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KSP2 Release Notes
Everything posted by CobaltWolf
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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:
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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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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