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Everything posted by CobaltWolf
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Shoot. Haven't used Blender in forever, so unless it's pretty general I can't actually help
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Not having to carry your launchpad to orbit with you is a plus IMO. American Landers best! Dirty commies go home!
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- totm march 2020
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Actually, if I use DMagic's plugin, I can make it so that it requires a camera onboard to trigger the experiment... idunno but it sounds cool. I'll look into it some time in the future. Not soon. I've packaged one last pre-release for this update! It is available on GitHub, please give it a test! I want to release at the beginning of next week!
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[1.2.2] Forgotten Real Engines (FRE)
CobaltWolf replied to Zarbizaure's topic in KSP1 Mod Development
Yeah I was waiting for something to render and I checked on this thread. I thought the rocket looked kind of cool the other day when I was here (as an artist I base a rocket's worth entirely on appearance ) so I did a quick google and found that thread.- 161 replies
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[1.2.2] Forgotten Real Engines (FRE)
CobaltWolf replied to Zarbizaure's topic in KSP1 Mod Development
@Zarbizaure I found some more stuff re: those Korean rockets... they actually have some Falcon-9-alike based thing for KSLV3, and KSLV4 is essentially Falcon Heavy. KSLV4 is apaprently meant to be launching space station segments by 2028. I don't know if Korea's economy can handle that.- 161 replies
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oh bby
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Hmm, I thought @Beale had fixed that? He might have forgotten, he had a lot on his plate when I asked and was looking to move on to other projects. Shouldn't have to use action groups, but you're right - you can't select them if they're clipped inside the collider. Yeah, no we don't support RO. It's definitely a dream of mine to some day have someone maintain compatibility for it. I think some of the realistic parts I've made are fairly exclusive to BDB and I'd love to see them available there. @DMagic made some Corona/Dorian spy satellite parts. I'm considering having a MM config that rescales them to be Agena and MOL sized, respectively. @NotAgain yeah sure as long as they're not obvious or the main feature of the craft. EDIT: Also, in honor of the 50th anniversary of the first Little Joe II launch, I've decided that LJ2 will be the only piece of Apollo hardware I'm including in the mod. /s
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Vostok 1 in ksp
CobaltWolf replied to Jeb-head-mug kerman's topic in KSP1 Suggestions & Development Discussion
I would agree, but stock is VERY focused on only adding parts that significantly expand on gameplay. Having more parts just to be different isn't really appropriate. -
^^ Use Open Broadcast Software or something.
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Vostok 1 in ksp
CobaltWolf replied to Jeb-head-mug kerman's topic in KSP1 Suggestions & Development Discussion
I think a 2-kerbal capsule is needed, but how would it work in game? I don't think 2.5m is appropriate for a 2 man pod. Either a longer 1.25m pod (but that wouldn't result in the correct shape for reentry..?) or have it expand past the 1.25m diameter like the mk1 lander can does. Maybe make its base 1.5m hahahahaha plsdontkillme -
Oh. Uhhh yeah I don't really know how I'd describe it either. I just sort of make random-ish panel divisions and then go from there most of the time.
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Yeah, I suppose so. I'm not sure what you mean by 'art directions' though haha.
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Similarly, I have my own work in progress MOL inspired parts for Bluedog Design Bureau. It also has station parts, a Gemini, 1.875m parts etc. I don't have some of the more interesting parts though, @Angel-125 is far better at making parts that have compelling gameplay uses. @Angel-125 I find it amusing + fascinating how many similar parts we made concurrently, for example a 1.875m docking port, bigger early game solar panels, etc. I suppose it's just we set out to have stations with similar capabilities, again, prime difference being I'm too lazy to integrate much from other mods.
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I second the gunmetal gray on the ELIX. @BetaguyGZT just install Unity, it's not that big of a deal. You don't really have to learn much for it. You spend maybe 5 minutes setting up a part in Unity once you figure it out. I also use Autodesk Maya, but I think you can get a student (ie non-commercial) license for it even without an .edu email. I know several people here that have. As far as I can tell as long as it's not for commercial use you're free to use it for personal projects. I really can't speak to texturing programs. I just use Photoshop. @BetaguyGZT I'm more than willing to help if you have further questions.