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KSP2 Release Notes
Everything posted by CobaltWolf
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Starting in KSP v1.2 mods will no longer be supported
CobaltWolf replied to Stone Blue's topic in KSP1 Mods Discussions
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Berry cool. I never really understood how big Voyager was until I had to try and fit yours in a fairing...
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The lighting is very different as far as I can tell. It makes everything look strange and flatly lit, especially in the VAB/SPH scene. I only played with it a couple minutes before going back to 1.0.5 to finish testing the Agena docking port. Turns out I should have just looked up the help posts on docking ports in the mod development links thread. Would have saved me two evenings of messing around with it without knowing what I was doing. Including one hilarious instance where I accidentally staged as I was on final approach, which fired the gemini nose cone into the agena docking port, mating the two. I was laughing so hard I didn't react when the Gemini slammed into the Agena several seconds later going 2m/s. @Beale I was thinking, I'd like to make the gemini/agena docking mechanism unique, meaning they can only dock with each other, or two geminis I suppose, since there's no real way to prevent that. What do you think? I'll be trying to get some more done on the docking port (The main parts are UV unwrapped but the part as a whole needs some more mesh detail added) and the remaining Agena bits. I was trying to finish it last night but then FO4 Survival Beta happened... I tried 4 different times to get through the big fight in Concord and I can never damage the deathclaw enough to kill him before he kills me. I had nightmares all night about fighting it and then getting caught while I tried to run away. So right now I haven't decided if tonight will be spent conquering my demons or trying to ignore them by working on BDB. Dern. October Sky lied to me! I'm now considering changing the name to 'Viklund', which would make it the 2nd (3rd?) rocket part series in the mod named after a video game composer. Also, re: your issue with the science parts, @akron's solution should fix it. I was fairly rushed when I was making the cfgs for those parts and must not have caught it. Two fun facts: The Sargent cfg files are based (read: copied and edited) on the ones from FASA, so credit to Frizzank there. They're generally underpowered as it happens, so I wouldn't mess with them too much except perhaps a slight buff. Secondly, they have a surface TWR of less than one, so scaling them up or clustering them to make sounding rockets doesn't work. Why does everyone make such a big deal about the SafeSolid thing? It was a sort of tongue in cheek way of making a big deal about changing a single cfg line to attempt to balance solid upper stages. I just wanted players to know it was possible so I prominently put it in the description. I would greatly prefer to use the throttle, if only because it IS a pain to go back and forth from the map view to the ship view. Re: Pioneer 4, yeah, I figured 0.3125m was really the extreme lower limit for size when it came to having a probe core worth using. So I tried to standardize it a bit, I think there are 3 (Pioneer 1, 4, and Asterix) in the mod right now, just to give you some variety for early probe launches. I've made some cool stuff out of them by expanding their size a bit with structural parts.
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@Markush100 you have to gibe the right click on the hatch, b0ss.
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[WIP] Dangerously Shaded Stock Refresh
CobaltWolf replied to DangerouslyDave's topic in KSP1 Mod Development
Really? I thought the PBR and the new antenna system were firmly delayed. Would be awesome if I could start using the PBR stuff.- 90 replies
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No... by having premium accounts, that's not a donation since they in some way are compensated for that... a two way exchange of profit means that you're selling something on the forums. EDIT: And if they're not compensated that's not a premium account.
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T-th-thanks senpai... Real talk tho the Black Arrow parts should be either basic or general rocketry (I vote basic - it's a tiny rocket), and the Blue Streak should be advanced or heavy (I vote advanced, with the Titan 1).
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Beginners Part Modding Tutorial
CobaltWolf replied to Beale's topic in KSP1 Modelling and Texturing Discussion
... BRB adding colliders to the bells of all the BDB engines that allow surface attach... -
Personally I greatly prefer KER's readouts for reasons that I cannot remember anymore. I think it has more detailed readouts for a lot of the information, at least, it does if you play with the in game KER settings.
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All very exciting things. I'll have to look and see what in BDB needs those options. There are a lot of other cool ones, like the ability to make engines gimbal only on certain axis. I think the gold foil is more of a placeholder than anything at the moment. It really is meant for 1.2's new shaders... Though, the mod is so reliant on it, I think making some normal and spec maps sooner rather than later would be good.
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Thank @DiscoSlelge, he did the grunt work of making it happen. I just proofread over and over again. I won't be rushing anything. The will possibly be an intermediate release that is cleaned up for 1.1, that includes the basic Gemini stuff from @Beale (no MOL, lander, etc) and the remaining Agena parts, so that you can finally do a full Gemini-ATV docking. I figure that will keep y'all occupied while I work on the station parts etc. I'm moving into more and more uncharted territory now, and would like to start putting more polish and more advanced features into the parts. More complicated things like emissives for the windows (something I never bothered doing before), more complex gameplay hooks with the station science systems (which I need to prototype to make sure my plan for implementation will actually work). Also, on that note, I need ideas for science based on the Gemini flights. Like Gemini itself, the experiments would focus more on engineering questions, rather than more abstract inquiries. If anyone has any favorite Gemini experiments, let me know. Perhaps a manned maneuvering unit, a small work... thing, which requires the kerbals to use some hand tools and try and perform some simple work in space. The only issue would be that I don't want to have a dependency on KIS/KAS...
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
CobaltWolf replied to Paul Kingtiger's topic in KSP1 Mod Releases
Reason for that being they may be updating as often as once or twice a day, and only want users that would be on the most recent version so they don't get conflicting / useless bug reports. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
CobaltWolf replied to Paul Kingtiger's topic in KSP1 Mod Releases
There's no key, you just select it from the betas dropdown menu. -
Making it in grayscale (I believe it currently exports as RGB though) would make it significantly smaller though. I really wish we could just go the full NTRS route and make it black and white, so each pixel is only a single bit of information. Yeah, don't log broken MM stuff until that gets updated. Ditto for DMSA. There are some typos and other small issues that need to get fixed.
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@Jso The only things that I can more or less guarantee are balanced at the fuel tanks, since you made that nice exceel worksheet where I just plug in the height and diameter of the tank. You had sheets started for the engines and solids but we moved on to other things after the worst balance issues had been resolved. I have been trying to balance the solids fuel capacity based on Squad's values, but the fuel/volume ratio of all the stock SRBs are different. What I'm trying to say is, the only parts I can more or less guarantee as balanced would be the fuel tanks. If anyone has suggestions for balancing the probe cores, engines, and solids, please let me know. Their values, particularly mass and price, were barely touched. Like I said last night, my priorities for BDB have shifted towards getting the Agena stuff done now that @Beale is almost finished with his TRAILS work. The Agena Docking Port is mostly working in game but has not been UV unwrapped or textured - I have already made several edits to the mesh and colliders during testing. I've also been working on converting the shaders to specular (this is not the PBR that was delayed from 1.1, it is just making them shiny on the parts with exposed metal) and will need some feedback on whether or not they look awful. If you are testing the current BDB release in 1.1, please report issues as they come (Preferably on Github so they're automatically tracked for me) and I will address them asap. I am going to try and have something ready around the time the full 1.1 release is ready. Also, because it got somewhat buried: