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Everything posted by CobaltWolf
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Well let me know what you think after you've played with it. Glad to know you approve! I am not sure if it would be worth it to include other variants right now - I think not. EDIT: Also, for those that are looking to test stuff, take a look at the current dev release! The team has been working hard on stuff this past week. Able/Ablestar/Agena got a significant balance pass, and Agena should be significantly better now - previously, an Ablestar stage had far more dV than an Agena stage of similar size. The Agena D engine now features a fuel cell, to make the stage more self sufficient. This does not impact its weight. The Agena engines should now feel like part of an advanced upper stage, with optimized weight and lots of good little features. The art updates for Titan, Thor, Redstone, Agena, Vanguard, and Mercury are all also up on the Github, which added normal and specular maps to those parts. They aren't final but I'd like to know what people think. The Navaho engine was also uploaded, so I didn't accidentally delete it. @Jso also added compatibility with RealChutes, and is working on adding compatibility for @Nertea's Cryogenic Engines mod. MM configs are on the Github. There are also thrust curves for many of the booster (ie non-vacuum) solid motors, again courtesy of @Jso. Give them a try! EDIT2: Also, last time I streamed it came up, but I do intend to make a standalone launch clamp pack with 4-5 different kinds of towers. It's fairly far back on the priorities list, but y'all let me know what you want to see. Obvious one would be the Redstone clamp, since it's already mostly modeled. I'm starting to feel bad about all these partially finished things with the mod. I've just been bouncing around between whatever I feel like working on. Once I get back from the trip I'll try and prioritize what I have. There won't be another major release for a while yet, I have a lot of stuff that needs to be in the next update. Bare minimum would be finishing DKAP/MOS, Sarnus C-1, and the Centaur revamp. But then there's all this other stuff... Like, I was playtesting some stuff the other day and I felt like I could have used more variety in probe cores. There are a lot of sortof half-finished probe cores I have sitting in the Probes Expansion Maya files, I'd love to see the Sputnik 3 in game, and @Drakenex makes a compelling argument for the remaining Lunar Orbiter parts. Ack, why are there not enough hours in the day???
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LiquidHype's Real Scale Launch Vehicles (RETIRED)
CobaltWolf replied to liquidhype's topic in KSP1 Mod Development
Oooh, excellent! It's hard trying to make these for stockalike/lego style - especially the G/G' variants, with all those extra pipes and such that would go between different parts. I'm a bit more confident in my Centaur D mesh, at least what I have so far. It all needs another pass first. -
LiquidHype's Real Scale Launch Vehicles (RETIRED)
CobaltWolf replied to liquidhype's topic in KSP1 Mod Development
Very very nice! I may take a quick look at these for my current work with the Titan upper stages. -
Interesting. Will it completely replace Ariane V? It almost seems like they would need something to go inbetween Vega and Ariane 6 - or isn't that the Soyuz launches they fly out of there?
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I'm assuming it will be a Standalone release?
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Did they settle on a design for it then? I didn't realize it was that firm. I thought it was still a concept rocket.
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Correct. Remember, the Phase III engine is what became the Redstone. The program then went on to prototype Kerolox fuel, regenerative cooling, gas generator cycles, etc. So there is little resemblance between the Phase III engines and the Phase VI that I made. Frankly at this point I don't think anyone will notice if we just sweep it under the rug.
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@MKSheppard and @TimothyC I was really bored today while waiting for renders and I decided to do something that, well, one person asked for. Back in February. Because I was curious how well it would come out. It doesn't really serve... ANY purpose. But I thought it would be interesting. Yes, I realize that this is so miserably low on my priorities list right now. Fun fact: I started writing this post at ~2 in the afternoon, then went to grab an in game screenshot of the part. For some reason it WOULD NOT COMPILE at runtime. No idea why, but it took two aggravating hours to get it to work. (best screenshot 2016) EDIT: @Jso once I get this uploaded feel free to take a look at my numbers. Right now I have it running at 221-251 ISP, 127 thrust, 0.78 mass. I was trying not to step on the other early engines. Right now it's more expensive than any of the other early game engines. I think I messed up when I interpreted the Navaho as leading to the development of the Redstone and Vanguard engines... the version I based this configuration on is far closer to a cluster of three atlas booster engines! That makes these the massive boosters that would have propelled the original Atlas proposal with the 5 Navaho-derived engines. More info HERE on @MKSheppard's website.
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Can y'all download the latest commit off GitHub? I tried to upload some possible fixes for the Gemini parts - basically I strengthened the joints between the pod, RCS module, and the parachute. Let me know if it helps - make sure you build the crafts from scratch, I don't know if using old ones will have an effect. Ideally, I would want you to explicitly recreate the circumstances of a reentry that broke the pod (ie tell me what your initial orbit was, and then what your periapsis was for reentry) using the version that breaks, to verify it, then do the same thing with the new version. There is some weirdness going on with the Github today - if it says the latest commit was 'Added SOLTAN parts' then just download the files from Dropbox.
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Short answer - the science was originally going to be in the LCM capsule, and the parachute would be at the base of the SAU. It turns out the game really didn't like having both the Antenna animation and the parachute animation in one part. So I had to jury rig a fix that took almost a month, afterwards I never wanted to look at it again. Honestly, at this point I really don't want to tear apart the Hermes. I used it to test out some stuff for the new shaders I'm using, and I'll probably switch it back to a separate heatshield, but completely remodeling two of the parts doesn't seem worth it at this point. I always just used it like @Jso said - don't get to return it until you unlock EVAs.
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Yeah. I had all the Shuttle Centaur hardware on it for giggles. Didn't do much for it. Also, @TimothyC, the Never-Flown Titan variants thread had some interesting new posts. Titan Barbarian got covered, I need to go through all the LDC/Barbarian stuff and distill it down into one new lifter. I do rather like the idea of a 5 engine first stage, rather than a 4 engine first stage. He also did one for a notional Titan 1 SLV, which replaced the RV with a fairing (0.625m in KSP) and Altair SRB. He said they also possibly might have put Able or Agena on top, which would have made a cool LV. Something about expanding and deriving from Titan 1 excites me for some reason, even though I don't particularly like how it looks. I think it's just because the first stage tank came out really well - it's always been one of my favorite parts I've made, especially now with the new art pass. I don't even really like the overall profile of the rocket - the proportion of second stage to first looks strange. I need to shorten the second stage tank - it's far too long overall as I didn't account for the fact that the engine, interstage, and decoupler are all one part in the real thing. Speaking of which, I think I am going to continue tweaking art on the existing rockets, and adding normal / spec maps to the ones that do not have them. Specifically, Juno and Diamant are not up to the quality of the rest of the parts, and Vanguard/Thor/Redstone/Atlas all need normal maps still. I really like the improved visual quality it brings. The normal maps could possibly be distributed in a separate download, since the parts just won't have normals if they're missing IIRC. Also, going to announce it again for those that did not see it before - I will be on a fishing trip for ~2 weeks starting this coming Thursday. Seeing as I'll be completely off the grid (Northern Canada) y'all will have to fend for yourselves. @VenomousRequiem and @Jso will hopefully be around to help if Squad breaks the mod or something.
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Yes, it's under Prometheus. I tried pretty hard to add everything to all the old diameters (the newer bigger ones for Saturn do not have a lot right now) but I might have missed something here or there. I do plan on making a large radial decoupler for the Titan parts; do I need to make a smaller one for the Castors / GEMs?
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What is your most usefull mod?
CobaltWolf replied to Jeb-head-mug kerman's topic in KSP1 Mods Discussions
Bluedog Design Bureau, because the only reason I ever start up the game is to test it ayyyyyyyyyy -
Yeah, I just gave it a try, and... On the other hand, @Jso seems to have had it happen to him, so I don't know. We're still looking into it. I don't know what to tell y'all. Have you tried deleting your PartDatabase.cfg ? Also, after some more deliberation and asking @Beale for some source files, I will be splitting the heatshields off the command pods. Pretty much just because I don't like having the whole pod glow when I reenter. I'll be trying to stream in a bit, don't know what I'm going to work on, could be anything tbh.
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
CobaltWolf replied to Pak's topic in KSP1 Mod Releases
Oh that is a fabulous shuttle.- 2,351 replies
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Any good Space-Shuttle mod for 1.0.5/1.1?
CobaltWolf replied to awfulhumanbeing's topic in KSP1 Mods Discussions
Cormorant Aeronology is pretty good.