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Everything posted by CobaltWolf
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Unity's site says that you need to export .lwo to .fbx, but you could just as easily import the .lwo into blender and just use the .blend file. However, ^^ completely right. What kind of polycount is it? Do you know?
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Didn't we get the new IVA shader that renders AO at runtime so you don't have to bake it into the texture?
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The first one. They're already in removable folders but that's apparently too much. That is just for the parts I have laid out right now. I think the first thing I'm going to want to do tonight might be a quick detour over to make some SOLTAN boosters for the Titan. These are the solids that eventually became the 5 segment Titan solids that we all know and love. I was just looking at them in this thread and, well, they'd be pretty quick to take care of, since I could cannibalize the existing boosters (including the USRMs) for segments and rescale them. They'd be available in two flavors (stack and radial), like the rest of the Titan SRBs, and they would functionally be a longer Castor 120.
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Uhhhhhhhhhhh yeah tags, I don't remember what else. I know that everything should be generally 'working', but if people have complaints or issues that I haven't caught I'd like to know. The Atlas booster fairing has been working correctly since right after 1.1's release. It was the first thing I caught and fixed. People just keep downloading the version for 1.0.5 and catching the bug. All things considered I'd rather have people report issues even though I've already fixed them, rather than not say anything.
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Another attempt. This is the whole mod. I haven't been able to test it, since I'm still, well, at work. But I completely rebuilt the Gravimeter part config file. @Pell I couldn't find anything different about the parts you mentioned were exploding, so let me know if it's still happening. Two possible known issues: I converted the screwdriver back to only being able to node attach. From what I can tell, KIS uses a system where it defines a boolean for whether or not a tool can be used to attach things AT ALL, and a boolean for whether or not the tool can stack attach to nodes (the behavior we need from the screwdriver). So this likely will break the screwdriver, but it's worth a shot. I caught a 'MSEP_PowerStation.dds' texture in the folder that I deleted. I think the plug I used in Maya for the two new experiments never had its texture switched over to the new file, which I didn't catch before exporting from Unity. Simple enough to fix, but don't be surprised if you open up the parts and the new experiments are missing the texture on their plugs. I'm mostly uploading this so that I can grab it when I get home, but if anyone wants to test to see if I am correct about the behaviors I listed, I would greatly appreciate it. Specifically, the two known issues above, as well as @Pell's issues with the Mag, Grav, and CCIG exploding when attached to the ground, and the Gravimeter not working properly. Thanks!
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If only the people that desperately wanted IVAs were passionate enough to help with them...
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Yeah. I am still getting the interim release out with what I have so far but... yeah. Just gotta keep working at it. I am feeling a little antsy, I feel like I might start bouncing around, pulling stuff from the 0.12 update for example (The centaur parts make my eyes bleed, they haven't been touched since I originally made them). In the end it'll all get done. The Europa parts are my and @VenomousRequiem's counterpart to @Beale's TRAILS, and will have a similar release. Ie standalone, and I encourage / want Beale to include them TantaresLV once they're done. They were simply offered as a way to repay him after he started making TRAILS for BDB. The Europa V is a bit outside the scope of the project. The Europa 2HE parts were only thrown in because the engines are also used on Ariane 1-4, and I totally want to maneuver him into adding that rocket to the game. At any rate, do you really want to delay S****n more?
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I think you're thinking a bit past the scope of what I suggested haha. I just meant have a part to represent developing, testing, and demonstrating the technology. Like I said, there are already long term weather satellite contracts in Mission Controller 2. I meant use the sciencedefs entries, if @AlbertKermin approves. The flavor text doesn't reference the EVA/KAS aspect of SEP, and they're written with the assumption that the weather station has the same instruments as the one you proposed. I want to run a KerBalloon on EVE.
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We actually have a spreadsheet for BDB where you enter the height and diameter (or both diameters for adapter tanks) and it ballparks numbers for you that you then can tweak. You'll need to ask @Jso to help explain it but I believe if you make a copy of the spreadsheet just start overwriting the BDB parts it should work for you. Balancing engines is a bit harder.
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Oh, awesome! Let me know when those are ready and I'll push them into BDB. For your weather experiment, our SEP weather station does pretty much the same thing, with the temperature, wind-speed, humidity, and air pressure. I don't know how @AlbertKermin feels but if he's ok with it I think the definitions would be appropriate. The one I was talking about was an orbiting weather satellite like TIROS, which used a television camera to monitor the weather. Think more like 'birds eye view tracking of hurricanes and tropical storms that you can see from orbit' type stuff. Like I said, it was really pioneering for developing practical applications of space that help people back on earth. So a bit different.
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Eh, I would be happy with just a biome based experiment with sciencedefs that talk about something like 'There are never any clouds over the deserts' etc. Like the phrasing of the observations is somewhat long term sounding. For actual long term monitoring, a mod like Mission Controller 2 would be more appropriate. This science part is more representing that the technology is developed / tested before being handed over to other organizations.
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Pros and cons of various base-building mods
CobaltWolf replied to Norcalplanner's topic in KSP1 Mods Discussions
I did not know about this. That is a really fantastic idea! Reward a play for growing their colony into being self sustaining. -
So I downloaded the mod at work. I took the Interior Heat Probe config and renamed it + edited it to reference the Gravimeter model, etc. If anyone is so inclined, could they drop it into their folder and see if that makes it work? I threw it up on Dropbox. It still have the IHP name, description, experiment etc. I'm just trying to figure out if the part config was bad.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
CobaltWolf replied to RoverDude's topic in KSP1 Mod Releases
Aight I'll take a look. -
BlackArrow needs to come by General Rocketry, preferably Basic Rocketry. BlueStreak, uhh, advanced or heavy. The problem is the centerpiece of the mod is the R7. Historically, the R7 was a huge because it gave the USSR a HUGE head start on the space race. The other space programs, US in particular, spent a decade just playing catchup.
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Ah, was about to reply after seeing the notification email. Yes, you need to use R to switch to node attachment. The concrete base is not from SEP. I would help if I knew what the issue was, but unfortunately I don't. @everyone I am going to try and get a fix out tonight. I'm at work at the moment so it will be a bit.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
CobaltWolf replied to RoverDude's topic in KSP1 Mod Releases
Then I really have no idea what it could be. Would you be able to take a glance at the sciencedefs file if I upload it somewhere? I also cannot figure out what is causing this issue but I feel as if they're related. -
¯\_(ツ)_/¯ Don't know what is causing it but considering that there are multiple issues with other mods pertaining to my sciencedefs, I think once I track down the cause of those it will resolve your issue as well. D'oh! I just looked, I can't find an issue with the gravimeter. I'll remake the config from scratch and see if that fixes it. I'll get a hotfix out tonight, hopefully also fix the explody issue.