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Everything posted by CobaltWolf
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It basically controls where in orbit around the sun you have to be for the experiments to work. Perhaps @Jso could open it for us, at least to see how messy it is? How would one get new biomes on the sun? Does it have a biome map?
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I will be back at my grandparent's again this weekend. Since Unity 5 doesn't run on it, and I don't want to mess with my project files, I will be back to working on other projects while I'm away. I've been back a bit with the SEP bug, so keep an eye on that thread for some more screenshots of upcoming parts. Otherwise, stick around here since I'll probably bounce back to the probe parts - the work files for Saturn and Gemini/MOL are a little much for my laptop to handle. Meanwhile, I'll try and get some more work on RL-10 done tonight. I need to redo the mechanism for the extension, as well as make the second variant. It looks like the larger one might move to a 1.875m profile, if no-one objects - it already won't fit doubled up on a Centaur mounting plate.
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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
I had offered my services as an artist to @Andem previously when he had taken over the mod. Considering that my main project is a giant, amorphous, never-ending blob, it wouldn't be too much for me to set it down occasionally and whip some more parts here and there. I rather enjoyed CactEye back when I played and wouldn't be opposed to seeing it grow, rather than just maintained. -
Bouncing off @rasta013's idea, since you already plan on redoing the KDEX mod, you could also perhaps look into redoing the parts from Solar Science:
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Ah, I misread your post. Or rather, missed that you were referring specifically to adding modes to engines.
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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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#JustBealeScaling Also, Beale, I got a good laugh out of the Japanese Apollo picture. I want someone to run a mission with that craft.
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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.