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KSP2 Release Notes
Everything posted by CobaltWolf
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BDB also adds a bunch of small solid boosters (both strap ons and upper stages) but they're difficult to extract from the rest of the mod. My personal vote goes to Phoenix Industries: Boosters, that's a great little lightweight mod. RLA Stockalike is fantastic as well. SpaceY adds 0.625m boosters? Sounds a little small for it.
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Oh my child... do you not know? How would that engine be balanced? That seems overpowered. But since the engines are (hopefully) balanced realistically relative to eachother (ie if one engine is more powerful than another in real life, it will be in BDB) then if there is such an engine it will make it in.
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@lrd.Helmet that rocket looks amazing. I forgot how cool some of @Ravenchant's fairings were.
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[1.1] Trails - Standalone Gemini Spacecraft [Released!]
CobaltWolf replied to Beale's topic in KSP1 Mod Releases
@Calvin_Maclure you will have to download an older version of Tantares and take the Spica parts from it, and put them in the Tantares in your gamedata. The TRAILS parts are not the same dimensions and so even if you rename them your crafts would get messed up. -
Yes. Muo is really unstable by default, because the weight balance in the game is different than IRL. KSP engines are so heavy. Clipping some fins into the bottom helps, be careful that it doesn't screw up staging the skirt. You can also lock your top fuel tanks so that they don't drain first, and open them up just before the rest of the tanks empty. The engines are also a bit powerful for a low-payload launch, such as Hermes or with no upper stage. Toning them down a bit will make your ascent a little more controllable. If you are running the most recent pre-release, I believe I included a work in progress rebalance config that @Jso is working on. It makes the sustainer much weaker (somewhere around 100kn total thrust in vacuum, worse at sea level) than the boosters, which is accurate. Some of the proposed Atlas upgrades actually did replace the sustainer with a more powerful engine, such as the H-1D from Saturn 1. One such example is the Atlas SLV-3X, which is currently on the roadmap but I'm unsure of how annoyed people would be with another new size that doesn't have much to fill it with. Point being, I say go for it if you're going to a somewhat realistic Atlas build. Replacing the sustainer with a more powerful engine was absolutely something on the table at some point.
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Hey everyone! Looking to stream starting around 7 PM EST on my Twitch channel. Like I said, going to be a pretty quiet stream - trying to get stuff sorted for release. No, it is not happening tonight. EDIT: Since it'll be a pretty low energy stream, Bob will likely be included. In the mean time, here's a web page for you to read about the Lunar Module mockup that sits at my workplace.
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[1.1] Trails - Standalone Gemini Spacecraft [Released!]
CobaltWolf replied to Beale's topic in KSP1 Mod Releases
Swegg. I know this is sort of 'my problem', but I used that little space on the lower right corner of the texture map for the aero shroud that goes over the docking cone during launch. Just so you know I suppose. -
Notice on mod compatibility for 1.1 - list of incompatible mods
CobaltWolf replied to RA3236's topic in KSP1 Mods Discussions
@RA3236 currently Bluedog Design Bureau is listed on Spacedock as being 1.1 compatible after I mistakenly believed everything to be working fine. It works but users need to get the latest version of DMagic Science Animate for the experiments, and there are some collider issues. -
I, uh. That is strange. For some reason the test release of the last update is appearing above the actual current release. In any case, here is the page for releases, and here is the latest release. There is no official 1.1 support yet, so you'll have to get the updated version of DMagic and deal with the odd bug here or there.
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Well, the parts weren't removed so much as rebuilt with a completely different (correct) scaling scheme.
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[1.1] Trails - Standalone Gemini Spacecraft [Released!]
CobaltWolf replied to Beale's topic in KSP1 Mod Releases
Yup! If you're desperate, the last release of this works fine in 1.1, and the update shouldn't be save breaking as far as I know. -
You need to use ModuleJettison, the one used for engine fairings. I think it only works with nodes. It's totally worth it though.
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[1.1] Trails - Standalone Gemini Spacecraft [Released!]
CobaltWolf replied to Beale's topic in KSP1 Mod Releases
Beale has a number of mods he is working on. His bigger ones (Tantares and TantaresLV) were first priority. TRAILS is going to be updated Soon™. -
Never heard of it. EDIT: Update on 1.1 compatibility Everyone, please let me know if you have any additional bugs or balance issues with the current dev release of the mod. Major bonus points if you log the issue on Github for me. So we're all on the same page, I'll say it again: The MOS parts will not be in this update. They are not polished yet. However, there are other things that are being added, specifically Gemini and the remaining Agena parts. I can stream tonight, starting a little later than usual (some time after 6 PM EST) but the major focus would be getting boring stuff like tags taken care of. If you want to show up and chill be my guest I suppose. It'll probably devolve into clowning around. Also, if anyone wants to take another whack at it, I'd love to see another attempt at a BDB PP textures pack similar to what @hraban did for Tantares. Don't even need to make your own textures, just chop up BDB ones.
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I made something that kinda looks like it, the dome antenna in BDB. Which no longer throws COM bugs and moves your camera all over.