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Everything posted by CobaltWolf
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Well the little Marquart got resized to 0.3125m, and I started on the Ranger course correction engine yesterday. Other than that I don't have much covered. Like you I've focused on cores, communications and science parts.
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I think the thing to remember @akron (stupid mobile wont tag) is that the size of an experiment should scale with its science value. Don't make the player lug a big thing around just for a few science points.
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Bluedog Design Bureau v0.10.5 "Krikkit!" THIS UPDATE WILL BREAK SAVES FOR SOME PARTS. IF YOU WERE USING UNSTABLE PARTS SUCH AS MOS STATION SEGMENTS OR SATURN, DOWNLOAD THE SOURCE FILES INSTEAD OF THE RELEASE ZIP. -KSP 1.1.2 Compatibility -Updated DMagicScienceAnimate -Added TRAILS Gemini parts. -Added Agena docking parts. -Added specular maps to some of the parts -Redid all the antennas -Added several new antennas -Misc fixes -Many balance tweaks -Screw you I hate changelogs For those that want to be even more up to date, the Saturn C1 parts and some more MOS stuff has been added to the development build!
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Emissive + multiple lights on one model?
CobaltWolf replied to CobaltWolf's topic in KSP1 Modelling and Texturing Discussion
@nli2work that was it! Thanks! -
Well, the nodes are already aligned with the flat of the bottom of the capsule, so you can attach a stock heatshield if you want. You can remove the ablator in the VAB which makes it the same as if you didn't have the heatshield at all. So I don't understand the first two points. I'll look into fixing the second two. EDIT: Speaking of Hermemes, it now has normal maps and a window emissive. It's textures in general got tweaked.
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Literally the download link on the B9 thread, dude.
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Ah, I always feel in so far over my head whenever I look around there. Ok, I'll look into it. Please let me know if there are any more parts with these issues. Ah. My continual putting off / pushing back of the Saturn / Apollo parts has been a running joke around here for a while. I don't see why this is such an issue - I've never seen people worried about it with the Tantares parts and those have always had their heatshields fused. Thanks for the stackSymmetry tips, the Saturn configs were really thrown together at the last minute. I'll look into the heating values for those parts, I think I can adjust them to make them a bit more sturdy. Anyways, since I've finally unveiled the Saturn stuff, there are probably a lot of questions such as 'what next?'. Well, frankly, probably not muuuuch. I will bounce back and forth between Saturn and other things, bearing in mind that the Saturn C1 parts were mostly just as a surprise present and not indicative that I was moving on to the whole project. So with that said, here's some more stuff that is WIP. The S-IVB stage courtesy of @VenomousRequiem, a close up of the S-IVB Instrument Unit, and the WIP H1 engine that I've been working on but didn't feel like finishing before unveiling the C1 parts.
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[1.8.x - 1.12.x] RN Misc Parts - 7-24-21
CobaltWolf replied to raidernick's topic in KSP1 Mod Development
this thread is a roller coaster of emotions. Have I learned something or not?!? -
Eyes Turned Skywards UPDATE now with Signup Sheet
CobaltWolf replied to NathanKell's topic in KSP1 Mod Development
oh, I think entirely in terms of outer diameter so the parts all fit together. I have nooo idea how the inner part works haha. -
Eyes Turned Skywards UPDATE now with Signup Sheet
CobaltWolf replied to NathanKell's topic in KSP1 Mod Development
speaking for stockalike mods, I believe the accepted diameter for APAS is 0.9375m. Out of curiosity, what would Apollo's docking mechanism be? The same? -
Emissive + multiple lights on one model?
CobaltWolf replied to CobaltWolf's topic in KSP1 Modelling and Texturing Discussion
oh! That explains why I was having so much trouble! I had the animation module and two light modules! I'll try it with just the one - thanks! -
So Friday I was struggling with trying to figure out how to get my little Gemini Lander Can to work. Yesterday I left town and thus don't have my work files with me, but the question was eating at me so much I had to post. After going to see what I DID have in game so that I could share, apparently I managed to delete them off my cloud folder. So, I'll try my best to describe it so that next time I can get it done right. So the lander can has two headlights, as well as windows. I want the windows to light up, as well as the two headlights, when the user hits the lights button. I was able to apply a color animation to the pod using the new Unity 5 method, and then added the two spotlights to the animation. It doesn't seem to work. In the VAB, the pod has the proper "Lights On -> Lights Off" for the ModuleAnimateGeneric, but I also have two more sets of both "Lights On" and "Lights Off" buttons from the lights. Where do I put the animation in Unity? I have no idea how those animation tools work. Do I have to merge the animations? Do I delete the animation line from the two ModuleLights? The Unity setup was: Wrapper GameObject -> Lander Model (This has the animation on it..?) -> Collider -> Spotlight1 (Does this need the animation on it?) -> Spotlight2 (Does this need the animation on it?) -> Hatch Collider -> Airlock Collider
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how exactly does it land? Chutes? Wheels? Skids?
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Is that lifted now? I don't really know where to go from here. Oh? @ferram4 is there a reason why that wouldn't work? It's a fin with a tiny tiny vernier on the end. I took the stock basic fin config and added the appropriate engine modules to it. Yes, I've been updating the OP. It needs... uh, more - I need to edit up a new imgur album with beauty shots. Maybe I'll just show all the canon launchers, idk. Yeah it's been on the roadmap for months now. Unless you knew that and still didn't think it was happening. I'm not convinced that the issues people are having aren't from stock issues following the switch. If they're still happening after the next update, I'll look into it. Otherwise, no. I don't plan on keeping the separate heatshield. Thanks for the heads up! How do you know all this stuff? Specifically with ACS systems - it is near IMPOSSIBLE for me to find anything detailed those. Do you have any sources I could dig through? @Sgt.Shutesie Once they're done you would be able to use the APS systems or something else for them. Or even stuff like the Centaur ACS systems which I think I have a reference for sitting around here somewhere. That's MORL! Some of the design elements of those proposals were already integrated into the MOS parts, the rest will come with the Skylab parts expansion (since that will be bigger than just Skylab, since that's, like, 10 parts tops?)
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Really? I felt like I was struggling - specifically with the first stage not having enough deltaV to get the AP high enough to circularize. I think you're right that a high trajectory is needed for the first stage. @TimothyC the S3Ds aren't going to cut it. They got nerfed and only have something like 194 thrust, the H1s will likely be significantly better and somewhere around the Atlas Boosters in terms of balance. It won't lift off the pad even with no payload. @Sgt.Shutesie can you explain that further? I am not sure what you mean by the bottom tank. Bottom tank on the S-I or the S-IV? I was having A LOT of trouble with that stupid fin - i spent about an hour before the stream troubleshooting it. I thought it was fixed. I'll look into it. I have also heard from several people that got it last night that the IU doesn't last long enough. It was copied from the stock 2.5m probe core config, I'll look into it. Probably going to lower its consumption, maybe weaken the reaction wheels as well so they don't consume as much? I would love to see a sort of 'lite' version of the RP-0 requirement for avionics capable of supporting vessels of certain sizes. Would make things like the Agena probe core and the Saturn IUs for more useful.
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It's not really... ready. Yet. I was getting really impatient with having to work on it in the dark. I sent a link to it for a couple people that I had on skype last night. If you're super desperate to see it, here you go. The textures are only about 90% done and the H1s aren't in game yet. EDIT: @davidy12 try now, I copied the URL of the page instead of the URL of the download.
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I think I told everyone EXCEPT @davidy12... I like having feedback on things as I work on them. Basically, me and @VenomousRequiem were talking a few weeks ago about Saturn 1, and jokingly decided that we should just do it and show people that I was actually serious about doing Apollo/Saturn at some point. Next thing we know I've modeled the entirety of Saturn 1 and Venom has modeled the S-IVB. I also would like to take care of the Apollo CSM sooner rather than later so that might be in one of the future streams. I'm sort of in a 'work on whatever feels good that night' phase of development. Also, this was kinda cool: