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KSP2 Release Notes
Everything posted by CobaltWolf
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Take Two and the handling of modders...
CobaltWolf replied to TLTay's topic in Prelaunch KSP2 Discussion
If I may dispel any rumors - SEP's development ending was entirely my own decision. I had already privately stopped maintaining it, and the reveal of Breaking Ground's own surface experiments motivated me to make it official.- 29 replies
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The S-IVC Docking structure is definitely coming at some point, probably along with some sort of radiator system to control the boil off (if only to make planning easier. If I remember it's from one of the Shuttle Agena or Reusable Agena papers. If I remember, they literally took the Vega mockup and attached an RL-10 to it.
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We've locked them away until Invader finishes the probe update I don't know if Burner 1 is "officially" supported, so to speak. I don't think I've ever tested it, personally. I don't think it was spin stabilized (that's what the Burner 1 attitude control kit was for). You're using the highest performing Altair, I assume? Scaling issues between the parts prevented a proper Burner 2 fairing from being made. I know the Star-37 was rescaled, I don't know if the Burner 2 kit was as well. It may be possible to make a proper fairing for it now.
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Just ullage and nerfed reaction wheels?
CobaltWolf replied to Joontry's topic in KSP1 Mods Discussions
I use the Engine Ignitor, Mandatory RCS and Persistent Rotation to achieve exactly that. -
I honestly have no idea what's going on with it, the imported animation plays fine in the little preview window, but not in the main Unity editor or in KSP. I wound up having to redo the animation in Unity itself. Should be working now. Been going through a lot of bugfixes and issues from Github today. I did just add one little part, a standalone version of the VHF antenna on the LM.
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INT-21 and straight wall S-IV instrument units are now available. They're a simple B9 mesh switch on the S-IVB IU; I figured it wouldn't be helpful having 3 nearly identical looking parts in the list. Also, if anyone hasn't heard the whole spiel, the green/pink discoloration on the textures should be much better on release. The current textures look bad for <complex technical reasons>.
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Yeah... as far as I can tell, it was a pretty marginal LV that they stopped looking into pretty quickly. Boosting it solves some of the issues but not all of them. I don't know why we'd remove the J-2T 400K? Uh... y'know, I might not have even put in new performance numbers, I was so busy dealing with some other issues that part was giving me.
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There was definitely some weirdness when I was working on it? I thought B9 switching thrust replaced the original value, but in my testing it added the value. Sounds like it should have been the former? Blugh... EDIT: @derega16or whomever it may concern, I updated the config to have the proper double thrust for the full length version. Let me know if it performs as expected? In my testing it showed as having ~11k thrust (3870 kN base + 7740 kN B9 switch), instead of 7740 kN like it should be. Of course it's also possible it's the UI on Mechjeb/KER that's messing up.