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KSP2 Release Notes
Everything posted by CobaltWolf
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[1.2.2] Forgotten Real Engines (FRE)
CobaltWolf replied to Zarbizaure's topic in KSP1 Mod Development
do you mean reflective or shiny? Reflective being it actually reflects the environment, like polished chrome or a mirror. Whereas shiny is easy to do with a secular map, which is just in the alpha channel of the diffuse texture. You just use a KSP shader.- 161 replies
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Some things need overrides IIRC.
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Some day (one of these days) I'll get around to proper PParts and PFairings textures. Alternatively, any enterprising individuals can certainly attempt to kit bash ones from the existing textures. @Jso its time you learn GIMP haha. But anyone is free to make them - and I can answer any questions that may arise. Check out how Prometheus looks nowadays! Anyways, sorry y'all for how quiet its been here. I've gotten some contract work with actual deadlines (wow!) but that means I have to put some serious time (read: Stream evenings) into it. Additionally, some other IRL stuff (don't want to talk about it) has sucked out a lot of my motivation to mod right now. Those of you that have me on steam will notice I've been playing Fallout 4 lately but that's honestly more of a symptom. I just have been too bummed out lately to sit down and work in my free time - and make no mistake, modding is indeed work. I'll try and resume work shortly, again, finishing Saturn 1 and Gemini is the top priority.
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You beautiful human being. EDIT: Just to hold y'all over, since its been p quiet here recently. What I call the Saturn-1A. Saturn 1 Block 2 (3?) with 4 of the S1B fins and a stretched S-IV. EDIT2: @Drakenex I forgot to credit you in the OP! One other request: Could the stage diameters of the rockets be listed?
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I stand by @ferram4's point that, while CKAN can make life for users easier, it can possibly make mod authors lives much more frustrating, while not allowing them to opt out or otherwise remove the issue. @phoenix_ca sharing a link on Reddit doesn't cause bug reports for modders. Bug reports that aren't their responsibility or problem, but they often have to spend time chasing after.
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Heimdallr I - Multi MultiFunction Scan Satellite
CobaltWolf replied to Brathiel's topic in KSP1 The Spacecraft Exchange
The Torekka boom is from Coatl Aerospace Probes Plus, which is not listed as one of your mods. -
Normal Map Funkyness with Mirrored Meshes
CobaltWolf replied to cxg2827's topic in KSP1 Modelling and Texturing Discussion
No point in wasting all the polys, plus he makes the UV map much simpler. -
I switched them in the OP. We haven't done the renders yet since I'm not ready to say I'm done with the various things that need to have screenshots taken of them. 1.875m inline probe core is on the way, to be included with the finished Gemini expansion for 0.10.8, with 0.10.7 being Saturn 1 and any 1.1.3 updates. I have no idea what the bug could be other than perhaps our sciencedefs buggering up. Does it affect, say, Dmagic's experiments? Or Coatl Aerospace? Those would both load after BDB. I'll think about it. There's other stuff that has to go in. I feel like most people would rather not use extra avionics when they can just use the payload's command parts.
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Looks great! EDIT: @Drakenex the Titan 3/4's engines did not ignite until 10 seconds before the SRB's cut off. I got some stuff done for Saturn 1 last night. The ullage motor along with the Saturn 1B fins are now in game. I just need to include some quality of life parts like fairing bases and we will be ready for Saturn 1's official release as part of our 1.1.3 update. EDIT: Interesting video which includes a depiction of the Ablestar RCS system:
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As far as I know, CTT works fine with BDB. We don't add anything to the new nodes though. I believe ETT has basic support for BDB. Sorry for being kind of quiet around here everyone. Lot of real life stuff happening this week. Good news is last night I sorted out some lingering issues with the Saturn 1 parts, such as the fins not working in the editor. I hope to have it more or less done by the end of the week. Right now its pretty much just a couple more parts that need to go on the texture sheet. Probably no streams this week but I'll be able to work an hour here and there.
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Are those... Cubeballs? I've never used them in Maya, didn't even know you could generate them. Anyways, it looks awesome.
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the boosters didn't vernier? Now I'm confused. Which atlas was that for.? EDIT: Posted half awake at 6 AM before falling back asleep.
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The FASA Atlas does not have gimbals. I am honestly really unclear as to why it does not, though granted my initial research did certainly give the impression that they didn't. It was only after several people who know a lot more than me corrected me on it. Personally I would recommend checking out the Atlas in my own mod, Bluedog Design Bureau. I would feel bad but Frizzank has said before that he wants people to replace FASA soooo ALTERNATIVELY. If you are a) attached to FASA and/or b) don't want to build a new craft, what you could do is find the configs for the sustainer and boosters. Once you do that, paste the lines of code below into the cfgs and it *should* work unless they are set up very strangely. Make sure they're above the last line in the config, with the closing '}' bracket. It will give the engines gimbaling, but the engine bells/nozzles probably won't move. The exhaust plume will. MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 6 }
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Based on all my reading, the sustainer AND the boosters should have something like 5 or 6 degrees of gimbal. The verniers are just for final AP adjustment and roll control once the boosters are jettisoned.