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KSP2 Release Notes
Everything posted by CobaltWolf
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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.
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The what pod? Nothing really. It's just another set of service module parts for the Gemini capsule. I wanted a non-standard Gemini. Do it! I'd love to see them. I'm starting to think closer to the difference between Soyuz and Progress, in that you can tell it's basically a Gemini capsule but without people stuff.
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[KSP1.8] DMagic Module Science Animate V0.22 (11/2/19)
CobaltWolf replied to DMagic's topic in KSP1 Mod Development
These aren't animations, it's a plugin to give parts a more complicated experiment 'module', which is the script that makes the game make the part have an experiment. So it lets modders create more complicated animations for their parts, and trigger them correctly. In response to your actual question (instead of blabbing about under the hood stuff) no, anything that needs this needs this. DMagic Orbital Science uses a 'non-generic' version of the plugin, that has a different name and such. Actually, I never really understood the need for two different ones? -
They would mostly be for either life support or KIS inventory space. They could have extra EC or mono or something and have MM configs to reduce the extra supplies incrementally as other functions are added to the modules. They'd likely all have similar textures, yeah, but there will be some variation I think. I quickly sketched out another possible profile for it. I think the new one belies the pods origins a bit, if only from the general shape. I'm not in love with it but I don't hate it either. I think with some experimenting it could be cool. @DiscoSlelge Is correct. It is the TRAILS mod from @Beale, plus some tweaked textures, an added part (aerodynamic cap for the docking port) and likely some balance tweaks in the future. Oh, also, @DiscoSlelge I got the Malhena SM tank mostly done yesterday.
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[KSP1.8] DMagic Module Science Animate V0.22 (11/2/19)
CobaltWolf replied to DMagic's topic in KSP1 Mod Development
Ok, thanks. I'm still waiting/working on a few things so I wasn't about to release immediately, was just wondering if that was the release version. In any case, thanks! I've downloaded it now. -
[KSP1.8] DMagic Module Science Animate V0.22 (11/2/19)
CobaltWolf replied to DMagic's topic in KSP1 Mod Development
@DMagic awesome, I was just coming over to ask if this version was good to include in my next release. -
Oh this might get bad. Pardon my formatting. I mean, Agena has RCS for attitude, not translation. But same for Transtage to an extent. I really wasn't planning on using the Cargo Gemini for down mass capability. I was thinking of it more like the ATV / CARV, with normal Gemini being the CARV. Props for noticing the nature of the Gemini idea. It totally reminded me of one of those weird / awful proposals one of those contractors would make to try and stay relevant. Reentry is pretty rough, you'd want something like a Dyna-soar if you wanted down mass for experiments. Does ISS have anything like that now...? Honestly, because I already need a 1.5m and 1.875m probe core anyways, I might just do all three. But then that raises a question of if I should do unique models / textures for them all. And what additional things I'll need. Sounds like there's a big vote for 'All three'. I feel that. I'm trying to get a release candidate out in the next couple days. It won't have the MOL stuff but will include the Gemini (which is why I'm being patient), the couple extra Agena parts, the antennas revamp (btw we fixed the COM bug the other night), the improved textures, and some misc fixes. I also need to add the tags still and I have no clue where to start there without it being a big ordeal. I see why. I work off of a Onedrive folder (Microsoft's cloud service) and somehow the sciencedefs file on my laptop go out of sync, making it leave two copies. If KSP finds a duplicate sciencedef it freaks out. Deleting the 'ScienceDefs-Matts-Laptop.cfg' file will fix it. I've cleared it off of my end. My concern with Agena is that it's so small that I don't know how much volume could actually go in it. It almost seems wasteful. But it is also my favorite one appearance wise. You need to download the source code for the current master branch off github. It's the download zip button when you're looking at the main page. The downloads on the 'Releases' page, both the normal zip and the source code, are for the 1.0.5 version still. It's a little confusing. Can you make 'unstable' releases on github? That sounds easier. No.
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What is your avatar from?
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Ah, ok. Looked like one of the heavy MTs from Armored Core 3. Was wondering if I'd found another Raven haha.
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Yaaaasss. Those games were a huge part of my childhood. I still play LR with my friends every time I go home. Of course, the majority of the time is spent customizing... I keep hearing about a guy who set up an emulator to run Nexus using a mouse and keyboard, I want to try it some time if I ever take a break from KSP stuff.
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Scatterer Mod Compatibility Question
CobaltWolf replied to OddFunction's topic in KSP1 Mods Discussions
Yes, they work.- 3 replies
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Use a 2x or 3x rescale. Making real life rockets scaled down to the kerbal parts leaves them too big for everything, leaving them overpowered. Basically if you build a realistically proportioned rocket in stock KSP you'll have way too much dV.
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That's, uh, you're fine? Also, two things. First, a comparison between normal visual mods (EVE, scatterer, etc) and what it looks like with Blue Harvest on top. Secondly, when talking about resupply craft for the MOS based stations, I have three 'proposals' for you. One is based on Transtage, one is based on the Gemini service module, and one uses an Agena. Pros of the Transtage based version - biggest capacity at 1.875m. Cons being that it might be a little early for the Transtage to be used, and it needs a decent sized Titan based launcher in order to launch at that point in the game. Pros of the Gemini SM based version - decent payload, kind of cool in that it retrofits the Gemini hardware which makes it seem like a cool retrofit, and could launch on an unassisted Titan 2. Cons being that its a real love or hate looking design, not a particularly capable SM. Pros of the Agena based version - Agena already has a history of operating not just as a stage, but an independent vessel. So upgrading its automation makes sense. It can also be easily launched on Atlas, which is cheaper than Titan but less capable. Cons being it has the lowest payload. Because I'm kind of striking out on my own with the MOL stuff, and developing parts from scratch, I'm trying to define something of a headcanon for everything and it's a real struggle haha.
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If you send me the sciencedefs I can integrate them with everything. Were you going to write part descriptions and names as well? After that we'll put out a dev release for testing and go from there. PM me your github account I'll try and get it added to the repo. You'll need to download the source and put it somewhere, download the github app, and then point it at that repo folder. I think.
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@KocLobster I just wanted to express gratitude for the way you asked your question. Modders updating is a bit of a touchy subject here, and I think your question was completely reasonable for a new member. It was also very respectfully asked. (Also I would not play without a dV readout, either MJ or KER)