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Everything posted by CobaltWolf
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Are any of the other experiments that use the DMagic plugin working? I've noticed some issues on my end but forgot to look into them. Similarly, some of @akron's parts aren't working for me at present. @TimothyC some interesting going-ons in Ed Kyle's Never-Flown Titan thread. For one, the single stick Titan launchers: For those just joining us, these are Titan solids replacing a Titan-3 first stage. They're modified so the nozzles face straight down and have two TVC tanks to handle the additional work the system would need for controlling itself. These boosters are already represented in several flavors in the mod. There is also some talk of Titan-1 variants, or rather, lack thereof. Someone shared a NASA LV handbook where Titan-1 with a solid third stage was mentioned, but nothing came out of it. In our timeline, of course, it turned out to be more expensive to refurbish Titan-1s for LV use than it was to just keep producing Atlas variants. Moreover there wasn't much growth potential for Titan-1 since Martin Marietta was fairly focused on Titan-2. Still interesting to think about. I wonder what a Titan-1 with a larger second stage, possibly with an LR-105, would look like, and what upper stage it would use. Vega? I keep wanting to do a sort of 'alternate history' playthrough where my main LVs are ones that never really got used in OTL. I'm dying to try and make a Juno-III (basically one or two larger monolithic upper stages rather than the Sargent clusters), I want to do an uprated Redstone with up to 12 Sargents around the base to give it more thrust on the pad... what I'm saying is I might try and play the game a bit tonight before I get work done haha. Speaking of work, I either want to try and get the Transtage stuff done (the 1.875m inline core, the two cargo modules and the revamp of the RCS) or to keep working on the Centaur Revamp + expansion, which includes the Vega upper stage (since I want to share some hardware between them, such as the avionics and fairing base, possibly the engine mount) for good measure. Y'all let me know which you'd rather see.
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Realism Overhaul Discussion Thread
CobaltWolf replied to NathanKell's topic in KSP1 Mods Discussions
Your TWR is way too high. Shoot for 1.2 - 1.3. -
~ANNOUNCEMENT~ Hey everyone! I'd like to take a moment to officially welcome @Jso to the BDB dev team! He has put a lot of work into helping keep BDB working and balanced, and me and @VenomousRequiem felt his ongoing support was overdue for recognition. He'll now be working on BDB in a more, quote, "official capacity". None of us know what that means, but it's the phrasing I used when I asked. Anyways, let's all have a round of applause for the newest BDB co-author!
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@VenomousRequiem can attest to the fact that we have all too many AJ-10s, including Delta II and Transtage.
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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.