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CobaltWolf

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Everything posted by CobaltWolf

  1. oh that doesn't happen with UV maps. You can try. It won't happen.
  2. Shoot. Haven't used Blender in forever, so unless it's pretty general I can't actually help
  3. Not having to carry your launchpad to orbit with you is a plus IMO. American Landers best! Dirty commies go home!
  4. 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!
  5. 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.
  6. @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.
  7. It's been compatible with Sounding Rockets for at least a week. It was a typo that was breaking our ScienceDefs which broke any that loaded afterwards. v1.4.1 fixed it.
  8. Ah. I can easily make a part like that - there was one in the Mercury mod that I adapted into BDB - but it won't actually function as a science return capsule. There's no way to transfer science to a storage device on a probe.
  9. @raidernick's US rockets pack has been coming close, and that's made pretty much specifically for RO. He doesn't have Vanguard but that's in SXT. Apart from that it's more things like the Juno IV upper stages and obscure stuff like that.
  10. 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
  11. 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.
  12. ^^ Use Open Broadcast Software or something.
  13. Maybe I should lower the default ablator for the Hermes and the Vinci? Their max ablator load is for extreme use cases.
  14. 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
  15. Going to tag @Beale on this - it might affect the TRAILS release as well. @Jso log an issue if you'd like, we can look into it.
  16. 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.
  17. #DontWannaUpdateIt #IsItReallyThatPopular Never had that happen. Don't know if I've ever recovered the thing though. And no, the Hermes heatshield should be deprecated..?
  18. Yeah, I suppose so. I'm not sure what you mean by 'art directions' though haha.
  19. The Karrot is being removed but I accidentally included it in the latest dev builds, I have no idea how it got back on my computer.
  20. 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.
  21. Lol everyone keep posting pictures I need more for the preview album. @OTmikhail showed me some cool crafts last night based on the Explorer 1 probe core - I never thought that'd see much use!
  22. 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.
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