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KSP2 Release Notes
Everything posted by CobaltWolf
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The three new engines for Saturn - the F1, J2, and H1 - are already named Navi, Dnoces, and Regor. I don't remember which is which though. In particular, I would feel a bit strange assigning any one of those men as 'more important' than the other two, if the Apollo CSM was named after only one. You mean adding new fuel types? That's outside the scope of this mod - I just want to add parts. There are already plenty of engines in the mod that represent storable propellants and hydrolox. Ah! That looks fantastic dude! Glad to see how well the rescaled Marquart looks on it. I kind of want to try and do a probe core with an integrated truss to give space for the camera equipment. The solar panels are on the roadmap don't worry - though I'm not very big on working on probe stuff at the moment. So, two things - one, I will be trying to stream tonight so keep an eye out and an ear to the ground. Second, it looks like there may be ~5 distinct sets of parts for the Centaur revamp, which I started last night and will probably continue tonight. Centaur D (ie original Centaur) Baby Centaur (posted last night) Centaur 3 (Atlas V) Centaur T (Titan) Centaur G / G' (Shuttle) These won't each have the full part suite (for example I only plan two engine mounts, a hemispherical one for Atlas and a more angular / conic one for Titan + Shuttle) but you get the idea. There's some other misc things, like Integrated Vehicle Fluids and a 1.5m cryogenic tank for Delta II that was allegedly proposed at some point. Anyways, I leave you with these Centaur RCS ports that I forgot to post last night. They mount onto blocks on the engine mounts, or in whatever configuration you can come up with. EDIT: Also, while doing some reference searches at work, I found this. Just for you @123nick EDIT2: So I just realized, you could totally make this very easily once the Transtage pressurized resupply module is done, just plop it + the MOS docking port on the bottom of a Leo. I should probably finish that... Anyways, bonus points for leaving the logistics module attached after undocking the Gemini, though I don't know how you'd get rid of it eventually...
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
CobaltWolf replied to NecroBones's topic in KSP1 Mod Releases
Could simply either have the thrust gimbal (without the bells following) or have it so every other bell goes or both. Additionally, using the new gimbal constraints could reduce that even more.- 966 replies
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You fools... I have not even begun to add new sizes + parts to flesh them out... EDIT: So I uploaded a ton of images from last night... and apparently Imgur ordered them in reverse! I am not going back and reorganizing them so.... just go to the page and start from the bottom or something haha EDIT2: Also, here's a blast from the past: Press page for the Atlas V. I couldn't find a date but it's definitely before the first flight. Even has references to the Agena 2 stage that never was made.
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Well I made that at something like 11 o'clock last night and it's not in the release. That's why you missed it haha. Oh darn I meant to remove that until I talked to @Angel-125 and figured out what we were going to do about it. He just forked it but it causes issues if WildBlueTools are also installed. I can already tell I'm going to get a ton of bug reports from it - I don't think the version actually works right now but I think it also breaks anything that uses WBT.
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Uh, alright. I already have a version with it split that you updated for all the new stuff already..? I remember you saying something about working off the latest dev build after making the first patch using 0.10. The antennas haven't changed for probably a month now, so if you did the patch on a dev build in the last week or two you're fine.
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Thanks, I've been waiting for an answer.
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Not yet, just an interstage. One will be added eventually. There are two other non-Saturn rockets that use 3.125m as a size. (Wait did you mean 3.75m>3.125m?) @Kadrush ah. right, because their texture map got overwritten too. The RemoteTech cfg references the part name, so that would have to change too. Right now the ones that are working on your screen are the new ones. The two 'gray' parts (the top two) are the old ones, which now have a broken texture. Apparently both the A-27C and the MSC were smaller after the remake. That was 'intentional', by which I mean I meant them to be that size but didn't know it was different. So they didn't shrink.
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>>using a Flea instead of a BDB Staara-37. Some great info on early Soviet interplanetary probes is here on this website. I think I have local copies of all these pages, since I'm always afraid they won't be there the next time I need them. In particular, the KDU-414 engine seen on the top of this craft: Would be great. Soviet probes are kind of interesting. Most of the Luna/Venera/Mars craft were based on a handful of designs, which themselves were very close to each other. They're all huge too, especially compared to contemporary US probes.
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It has nothing to do with @Jeb-head-mug kerman running Safari. It's because the link was a Mediafire link, which were all removed from the forums. He needs to take this link (I assume it's this one): http://www./download/vtc8ixnzmf3caee/N1L3.zip And insert EDIT: The name of a certain website mentioned earlier in my post, followed by a ".com", right after the "www." EDIT: Though it hasn't been updated in forever, and frankly I concur with the last couple times it has been brought up: Both Bobcat and the member that maintained his mods no longer post here. At this point, they should just be left to rest in peace. @legoclone09, @Beale does not have an N1 revamp listed on his roadmap. EDIT2: Didn't noticed the stupid forum net-nanny messed up my attempt to explain...
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To be fair, I don't think we really intended for the experiments to be used that way haha. Not that you can't, but I believe we had sort of assumed that an experiment site would be built and left there, like the real one. I have no idea if you could install them on a rover. You'd need the Central Station to be attached - they won't run without it. Otherwise IDK. I'll just say that neither of these questions are 'endorsed' behavior and leave it at that. As far as I can tell, SEP is built on top of several layers of KSP-jankiness, so sometimes I'm amazed how much it actually works. Right now I have a lot of trouble with the KSP 1.1.2 instability, so I've been waiting before I try and make improvements in that area. I actually had no idea the Golf Club still did anything - I always forget to test the damn thing. Not sure, I actually don't know off the top of my head what we'd have to do to make sure that works. I think all the experiments have a flavortext for 'default', ie, any situation where there isn't a specific flavortext provided. Let us know I guess? I had some ideas for new equipment. At the museum I'm interning at, we have several tools from real space missions in our collection. I'd love to add the shovel (left) and rock hammer (top right) as equipable experiments similar to the Golf Club. They'd be like 'Enhanced Soil Sample' and 'Enhanced Geological Sample', respectively. Moreover, I'd hope they'd make good screenshot bait.
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This update broke a lot of stuff as I moved to keep the naming conventions for everything standard, as well as remaking some of the old parts. The antennas were particularly affected - every one got redone. Sorry for the trouble. EDIT: You can change the "part = " lines at the top of the bluedog_mariner2Antenna.cfg and bluedog_mariner4Antenna.cfg files to say what they did in the older versions of the cfgs, which will let you keep using them on existing crafts. Since you said you have a backup. KSP doesn't care about the change in the model names, its just the change in the unique part ID name that is tripping it up.
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Definitely! It's a useful tool, it's just bad to rely on it - or rather, not know what to do if something goes wrong with it. Especially because a lot of CKAN issues are fixed by just installing the mod manually, or waiting for them to update the metadata. Alright. I don't think that's a problem with mods then..?
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Sorry to hear that. CKAN is great, but if @NotBritish doesn't know enough about mods to keep them working together himself then it could make things worse if something is wrong, like an error in the metadata for a CKAN listing. It's a tool but you need to understand what's going on behind it. My two cents. EDIT: Also how often do mods make the game crash? I very rarely see that happen. For all its issues, KSP is very robust when it comes to mod errors; most (>99%) of crashes are bugs in the stock game. Usually the result is simply that the mod doesn't work, rather than the game crashing. What few crashes do occur as a result of mods are usually quickly discovered and (at minimum) listed in the Known Issues of a mod's OP. If you're getting crashes that you think are the result of mods (which I find unlikely given the incredibly unstable state KSP is in these days) then I'd be curious to know what you're running.
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I am just doing the canon parts for the main Saturn family (S1, S1B, and S5) as well as parts that are necessary to flesh out the sizes (ie 3.125m decoupler and fairing base, etc) before I move on to more variants. In any case, I probably won't do more than S1 for the time being. It was mostly just meant to be a surprise present for y'all. I am still not focused on Saturn.
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Because we now have @Beale's TRAILS parts, the command pod of which is far nicer looking. TRAILS is integrated into BDB in a modified form, similar to how FASA uses DennyTX's Saturn and Apollo parts (iirc). The Karrot was not up to my standards and was due to receive a very heavy rework in terms of modeling and texturing, and in the end it made more sense for me to simply remove it once @Beale agreed to have TRAILS included in BDB. I still have all the files etc so it's not like I can't change my mind, but for the foreseeable future I am leaving it out. EDIT: Finally awake and noticed I missed some stuff. Thanks! Yeah I've had so much crashes lately it's a PITA to test stuff. I'll look into the structure description, and pass a new one on to @Beale if it needs one. I haven't given much thought to the tech tree placement of the MOS and expanded Gemini stuff, but I need to look into it to figure out what more they'll need. Thanks Raendy! You can blame @DiscoSlelge for the brilliant manual - I need to take some new orthographics for him since apparently KVV is broken for Mac users in Unity 5, with no sign of being fixable. Hopefully we'll have an updated version of the manual soon. @Starbuckminsterfullerton I don't think I ever fully replied to you. As @VenomousRequiem said, I am not particularly interested in Nova (though it will hopefully get done at some point) and am definitely not interested in Delta IV. Delta III is a firm 'Maybe' seeing as I'd only have to make a couple parts for y'all to be able to build it - pretty much just the LF tank and the upper stage tankage, since the RL-10 on that stage is already on the roadmap. On the topic of RL-10s, @VenomousRequiem modeled a really great replacement for the current one. My plan is to only have two 'versions' of the RL-10, which I think will be sufficient. One with the normal bell, and one with the animated extension. At any rate, I technically have a ton of content to do before I even get the Saturn stuff done, and then there's a TON of stuff to do for Saturn and Apollo. I'm not too worried about what I'm going to do afterwards. EDIT2: Two more quick things. One, I took a bunch of screenshots last night that I'll need to upload and share at some point today. Two, if anyone has requests for compatibility with other mods please let me know. I'm not saying I'm going to do them but I can at least log them in Github and feel guilty. Please check the Issues Page before asking, no point in asking for something that I've already taken note of. Volunteering, on the other hand...