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KSP2 Release Notes
Everything posted by CobaltWolf
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Re:RCS, yes, I was trying to break it up into multiple modules so that the player could determine what each axis of thrusters would be used for. Otherwise you have the retrograde thrusters being used for pitch, etc. Re:Solar panels, I did not think of that! You're saying that instead of using the deployable solar panel module, just have the sunCatchers follow along with the animated parts? That sounds like it would work, but I don't think that there is a separate module for non-deployable panels. IIRC the stock static ones use the same one as the deployables, just with no line for animation.
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Ah, you'll probably be able to catch the last hour or two. I usually go until midnight EST at the latest, starting some time between 6 and 7 EST. Were those Saturn Vs ever in a position to be launched? I knew the station was fine but I wasn't sure if it would have a rocket to launch on. (Also, just to preempt it, nobody dogpile tesla for not censoring 'Saturn') EDIT: Issues facing me trying to finish MOS: @curtquarquesso I couldn't get the animated docking port to work. Does it have to be done in Unity 4.2.2? I've had to reinstall so I can do the light animations, which @Beale already helped me with. The big station RCS module isn't working right last I checked. The wrong thrusters fire when you give it control input. I can't figure out anything wrong in the unity file. The Malhena SM solar panels do not work. They need to be animated double sided solar panels with no sun tracking. Is that not possible? @Shadowmage I know you'd probably have an answer. If I think of more things that are broken I'll let y'all know.
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@Teslamax ah I haven't had a chance to read the links yet. How would Skylab B have launched? Where is the 'point-of-divergence', as it were? SV production was already shut down. How far back do you have to go to let that still be plausible? So by phase 3, you have the Power module, a bigger docking node, and then the lab equipment is on the Shuttle's spacelab? That's kind of neat. Just bring the whole lab back and forth, use Skylab mostly for living space. I am still figuring out some of the details for MOS, which is the small station architecture that I'm currently working on. I'll be streaming tonight hopefully. I need to finish drafting this new release then I want to get more MOS stuff in game. The adapters I made the other night, etc. I need to get the crew science stuff (including the Gemini science packages) to a point where they can be tested in career saves to get a feel for the progression. I think some of the more complex things such as the exposure module will be set aside, and possibly worked into the Skylab architecture instead. Also, BDB is fairly behind on compatibility. If someone could take care of some MM patches, for things like life support and KIS I'd greatly appreciate it.
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@shutes did you have to quote the whole thing? My day just got crazy. I was going to leave a longer post but whatever. Anyways, no harm in talking about it. I would like to hit the ground running with a plan when I get there. Those of you who check the roadmap will note that I've been updating the Saturn sections with more detail, since myself and some others have been doing preplanning on what's needed. Similar discussion for Skylab stuff will hopefully make that go faster as well. Couple of questions: 1) what kind of lifetime could be expected from Skylab after it was lifted? The thing was badly damaged and held together with a jury rigged repair right? 2)what were phases 1 and 2 of the Skylab reuse plans? I only see phase 3 there. also I want to draft another release candidate tonight with a couple more changes. We are overdue for an update.
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By update, do you mean a stable release? Or just another dev build. I like the RPWS design. Its distinct from the DMOS one. I don't think there's a ton of wiggle room for design there.
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Bear in mind that the Atlas II deleted the verniers. You'll need more control than you currently have. These would be powerful - on the order of the stock Vernors - and would also have a Normal+ thruster so you'd have full axis control. Can't you make RCS stageable now so that you can set it up so it only uses RCS for the current stage?
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Sounds awesome! I still have to finish a bunch of probe stuff, mostly half finished antennas and probe cores. I'm not particularly feeling them right now though. Focus has starting shifting over to, uh, bigger things.
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I saw you were posting around the forums. Was waiting to see if you had new screenshots. ( ͡° ͜ʖ ͡°) EDIT: How on earth did a '1' get into that quote? It's not even in the editable field for the quote, it's in the gray spacer below it!
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At the moment none of the other experiments animate. That is the intended behavior. Simply put there wasn't much to animate on many of them. ¯\_(ツ)_/¯ If the sciencedefs are working I'm not inclined to mess with them more. I'm aware, I wasn't able to do much about that issue. I'm putting it on hold for now. Alright, awesome! Good to hear.
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Negative, Ghostrider. Not for the foreseeable future. I'm generally not looking to add things out of nowhere. However if anyone has requests / suggestions for additions to planned things (ie you planned X but you're missing this really cool part Y that belongs with it, etc) I encourage everyone to post, especially with visual reference, which I really can't model without and can be a pain to find. Nice of you to drop in by the way. Since you seem to be interested in it, do you know anything about the Atlas II Roll Control System? I've done some digging, and unfortunately I cannot find any images of it. The best I was able to do is narrow it down to the circled objects in the images below. I will probably wind up taking inspiration from the Ares-1 / MX roll control system.
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wha? yeah, what do you need? I'm gonna drag @davidy12 into this mess.