Jump to content

CobaltWolf

Members
  • Posts

    7,370
  • Joined

  • Last visited

Everything posted by CobaltWolf

  1. Ah! I remember that gif on the Steam page. Oh God, I don't think Explorer could handle much more fin... I don't think so.
  2. 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..?
  3. The issue being that we exhausted a lot (read: all) of our Greek-god names on the Titan parts, between the ones in already and ones that have names reserved for them. Helios and Leto are both used already for example. I don't want it to be too long either, like 3 syllables max.
  4. 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.
  5. 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.
  6. Probably at some point. EDIT: I had another thought - I don't have a name for Apollo! Let the fight commence!
  7. 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...
  8. 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.
  9. That would work, except the Karrot is no longer in the mod, and all of OrionKermin's work is All Rights Reserved, so I can't just use it. But the Karrot WAS inspired by the Radish.
  10. 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.
  11. They are all still in the development version on Github (is downloading the repo), but were not included in the actual release because MOS is not ready yet. Apologies for the confusion.
  12. I make all my engines individual. I just did Saturn 1, I think Saturn 1B and 5 would have to come first huh? Haha. I have stuff planned to probably last me until next year, easily. Yes, the Karrot is officially retired. I still have the files so not promises you won't see it again some day.
  13. 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!
  14. Also - I will be streaming some dev work on my Twitch channel soon, starting within the next hour.
  15. 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.
  16. Literally the download link on the B9 thread, dude.
  17. 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.
  18. this thread is a roller coaster of emotions. Have I learned something or not?!?
  19. 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.
  20. 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?
  21. 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!
  22. 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
  23. how exactly does it land? Chutes? Wheels? Skids?
  24. 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?)
×
×
  • Create New...