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KSP2 Release Notes
Everything posted by CobaltWolf
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I'll take a look at the MOS-DM, but know that it isn't exactly 'finished' right now. For the Gemini/Agena, do you mean that it doesn't align normally? It docks just fine for me using MJ but you have to force the angle to -90 or something. I need to rotate the Agena docking port in Unity. Thank you! I have not played with SSRSS but it sounds nice. I don't have any plans to support RF, by which is means I don't really plan to support anything. I rely on compatibility patches made and maintained by helpful community members, so if you or anyone else want to take a whack at them I will include them in the download! ¯\_(ツ)_/¯ The real challenge would be adapting the TRAILS pod to a 0.9375m nose to allow forward docking. Hmmm... EDIT2: No there's pretty much no way of preserving the windows on TRAILS and having a 0.9375m front node. EDIT: oh, also, I'm planning on streaming tonight assuming I don't die on my run. I want to try and get some stuff in game tonight and get a dev release with some new goodies out. And I merged @Jso's changes to the SRBs into the main branch. Try them out by downloading the Github source.
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Shaders completely removed in PartTools 1.1.2
CobaltWolf replied to a topic in KSP1 Modelling and Texturing Discussion
Porkjet, it says that the PartTools were updated April 6th instead of May 6th. Just a heads up, could lead to confusion. -
You mean 3.75m?
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Meanwhile, as I was quickly checking what the real LK looked like...
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This killed me hahaha. If you're looking for 1.875m upper stages, Bluedog Design Bureau has a plethora, including Titan upper stages and Centaur. Speaking of which, @Beale was working on a Centaur upper stage for the British rockets since that was proposed at one point. Figured I'd plug since you may not have seen it depending on how long you've been gone. Speaking of the Spica, that was removed from Tantares. @Beale remade it so that the service module is 1.875m, rather than the bottom of the pod, and released it separately as TRAILS. That was also included in Bluedog Design Bureau in a lightly modified form and fits on top of our 1.875m Titan II. I like the first one better, but I'd love to see it with perhaps some fuel lines going into those little thruster pods.
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1.1 is seriously bugged, but comes it as a surprise...
CobaltWolf replied to Temeter's topic in KSP1 Discussion
^^^ seriously guys? I don't have anything against Squad but don't let them off that easy. Wait until they show something. A vague statement with confusing (and honestly uncomfortable) wording shouldn't suffice to calm everyone down. Just wait until they're back, they likely haven't even had a chance to have a serious discussion together about it. -
A folder in the 'saves' folder is a save. In it will be several .sfs files, those are your actual saves. persistence.sfs or whatever its called is the actual save, and usually you'll have at least one quick save... are there auto saves? I don't remember. Also in that folder will be SPH and VAB folders for your craft files.
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For the release candidate, you should download the actual zip in the release page I posted. But the only thing is that it doesn't have the MOL stuff. They are still in the source files as I believe you saw. @Jso can you confirm that is the intended behavior of the solids? I've been busy with, uh, other projects. Thanks!
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I have some ion propulsion and RCS thrusters planned. I think the foil with spec + normals looks waaaay better, especially for a quick and dirty mockup.
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I've never written (or had anything written) to give Bluedog compatibility with Real Fuels. I wouldn't be surprised if they didn't actually work.
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Launch Clamp How-To (Tutorial)
CobaltWolf replied to NecroBones's topic in KSP1 Modelling and Texturing Discussion
Awesome! Thank you @NecroBones! EDIT: One issue I see with this: Is Z used for up-down in Blender? Maya uses the same orientations as Unity. -
Oh wow! That wouldn't even be that hard to set up - they have the thrust curves right there! We can probably infer for everything else. I agree that it would be better for the boosters than the upper stages. I love all the inline variants of some of those solids, especially the GEMs. Too bad they're on the Delta texture sheet.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
CobaltWolf replied to RoverDude's topic in KSP1 Mod Releases
Oh, it got fixed... uh, some time in the last week with the 1.4.1 update for SEP. It was an issue in our sciencedefs breaking everything that loaded afterwards. All fixed now. -
In the future, you can just edit your post at the beginning of a thread in order to change the thread title + the content of the post.
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Why did you make a new thread?
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IIRC it was too hard to get such a craft working in the stock aerodynamics system. Considering that right now @Beale is having trouble even with normal rockets...
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
CobaltWolf replied to NecroBones's topic in KSP1 Mod Releases
Would it be best to keep all the separate things separate then? Export them as separate chunks or something?- 966 replies
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
CobaltWolf replied to NecroBones's topic in KSP1 Mod Releases
That sort of stuff is my kryptonite.- 966 replies
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