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KSP2 Release Notes
Everything posted by CobaltWolf
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Knocked out a bunch of bugs and balance tweaks tonight. I also rescaled the Marquart to be 0.3125m, and added a small small small kick motor to use for the Mercury posigrade motors, and the little kick motor on top of Pioneer 1. Bunch of fixes and balance tweaks courtesy of @Jso and @VenomousRequiem. New IR science defs by @akron. Need to finish a couple more things before I put out the last RC.
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I find it interesting that the last time I saw this user, they were asking @raidernick for updates to his soviet rockets mod, and subsequently, for him to make an N1. Those of you familiar with RN can guess what his response was. I wonder if there's a connection...
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Please someone make this mod
CobaltWolf replied to KerbalMaster2016's topic in KSP1 Mods Discussions
wow srsly? i didn give u permission to continue i made it ALL RIGHTS RESERVED i nver said u could continue it. im suuing if u used my 1337 code. -
Methane Rocketry! Update 0.6 Released! [14/8/2016] [1.1.3]
CobaltWolf replied to Joco223's topic in KSP1 Mod Development
Well good to hear you're still working on it! -
Tweakscale configs for RLA and Ven Revamp
CobaltWolf replied to Nenovike's topic in KSP1 Mods Discussions
Did they ever have any?- 2 replies
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There's also a lot of system rescale mods out there. Not full RSS but there's like 3x rescale, etc to keep stock balance but make the player's rockets less OP. IMO it's easier than trying to scale rocket parts down.
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Please someone make this mod
CobaltWolf replied to KerbalMaster2016's topic in KSP1 Mods Discussions
I gave up- 61 replies
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Please someone make this mod
CobaltWolf replied to KerbalMaster2016's topic in KSP1 Mods Discussions
I'll do it -
Oh? What version did you make it for originally? 0.10? Thanks so much for keeping that updated! Sweet. It'll be more or less permanently fixed soon. My current goal is to clean up some lingering bugs / issues and then have the release out by Tuesday, then full steam ahead on new stuff. EDIT: I didn't want to be productive when I first got to work today. I took a look at @Angel-125's setup for MOLE and tried to get my own custom category working in game. Seeing as I'm, well, at work, I haven't tested it. If anyone is bored today and wants to let me know if it's working, I'd appreciate it! EDIT2: It occurred to me that I wanted to tweak probe balance this update, since they're all sort of the same right now. I've logged an issue on git along with commenting some ideas I had. @komodo and anyone else, let me know if you have thoughts.
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@Markush100 there were, ah, issues when I was trying to update the Atlas V textures. I think right now it's actually using something like 'AtlasV3.tga' so I wouldn't be surprised, as .tga files sometimes don't load. I need to replace the old file with the new one and recompress it before release. I've logged a bug on Git.
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Sounds like that might be the case. If that happens, then I think they'll just wind up being 'single sided' panels. Also, I've realized that I don't have any screenshots for the new update! :0 If anyone has some cool stuff they've taken recently, let me know. Remember that the MOS parts won't be in the update, but if you have screenshots of cool things you've built with TRAILS parts or probes with the redone antennas please share them! EDIT: Also any further bug reports or balance issues!
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[1.2.2] Forgotten Real Engines (FRE)
CobaltWolf replied to Zarbizaure's topic in KSP1 Mod Development
Oh that's dope... totally going to add it to the BDB Phase 2 list haha.- 161 replies
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You edited your textures in InDesign..? o.0
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Already on it @Shadowmage I tried converting the double sided solar panel to two static panels with a generic animation module. I tried every combination of order (iirc that matters some times) and DeployFXModules=X on the solar panels I could think of, and it still doesn't work. The right click menu still has all these: Extend (The module animate button) Extend Panel Retract Panel Extend Panel Retract Panel and then all the antenna buttons, including 'Toggle' which worries me. Any further insight on this? The solar panels both don't produce electricity at any angle. EDIT: Also I got a report that in the recent dev releases the Titan engines were using the default Unity shader which makes the whole mesh shiny. Can I get a confirmation of that, preferably a screenshot?
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[1.2.2] Forgotten Real Engines (FRE)
CobaltWolf replied to Zarbizaure's topic in KSP1 Mod Development
I want more Korean rockets dagummit! There's so many to choose from!- 161 replies
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@SpaceMouse here's @tygoo7's explanation.
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I died and had to get carried back to my apartment, and now my friends are staying for drinks and dinner. I also likely have to work nights this week to meet a contractor deadline. I will post screenshots / dev builds for anything I manage to get done, and streaming will resume once I am back on top of stuff.