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KSP2 Release Notes
Everything posted by CobaltWolf
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Out of curiosity, do you only balance between thrust and ISP? Does weight, cost etc not factor in?
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Bluedog Design Bureau has WIP configs to convert appropriate engines over when Cryogenic Engines is installed, notably the RL10 variants (in progress) and the J2 (not yet in game). Something to have on your radar I guess?
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I was planning on adding some bronze/brass coloring! One more small pass on the RL10 and H1 and they'll be done. I have no plans to keep the old model, though you'll be happy to know that I deprecated it so I wont break saves. @VenomousRequiem wants me to make the shorter extending nozzle as well though.
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The SLV-3x gets performance because it has something like twice the tank volume for the 1st stage, and the sustainer (which contributes very little to the sea level TWR) is replaced by the H-1, which allows it to take off with all that extra mass. In any case, the Atlas II has better performance anyways - remember that the SLV-3X is a pre-Shuttle design. I just thought it would be cool to include. I've included Ed Kyle's baseball cards for both launchers. Not the difference in payload. @Drakenex looks great! My only critique would be that the payload fairing doesn't match the Atlas V 5xx very well. The new Centaur will include an interstage that includes a fairing base that goes out to the 5m/3.125m diameter. If you can picture the KW Rocketry 'expanded' fairing bases, it's going to look like that, with the bottom conic shape included in the part.
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@Toomuch77 @VaPaL @p1t1o @rasta013 @Gaiiden etc etc Another small update on the Github, I've attempted to fix the issues recently mentioned concerning the power station breaking. Github changelog is below, please download the master and test it out - See my post a couple days ago if you don't know how to do that. I am looking into the exploding experiments again - if indeed only certain ones are being affected, I want to find out why. @IgorZ thought (back when this issue surfaced) that it was due to the interaction of the colliders and the attach node placement. Which experiments are particularly prone to exploding? I'll look at them first. Fix for issue #4 SWS is no longer stackable Fix for issue #10 Power station has fixed attach rules. Shifted the lower plugs on the power station up a bit to reduce clipping with the ground. Made the collider on the plug smaller - it was larger than the model which likely contributed to popping the power stations off the ground. Added a bit more in the form of explanation to the central station and plug part cfgs.
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He meant the KIS ground base, it's... idk. A grey concrete slab? Personally I dislike the look when people put their stuff on it (I like the IRL look of just shoving the feet into the lunar dust until they don't tip over) but I also don't actually play with the mod, sooooo... I still haven't found a solution for the whole 'experiments explode when you use them' thing. I wonder what the difference is between them and the KIS ground base. And the battery packs *should* work, or rather, they *do* on my end. Do you have any more information? Stuff like a relevant log file perhaps, what version of all the relevant mods you're running, etc?
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(my name is Cobalt but ok) Likely not doing Little Joe, tho LJ2 might make an appearance due to a concept (which I can't find an image of) that basically made a satellite launch vehicle by taking a Minuteman and sticking it on top of the Little Joe 2 cluster. The reason we don't include probes is because for most of the probe parts in the mod, there is only 1 or 2 parts for the associated probe, often not enough to make the complete craft. Also, RL10 revamp proogress. I'm trying to keep it 'interesting' and so have been trying to figure out where I can inject color. Any suggestions would be appreciated. I'm dying to see where Porkjet takes the new stock engines' art style.
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Normal Map Funkyness with Mirrored Meshes
CobaltWolf replied to cxg2827's topic in KSP1 Modelling and Texturing Discussion
Bruh you solved this issue for me. You gotta export them from xNormal and not use Unity's. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
CobaltWolf replied to Ven's topic in KSP1 Mod Development
where do your sympathies lie these days?