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Everything posted by CobaltWolf
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
CobaltWolf replied to Probus's topic in KSP1 Mod Releases
Honestly I don't think they all unlock together in the stock tech tree as well. At least, not quite perfectly.- 1,028 replies
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I'm dying xD EDIT: Also WIP Luna 3 alonside the Sputnik 3. EDIT2: also, it appears we do not have nearly enough science definitions for the cameras! Considering that there needs for be a definition for almost every biome in the game, that's a lot of flavortext! Does anyone want to help out..? ( thanks to @drekerb42 for contributing the original definitions)
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
CobaltWolf replied to Probus's topic in KSP1 Mod Releases
@Gaiiden you added BDB compatibility? I don't envy that task. The thing of note for BDB's 1.875m rockets is that they can kind of be divided into 2-3 tiers. Atlas and Titan 1, Titan 2/3 with some of the shorter SRMs, and then Titan 4 with the longer SRMs. They're made to have a progression through them. Having them all in 1 node would be fairly confusing. Somewhat on that note - where were the 1.5m parts placed? Especially because there's sort of two tiers for those - the Juno/Chryslus and Thor/Fenris for the early 1.5m parts, and then the Delta 2/Daleth parts for advanced 1.5m.- 1,028 replies
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Thank you! Though I don't believe we have much of anything for the soviet space program. Perhaps the odd probe part but not much. If you DO have Russian parts, it's not us. Just want to make sure credit is going to the right place. Those three sets of experiments all use the DMagic Science Animate plugin installed. Note that this is different from the one in DMagic Orbital Science; the 1.1.2 version is included in our download, but if you're still on 1.0.5 or something you can try 0.11 or an older version from his GitHub. Be aware, apparently there are further issues with the cameras and geiger counter not necessarily behaving as intended. As for the categories, I think I know the reason. Try deleting the WildBlueIndustries folder that came with the mod. If you have other Wild Blue mods installed such as MOLE, just delete the 'ModCategorizer' folder inside WildBlueIndustries. @Angel-125 tried to fork a lite version of his plugin for us the just contains his custom category script, but for some reason it wasn't working. I forgot to either remove it from the download / ask him to fix it. Also, because I didn't get a chance before, big thanks to @Jso and @VenomousRequiem for continuing to update the mod in my absence!
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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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3.125 is half between 2.5 and 3.75. It's as legitimate as 1.875m. And I suppose that's why I wanted @Beale to move towards my textures. I've gotten some requests lately for my own renditions of his parts as some of the more recent reduxes have moved farther away from a stockalike aesthetic.
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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.