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CobaltWolf

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Everything posted by CobaltWolf

  1. The version on Spacedock is the same version. I just tagged it as 1.1 compatible since everything seemed to be working ok at first. Otherwise, the version on Github in the OP has the most recent release.
  2. Ah, yes. The latest builds were for testing in 1.1. The last version I officially support for 1.0.5 is v0.10. With that said, nothing from the new builds should be breaking the game apart from the DMSA version. Glad to hear you're enjoying it! I think you've already figured out but check back, I post updates on progress a couple days a week, and I try and get dev builds out whenever I have something worth showing. EDIT: Oops I meant to say this in the post. I will be streaming tonight starting in <30 minutes (likely less). I had meant to stream last night, but wasn't feeling well. Stream will be on my Twitch channel, and will likely go until my bedtime (11-12 EST). Tonight I'm going to be doing some bugfixes, then work on some SEP stuff that I'm sorely behind on, and then probably going to be playing around with more Gemini parts. Specifically I was thinking of starting on the experiments I had planned. I might also try and get the lander in game, along with some other parts that have already been partially UV unwrapped + textured. EDIT2: And a small note, as I haven't been able to follow a set schedule for streams, the best way to know when they're starting is to subscribe to me on Twitch, and keep a close eye on the thread.
  3. Yeah I think that might be it. Manually installing the 1.0.5 release of DMSA from the thread I linked may help but otherwise I don't know. EDIT: Also welcome to the forums!
  4. The automatic CKAN thing for Spacedock isn't fully working yet. It will get added eventually once someone gets to it manually but you could speed it up a bit if you get in touch with one of the NetKan people.
  5. What OS are you on? For Windows, you can hit F1 to take a screenshot, which goes into your KSP's screenshots folder. Bonus points for hitting F2 to hide the UI before taking it. If that isn't working, hit Ctrl+PrintScreen then tab over and paste it into an image editing program like Microsoft Paint, and saving it from there.
  6. I was about to share the same links as @cxg2827 in your other thread, good thing I stumbled upon this one. In my experience, texturing is the hardest part to pick up, at least for basic part mods. Take a good look at the materials on those thread, and don't be afraid to iterate over and over until you get it just right.
  7. The mod is still under (somewhat) active development - I just get easily distracted by my other projects which means I don't get a lot done for this one. Once we feel it is 'done' and just needs to be maintained, it will be moved. By the way, on that note, next time I'm streaming over at the BDB thread, someone yell at me to work on SEP stuff for a bit. I feel guilty for constantly forgetting this mod. Awesome screenshot, and very cool rover! Great! @AlbertKermin leads a very busy life, and I don't have as much time as I'd like to work on KSP stuff. It's good to know that things seem to work on your end but I'm not particularly rushing to get a release out until everything settles down post-1.1 release. Are you running 1.1? In which case, do you have the latest development build of DMagic Science Animate? You can grab it from this thread. Also, @CraveMode, are you running the most recent version as well? @cyberpunkdreams if you're not on 1.1 then I am not sure what the issue would be. The other parts all run using DMSA so an incompatibility related to that is likely part of the cause.
  8. Thanks for letting me know, a lot of the fuel tanks never got their names changed after the rebalances. Is that still happening? In the latest download? It was happening on my end but I fixed it. I will look into it again. Thank you for reporting! Are you playing on 1.1 or 1.0.5? If DMSA doesn't work on 1.0.5 that wouldn't surprise me, since it's the version for 1.1. But if that's still not working then I am not sure what to do. The other experiments that use it would be the micrometeorite detector and the cameras. Do those also not work? Thanks @komodo for telling me about the RemoteTech bug, I wouldn't know where to start. I do remember experiencing that issue one of my recent attempts to play. Please keep the reports coming everyone! I'd like to keep this upcoming release bug-free.
  9. Hey everyone! I was planning on streaming tonight but I feel awful. However I did pack my current dev build up and post it on the repo. Grab it here. I *think* I finished the antennas, and got the MOL mockup in game, along with some other stuff.
  10. I was working off the most recent file I had. I made my edits somewhat 'modular' so I can just duplicate the layers I added to a new PSD.
  11. @Beale did you still want to throw in the Blue Gemini adapter section? IIRC it didn't use any additional texture space. Some discussions with @Jso re: canonical MOL launches reminded me to ask about it. The normal SM is unnecessarily big + heavy for launches like that. The IVA is looking great!
  12. The stock fairing module's interstage construction is really frustrating. One trick I've used is to use the translation gizmos on it after building the fairing. Usually it won't build until its too high, causing ugly clipping. But then translate the fairing down slightly so it lines up, and voila.
  13. The authors came back to the last big update. They might come out of hiding again. 1.1 isn't even out yet.
  14. It was designed to go on top of BDB's 1.875m Titan II, which is the correct scaling:
  15. I'm still playing with the texture, I'll keep all that in mind. My release of TRAILS will do whatever BDB does. I have been considering splitting it up into packs anyways, but otherwise it will just be in the main download. As for MOL... That's one of the biggest issues with direct landers. It's funny that direct gemini was proposed, considering that Apollo was already in progress. I don't think there was ever any real possibility of Gemini doing anything more than it did in real life. With that said, it doesn't prevent us from playing with it all in KSP.
  16. Well that's because the DMSA isn't updated. I haven't pushed a dev build since getting the fixed version.
  17. Even in the latest dev build? T.T I don't know what's wrong with it. @blejzu the Karrot is actually deprecated, and being replaced by the TRAILS mod, which is being incorporated.
  18. They're not spam. They're also there to prevent you from accidentally clicking away your goo container if you're not really paying attention.
  19. Yes. I'm a little behind on what I had planned to work on so I'll try and get it cleaned up some time soon so we will be good to go when 1.1 is done.
  20. I have also been playing around with TRAILS a bit. I had intended to edit the textures a little bit, at least for the BDB version of the parts. Specifically I want them to match the BDB, specifically Titan, art style. I took a quick break today and messed around with them.
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