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Everything posted by CobaltWolf
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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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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
CobaltWolf replied to NecroBones's topic in KSP1 Mod Releases
Any chance you could possibly update @frizzank's guide if you find any issues? I keep wanting to make a couple but they're kind of intimidating.- 966 replies
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
CobaltWolf replied to KospY's topic in KSP1 Mod Releases
1) Totally going to request that, but it's low priority since it's not actually breaking anything at the moment. 2) Hrmm, I'll try and figure out what I did then. -
By scratch you mean you downloaded a clean install of the game and made sure that worked, right?
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You're putting them in *your KSP folder*/Gamedata? Post some screenshots of your folders (the main one, the gamedata folder, perhaps one of the mod folder that isn't working)
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Was trying to get myself organized. They're things that I want to prioritize. IRL stuff has been a little crazy lately so I'm trying to not get bogged down. I need to focus a bit more and make better use of the time I sit down to work. EDIT: To explain / vent a little more, I work six days a week now in addition to other commitments. While some days (Mondays, Fridays) I can sneak in work while I wait for videos to render, Tuesdays thru Thursdays all I can do is post here. What happens is I spend the day all wound up and wanting to work on things, and then by the time I get home I'm usually exhausted and don't get as much done as I'd like. Which then leads me to be thinking about things more the next day, which makes me more burnt out by the time I get home, etc. It's just aggravating having to spend the most productive part of my days unable to work on what I really want to work on.
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I will make sure to take some tonight. There hasn't been much significant progress, I've been noodling around in Maya and generally making more work for myself. I actually might take some extra nights off without the stream to get major work done. There are some screenshots here and here. Also, I totally want to add thrust curves to SRBs... EDIT: I have some stuff going on tonight. Depending on what time I get everything done, I might not stream. I'll try and keep y'all posted.
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Beginners Part Modding Tutorial
CobaltWolf replied to Beale's topic in KSP1 Modelling and Texturing Discussion
Nothing has really changed. -
[1.1] Kerbiting System- Planet pack early Alpha
CobaltWolf replied to WolfyDoo's topic in KSP1 Mod Releases
>>Using Comic Sans. The new order sounds interesting though. You reduced the number of planets didn't you? More moons, less planets.- 4 replies
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[1.1] EXTRAPLANETARY LAUNCHPADS HELP NEEDED
CobaltWolf replied to eelooORbust's topic in KSP1 Mods Discussions
@eelooORbust ... why didn't you post this on the Extraplanetary Launchpads thread?- 2 replies
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I actually got confused looking for it, since the imgur albums gave a javascript error and didn't load. It wasn't until I clicked on them to view them on imgur that I saw it was the mod I was thinking of.
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Mod or tool for deleting unnecessary parts
CobaltWolf replied to Vlad Lastname's topic in KSP1 Mods Discussions
You're looking for AutoPruner, which was made for exactly that purpose. -
You're thinking of @RoverDude's Freight Transportation Technologies.
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
CobaltWolf replied to KospY's topic in KSP1 Mod Releases
Two questions: 1) is it possible to make a tool able to node attach, but not surface attach? From my understanding it is impossible. The SEP screwdriver is meant to node attach but not surface attach, leaving that to the wrench. Otherwise it makes the electric screwdriver useless. 2) how do you control the default orientation of a dropped part? The cardboard box in SEP defaults to getting set down upside down. -
^ There will be a 1.875m probe core, though I think it would be kind of cool if the 'canon' plan was to launch all the segments with a Leo on top like the real MOL. So a launch consists of Leo+MOS segment which has a docking port on each end, possibly in an interstage type fairing. The Leo provides guidance and control during the docking, and then undocks when it's time to leave, making the docking node open for further expansion. You'd have to have additional Belle-type docking ports in one of the segments in order to have a larger crew up there... @TimothyC I liked the talk we had on one of the recent streams. For those of you who weren't there, I asked why so many of the US vehicle proposals such as Big Gemini or the updated LEO Apollo models were meant to carry so many crew up to orbit. Many proposals had 6 crew aboard, and some have even more. Essentially the answer he gave was that the engineers still hadn't processed the innovations that would come out of the microchip, with how much computers would be able to automate and make intelligent decisions. Personally, I found that fascinating and I wonder how I could integrate that line of thinking into the mod. EDIT: Also, for those that have been following MOS development, are there any bits and pieces that you really want that I've missed? In case anyone has similar questions as @Foxxonius Augustus. I'd like to make sure I don't miss any important bits.
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I waited to reply just to make @VenomousRequiem wrong. Bet it will be @Sgt.Shutesie