-
Posts
7,338 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by CobaltWolf
-
Update: Overnight, my 1.1.1 install decided that it doesn't want to work anymore. Seeing as I haven't had a chance to download 1.1.2. So I started up 1.1, and somewhere around 10 crashes later I've managed to not fix the sciencedefs after finding and replacing all those strange characters. I've confirmed that the sciencedefs are the issue - other experiments break if I assign them to other SEP parts. So I just went and rewrote all the gravimeter definitions by hand. Unfortunately I don't have time to test it now so I've uploaded it to dropbox. I also renamed it, so make sure you delete the current Sciencedefs file, as it won't get overwritten by the new SEP_ScienceDefs.
-
I see you've caught the Lunar Orbiter antenna, but I also added a dish in the soon-to-be-released update. The propulsion module is also in the mod but it's fairly old and needs to be redone. I've had ideas for a lunar orbiter probe core for a while now, basically a probe core with a truss on top of it. It'd have room for the mid-tier camera as well as other experiments mounted on it. And at that point all you'd need would be the solar panels. Might as well do those too. I am technically supposed to be splitting my time between probes and the station parts, but the MOL project has sort of spun out of control I'll get around to them eventually haha. What version of the mod are you using? The Agena is 1.25m, the last stable release for 1.0.5 rescaled it to a more accurate 0.9375m. Your Atlas also should have one of the medium length tanks on top of the main one, that makes the proportions more correct for the first stage and will compensate for the Agena being smaller. Overall though that is an AWESOME recreation, thanks for sharing! Sweet, thank you so much! I feel as if BDB is lagging behind in compatibility (I don't even like writing part configs, let alone compatibility files) so I appreciate all the help I can get. I've downloaded it and put it in the folder, it'll be in the next release.
-
Yeah, that's a known issue. I've already fixed a couple things on the gravimeter but it still isn't working. I'm looking into it more. Sorry everyone, but I'm still waiting for the dust to settle from 1.1.x. I am still getting constant crashes, even on a clean stock install, so it's a pain to sort stuff out right now. I might start working on more experiments. I still need to do the camera, the astronomy unit, and a bunch of other stuff. As I recently told @AlbertKermin my general plan is to have all the SEP stuff done more or less around the same time that I finish the LEM parts for BDB.
-
Noice. Looking great. Yeah I'm sorta hype cus I managed to get a good bit done last night. Yesterday's build? Oh right, @Jso's balance changes got merged in. From what I read people are still getting the constant crashes I was getting, so I'm still just kind of putting my head down and modeling / texturing.
-
Uhhh, I'll keep it in mind. There isn't much room left on the Titan texture sheets (and, like, negative space on the booster sheet itself) so I'll see how it pans out. EDIT: Couldn't resist working a little more on BDB stuff. Transtage RCS edits. EDIT2: Just realized... I should probably just make it so the fuel tank doesn't have the RCS blocks. That way it's more flexible and the RCS has a better chance of actually working correctly.
-
You can't physically fit 3 kerbals in a 1.25m pod.
- 22,496 replies
-
- 1
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
Hurray! I didn't mess it up. Yeah I don't really like the Agena port on the Gemini, but I wanted to show it was possible. Yes, the adapter works on the Agena, yes the Transtage has both types of cargo. I was inspired by the HTV after I decided it would be a big barrel. I need to redo the RCS on the Transtage (there is room left on the sheet afterwards for the Titan radial decoupler) and then it will also be available as a standalone RCS block. Awesome! Glad to know that I can do that. It'll make like a lot easier - Especially since then I don't need the space on the service module sheet. Probably not. Anyways, thanks to @benjee10 for giving me some help with textures. I just spent a little bit working on the MOL textures. Who knows, maybe you'll seamlessly be able to mix and match between Habtech and BDB once I put some more work in? EDIT: Oh, also, I made the adjustments to the Atlas V CCB parts. EDIT: Do the normal maps make it better... or worse?
-
@Beale I decided to start messing around with your TRAILS textures and models to create the Gemini resupply module. The results were promising. Question: Can I move things from the McDonnell folder over to the BDB folders so that I can share textures? Alternatively, did you have any use for the extra space on the Service Module texture sheet? @Foxxonius Augustus thoughts? Also pictured, I realized that the Transtage based resupply craft was wide enough to fit on the 1.875m MOL docking port. EDIT: All 3 side by side:
-
Awesome! I'm still doing last minute housekeeping for the next release, so if you get them done in the next day or two I can pack them into the next release. Things that would need AntennaRange configs would be in the Antennas (obviously), Explorer (tiny probes with built in ones) and Agena (just one) folders. EDIT: Also, another stream tonight. I feel like fixing the Atlas V. It occurred to me that it would greatly benefit from specular maps, and while I'm at it I'll take care of the proportions stuff and adjust the textures themselves. After thaaaat... uh. Idk. Starting in like 30 minutes.
-
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
CobaltWolf replied to KospY's topic in KSP1 Mod Releases
I get crashes within 10 minutes of starting the game, ever since 1.1 pre-release started, except, ironically, when I was running a crap ton of visual mods to take screenshots. Ran fine all afternoon... I'm getting the constant VAB crashes, but I've also crashed while walking an EVA kerbal across the KSC, when switching vessels with [ and ], trying to launch, trying to switch scenes... Like you said, nothing in the log that points at it. Makes it even more miserable then usual to troubleshoot issues, since I need to restart the game 2-3 times just to try to reproduce something, and then half the time loading back into a flight scene causes krakens... -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
CobaltWolf replied to KospY's topic in KSP1 Mod Releases
Understandable. Well, at least I have several possible solutions now. Further than I was! Now if only KSP would stop crashing constantly for me... -
Very generally speaking, parts got nerfed. Not going to beat around the bush. A lot of compromises are getting made to make sure that the BDB parts don't massively outstrip the performance of stock parts. Atlas II is not officially buildable in the mod right now. I don't have a straightforward answer for you right now. Obviously you can edit the stats on your end to match your desired performance until a more permanent solution is achieved. At any rate, upgrading from BDB 0.10 > 0.10.5 already breaks saves for a number of reasons. One of the aspects of the update is that it cleans up many of the legacy parts from when I first started modding, replacing them with better versions. Additionally, observant viewers will note that upper stages went pretty much untouched for now. So there may be buffs in that department. As for baguette, well, you had to have been there when I originally made the parts. @DiscoSlelge may be able to explain more. Also, slightly unrelated, but I constantly forget that the Atlas V parts are even in this mod. I feel super clever for this description:
-
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
CobaltWolf replied to KospY's topic in KSP1 Mod Releases
What about snapping gameobjects in unity to the bottom of the collider to get the true height and copying that into the cfg? I know these are all questions I could answer myself with experimentation, I'm just asking in case you already have all the answers. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
CobaltWolf replied to KospY's topic in KSP1 Mod Releases
... could I just ensure the attach nodes are ever so slightly below the colliders? -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
CobaltWolf replied to KospY's topic in KSP1 Mod Releases
Well, I'm really glad to know that has been sorted. Question though: Could I use a mesh collider for the top part of the experiment (for SEP they generally have somewhat complex shapes) and a box collider for the bottom? In any case, thanks for figuring that out. What is it with Unity 5 and everything having to be box colliders now?