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KSP2 Release Notes
Everything posted by CobaltWolf
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
CobaltWolf replied to Nils277's topic in KSP1 Mod Releases
Oh. My. Lawd. That is a thing of beauty. Makes me want to go back and improve the SEP textures. Let me know if there's anything I can do to help - if you want OBJs of the parts or anything. I believe I mentioned - the limitation of our current implementation using DMagicScienceAnimate means that the parts require, specifically, the SEP_CentralStation part connected to the vessel in order to work. I would like to be able to use either/or but I don't believe that functionality is available unless we were to create and add a dummy part module, since we can make requirements for either specific parts or specific modules. Would someone be able to make a plugin that adds a dummy module (something like ModuleSEPCentralStation) that can be used to select the parts? That way this would work better. -
I only took the source files for the probe stuff with me. EDIT: Continuing with probe stuffs, here's the concepts for the rest of the ion parts. 3 kinds of ion RCS and two tank setups. Thoughts? I usually use 45 degree RCS for probes but I also kind of want to do straight ones so you can have 3 way control using just two sets of thrusters. These, along with the ion engine cluster pictured above with the Pioneer-6 parts, would become available one or two nodes before the stock one but would be expensive and far less efficient in terms of propellant, possibly also with EC. Let me know what y'all think. EDIT: Couple more things. The Ariel 2 core - going to get most of its detail from the textures. In the back, the Sputnik-3 inspired core. The Tral antennas are separate parts. And then the Explorer-7 inspired core got some slight tweaks to the mesh to make it fit better with the new scales I've introduced since it was made. There is now also a bottom battery / solar panel part for it, obviously it can be used separately. There is also an expanding hoop antenna, similar to the S-45 payload/satellite. Again, separate part, with a 0.3125m mounting.
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Glad to see you decided to do it!
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no one has ever used 2.75 though. Meanwhile I have 3 rockets in that size that are in the works, so Beale wouldn't be alone. 50%/55% scale is great and all, but then what do you do with the payloads? There are already issues with the station parts not correctly fitting in a Proton. IMO the solution is to just scale everything - payloads and launchers - the same. The rockets will always be way OP in the stock system and players should know by now to use rescales to fix it. EDIT: @Beale I think a good start would be to move away from the plain gray on everything and start using more whites / blacks. At least on the lifters. Incorporating some semi unique colors (tans, extra shades of gray, etc) into the payloads like the ATV would go a long way as well. Additionally, I have recently become a huge proponent of adding spec/normal maps to all my parts and I would love to see more of that in Tantares. Or were you waiting for PBR..?
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[1.4.x] Stock Launch Pad V1.0.2 (Abandoned)
CobaltWolf replied to sciencepanda's topic in KSP1 Mod Releases
same tbh. Would save me a lot of work if I could just point people here. -
(I'm back) I'd be more than happy to send you some of my texture files, critique what you have (if you send me models + textures) or even touch up an area of the texture and send the PSD back so you can see what I did.
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[1.4.x] Stock Launch Pad V1.0.2 (Abandoned)
CobaltWolf replied to sciencepanda's topic in KSP1 Mod Releases
No, you should always convert to DDS for a release, or at least, I do not know of a reason NOT to use DDS for all your files except I think flags, which work better as PNGs..? -
I would have been texting you the last 4 hours of the ride but you never gave me your number Anyways, yes, I'm back, I'll have a longer + sappier post soon. EDIT: SCREW YOU ALL I HAVEN'T BEEN BACK IN SCRANTON FOR MORE THAN TWO HOURS I HAVEN'T EVEN GOTTEN THE SMELL OF FISH GUTS OFF ME YOU CAN'T KEEP A WURF DOWN EDIT: #SOON Also, due to some changes in plans that are not yet reflected on the roadmap, some of the planned probe cores are getting removed, and Luna 3 is being added to accompany the Sputnik 3 core.
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What'd I miss? @Dodovogel rest assured the intended behavior of the cameras makes more sense than that. I was just a bit sloppy when making those configs and nobody has said anything until now. @rasta013 the medium camera is meant to be the Lunar Orbiter's camera system, if that gives you any more direct inspiration on how to balance them. I'm dead tired, I'm still not 'back' so I don't know when I'll be able to take a look at things. I had some small ideas I'd like to try out but overall the week was successful in keeping me from thinking about KSP. EDIT: @Jso according to SpaceLaunchReport the Juno IV would have varied the fuel loads in its tanks, like you showed, based on the deltaV profile needed for specific missions. It never was intended to fly with a full fuel load apparently, similar to how, say, and Atlas V launch has excess deltaV in each of its stages.
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I very much prefer the newer style for the Soyuz LV and think it should be the standard version. I was musing today on my 14 hour car ride, @beale I think your gray style has gone a bit too far. You need to add more variation, be it using more whites/blacks, or other colors, or both. But that's, just, like, my opinion man. edit: inb4 Ariane V first stage cryogenic tank is Tantares gray. edit2: Gibe the Ariane V in 3.125m pls
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Leaving KSP... or at least for now...
CobaltWolf replied to ThatGuyWithALongUsername's topic in The Lounge
k. Isn't it against the rules to make multiple accounts? -
(still here) early versions used alcolox, later ones used kerolox. It's up to you - my vote is alcolox, since its less common. edit: @jso I was aiming for the last version but I misunderstood the scale. It's closer to three atlas boosters strapped together than it is to three vanguards. But I wanted another early 0.9375m engine. I hate how limited the early tech tree still feels. I'm considering pushing Juno back which would also reduce the part bloat at generalRocketry.
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
CobaltWolf replied to Pak's topic in KSP1 Mod Releases
Considering that the real life shuttle had horrifically low dV once in orbit, perhaps you need to start exploring less accurate options.- 2,351 replies
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working on it...
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manual/refrence guide for all stock modules?
CobaltWolf replied to Rushligh's topic in KSP1 Mods Discussions
>>Squad providing useful documentation for modders lol. -
Oh god did that happen to you? For suggestions, I'm sure @fs10inator would appreciate the H-2 solids (the long thin ones) being added. Why do you have the strange color on the tanks? Might as well make them normal KSP orange (the Jumbo 64) to make them fit with more stuff. Also, you could do Vega and just have all the ESA stuff in your pack. Afterwards? I would be interested in seeing Indian or Chinese rockets, unless you have more interesting / rare designs EDIT: Also I must ask, were you planning on continuing your not-Saturn1?