs. I'm really curious where the design for Fungeye came from though. It HAS to be based on something... -
[1.5.1] Cacteye Optics Community Takeover
CobaltWolf replied to icedown's topic in KSP1 Mod Releases
Hey y'all! I've started working on remaking some of the Cacteye parts, as well as adding new ones, over at the development thread. Take a look and leave your feedback - remember, it's a community mod! -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
CobaltWolf replied to icedown's topic in KSP1 Mod Development
So I was looking at the current parts. Personally, I think most of the parts in the pack are fine, save for maybe some minor texture edits to bring them a bit closer to the newer stock style. The only parts I take significant issue with are the Cacteye Telescope itself, and the Fungeye to a lesser extent. I posted my wip model of a Cacteye refresh a bit further up the thread. What do people think? I personally don't like the current design, with the big pipes, but like it says in the OP, this is for the community to decide. The Fungeye generally just needs some more detail to the mesh , particularly around the door. By the way, how does the Fungeye look mounted on the HECS2? I think they'd work well together, especially if you tried and get a solar panel setup similar to the Kepler telescope. Perhaps Kepler style solar panels could be added for Fungeye? Or is the Fungeye octagonal? That probably wouldn't work then... I can't tag on mobile, but Icedown, do you plan on adding deep space observation experiments? That seems more appropriate for the Cacteye telescope, but you could also keep its current functionality and add a JWST style telescope for interstellar observations. -
yeah? I played a lot of RTS games as a kid but I always sucked at them. I prefer turn based stuff. EDIT: Just want to repeat our call for an (experienced) programmer to join the team! If SEP had a dedicated plugin, we could do much more interesting/complex experiments than the current 'build a SEP and then run the experiments and leave'. Things like @Rafael acevedo's KRABEE/KABLOOEY/LOSE-IT can't be implemented as intended with DMSA.
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^^^ Since Shutes' X20 is based directly on BDB, filling in a hole for something I don't want to do, and because I'm helping him where I can, I consider his mod a sort of addon/tie in mod for BDB (I consider Coatl Aerospace the same thing for somewhat similar reasons). I'd like to see Shutes get his own recognition, so his mod will be released separately, with its own thread, etc. It will be linked in our OP and hopefully I'll be able to wrangle someone who is CKAN literate to add it to BDB's recommended mods.
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Was able to confirm that the update worked, so... SEP v1.4.2 Changelog: -Possible fix for exploding experiments -Two new power connectors So, basically there was a number in the KIS configuration for parts that determined the strength of the attachment force when attaching to static objects (IE, the ground, and KSC buildings). For the KIS Ground Base, the breaking force was set to 2000. For SEP, all the parts were at *10*. Or, IIRC, right around the force of gravity, not including any external factors (such as physics jitter). I never saw this value, since I wasn't looking very closely at the KIS modules on the parts, as I expected to find the issues elsewhere. Now I don't have to see screenshots of y'all lugging giant ugly concrete slabs to the Mun, and you can bury the experiments in the dirt where they belong! I also included the two new power connectors that were kicking around. One is just a linear connector, so that the more enterprising users can extend the range of their setups, and the other is a simple four way connector, that is lighter, smaller, and cheaper than the power station, at the cost of not having batteries. @AlbertKermin, if you could please update the OP and the thread title? Feel free to embed those download images in the OP with the links if you'd like, I made them for BDB. Also, we need to connect on your minimod project some time.
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Neither I or @AlbertKermin maintain the CKAN configs for this mod. I have not pushed the update to Spacedock yet (I need confirmation that I haven't buggered anything up) but once I do, I believe CKAN will scrape the data from Spacedock and see that it is 1.1.3 compatible. As long as DMSA, KIS, and KAS are working in 1.1.3 then SEP should work.
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NP. So, my 4th of July plans fell apart a bit. A side effect of that, is that I already cleared Friday evening! Additionally, I am getting out of work early tomorrow. Depending on how other REAL LIFETM things go, I will hopefully be able to stream tomorrow night, Friday night, or both. They will likely not be entirely BDB focused, but expect work on Saturn and Gemini stuff, and/or squashing various things on the issues list over on GitHub.
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SEP v1.4.2 -Possible fix for exploding experiments -Two new power connectors So, basically there was a number in the KIS configuration for parts that determined the strength of the attachment force when attaching to static objects (IE, the ground, and KSC buildings). For the KIS Ground Base, the breaking force was set to 2000. For SEP, all the parts were at *10*. Or, IIRC, right around the force of gravity, not including any external factors (such as physics jitter). I never saw this value, since I wasn't looking very closely at the KIS modules on the parts, as I expected to find the issues elsewhere. I have not had a chance to test this (really I was supposed to be doing something else right now) so PLSPLSPLS let me know if that is the solution to the (as far as I know) only major issue currently plaguing SEP. And then I don't have to see screenshots of y'all lugging giant ugly concrete slabs to the Mun, and you can bury the experiments in the dirt where they belong! I also included the two new power connectors that were kicking around. One is just a linear connector, so that the more enterprising users can extend the range of their setups, and the other is a simple four way connector, that is lighter, smaller, and cheaper than the power station, at the cost of not having batteries.
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
CobaltWolf replied to KospY's topic in KSP1 Mod Releases
Any chance SEP could get added to the list of mods that use KIS? -
From the looks of that picture it isn't connected? Anyways, @Nils277 has donated science definitions for an atmospheric analysis experiment! This experiment serves as a more detailed version of the high level atmospheric analysis unit in stock. It's on THE TODO LIST, along with some variation of @Rafael acevedo's KABLOOEY / LOSE-IT experiment. I am also getting ready to attempt (again) to fix the exploding-ness of many of the parts in this pack. EDIT: I THINK I FOUND IT!!!
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You may need to update DMagicScienceAnimate: But otherwise everything should work. @DiscoSlelge you need ambient light adjustment! Your pictures are too dark to see anything! @hraban good work on the X20! I worry that it won't be compatible with FAR due to being 1 piece, but I know that you don't use it. @Sgt.Shutesie keep it up! Yours is getting better every day!
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Project Ares: Alternate Earth History in Real Solar System
CobaltWolf replied to Felbourn's topic in KSP1 Mission Reports
@Felbourn still no takers? I haven't been very active as of late but I could try and whip it up maybe this weekend. -
Sorry, I've got 2 (3?) big projects on my plate right now, and a number of small commitments. I also have next to zero programming experience (which is partially intentional)
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I actually had a similar thought recently, but to improve remotetech. In addition to the three different gains, I was picturing ultra low gain command/telemetry antennas (for control) and relay antennas, since most of the antennas wouldn't be equipped to receive and forward data.
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[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
CobaltWolf replied to icedown's topic in KSP1 Mod Development
That'd be pretty sweet. In keeping with the somewhat modular nature of the parts in the mod, you could have different scopes but keep the same service bay, etc. So you'd have the different scopes, and different experiments for each one... Speaking of new things, I got bored... RtoL: Aperture open, aperture closed, old Cacteye for comparison. The model is suprisingly simple for the old one! Rubber Ducky did a good job with it IMO.