Jump to content

CobaltWolf

Members
  • Posts

    7,370
  • Joined

  • Last visited

Everything posted by CobaltWolf

  1. @Beale already has one of the BLACKARROW engines named after me I think. It'd be weird to have more than one part.
  2. If I got upset every time someone did that I'd have had to stop modding a long time ago If you ever have questions I can probably answer them faster than you having to open stuff up in emacs.
  3. Generally speaking, the fuel tanks are on separate texture sheets! You can safely delete the textures + cfgs for them to save ram. The only thing to be warned of is that those sheets usually also have structural parts and decouplers in them. If you're going straight PP and just want the engines and other unique parts, that won't be a problem.
  4. I don't work from Blender - will it work from FBX? In any case, thanks! That's a smart solution. I can even edit the names of the ModuleAnimateGeneric buttons to show the same as a solar panel's IIRC. That's also good considering there is an antenna on the part as well. Thanks for the example for the RCS! @cxg2827 @Shadowmage thanks for the help! I made those parts on stream and wasn't particularly interested in troubleshooting at the time, but now that I want to start getting DKAP finished I need to clean everything up and get it working. That is normal, thought perhaps not intentional. The textures are not particularly high res, as RAM usage was (and still is) a priority for me. This leads me to cram a bit more into a texture sheet than might be, ah, wise. I would say that things have been getting a bit better, but one of the parts you highlighted was added in the most recent release, so I really can't defend that haha. The Diamant solids came out fairly low res somehow. On the other hand, the Vulture engine along with the other Atlas engines are planned for a major refresh in the near future, as they are some of the worse offenders. I actually REALLY appreciate this sort of feedback since it's something that's totally in my wheelhouse (ie art and textures) and something that I hopefully could fix with a bit of elbow grease. If there are other parts that stick out like that I would appreciate an imgur gallery of the more egregious examples. Also, if you like probes, science, and antennas, you should check out @akron's CA Probes Plus! My probe parts list has been trimmed significantly and many planned probe parts were passed on to him so I can focus on other parts.
  5. 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.
  6. 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.
  7. @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.
  8. @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.
  9. 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.
  10. uhh, someone correct me if I'm wrong. But a 256 x 512 texture sheet won't compress properly. They need to be square, and a factor of two. You're fine on the second part of that but the first is not.
  11. Me and @Teslamax spoke earlier via PM. I told him to post his ideas here to share and to discuss. He's chill.
  12. Huh, the conclusion I had reached back in November was that only the main engine was capable of gimballing. Good to know! I don't want to include a monopropellant RCS, I want to have an alternative/variant of the Vernor, for gameplay reasons. So it'll run on LFO.
  13. Oh. Uh. @politas, you set up the CKAN listing for us originally. What happened? Is there anything I can do? EDIT: @Wuwuk thanks for letting me know.
  14. Oh it's no problem. I actually apologize for that, I am getting fairly frustrated at work right now. I shouldn't have replied. Is it no longer listed on CKAN? Or does it not show as working with 1.1.2?
  15. IIRC the IRL boosters did not gimbal at all. I'm kind of confused as to how Atlas actually managed to fly. It has a lot working against it. If anything I'd just like to have them in game to have a second / different set of LFO thrusters, even though the IRL ones were hydrazine.
  16. No I never had a chance to finish it. I got caught up in the MOS stuff.
×
×
  • Create New...