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KSP2 Release Notes
Everything posted by CobaltWolf
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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.
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Where's the bug? Am I missing something?
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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.