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Everything posted by CobaltWolf
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Fine, gawd. Only if you settle on a finalized gold foil. I have some things that will need it. I was just bringing it up for consideration. It irks me if I can't mix and match solar panels because they don't fit together, but the texture on yours is so beautiful I don't want it to change. I just wanted to raise the idea. Insert via edit: The vanes would be cool! Those look pretty cool! I was going to model the Mariner 4 dish this afternoon. I feel obligated since I already have the Mariner 4 omni antenna.
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@akron I was planning on making the remaining parts for Mariner, yeah. The core itself is pretty much just a stock Octo so I didn't see much point to it. Watch out, I'm focusing on my probe stuff now too. EDIT: Oh, also - I really love those solar panels. The design and texture is great. I just wanted to point out that I reuse Beale's solar panel texture to make it so all the panels fit together. Sometimes I like to mix and match panels, like having a couple flat radials to cover angles that fixed panels don't. Just wanted to raise it, I don't necessarily think you should change it. EDIT2: Can you post screenshots of the other two new antennas?
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Why. There will be a release candidate for BDB 0.10 tonight. What does that mean? It means I'm going to post a dev build, and if nobody complains in the next couple days, that build becomes the next official update. It will get uploaded to GitHub, Spacedock, and (hopefully) (finally) CKAN, if someone wants to handle setting that up. If anyone knows who I could bother about that without being a burden, please drag them here. In the mean time, here's some screenshots from HAPS testing. I completely forgot that I had made the single stick SRM-1207 that @TimothyC suggested, seen here rescaled to 1.5m. It's a pretty cool part. The payloads include parts from @akron's newest Coatl dev build. (Imgur is acting weird so I'll try and upload this album later) P.S. Take a look at the roadmap and you'll know who to blame for the delay on the release candidate.
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I'm not sure about the new texture, I think I liked the last one you showed where the probe was all-foil.
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I need to take a look at SXT, he's been adding a lot since I stopped playing...
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[1.1][v0.9] PanzerLabs AeroSpace K-Sat Series
CobaltWolf replied to JohnnyPanzer's topic in KSP1 Mod Development
Wow, more really cool stuff out of nowhere. Awesome.- 20 replies
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Dat roadmap tho. HooooOOOooooo boi we are getting close here. I've pushed a bunch of stuff onto Github. Mostly just more tweaks but also included the new Perfectrons based on @PDCWolf's work. They need a touch more work on the textures, but I'm moving to some other stuff for the rest of the night. EDIT: Annnnd Super HAPS is modeled. It is 1.25m, while HAPS is 0.9375m. Time to start UV unwrapping...
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Cool stuff! Why did you jam so many fins on the rocket in the second album? Seems like a waste of weight. The probe is based on Pioneer 4 and is called 'Amba'. Uh huh. Go for it. I don't really see the point of a sounding rocket - the tech tree is already insanely compressed as-is. But go for it. I have to pass final approval on the UV maps before I texture it. Don't encourage her. Yeah it definitely wasn't BDB. I've been out all day running around the city, filling out paperwork and background checks for my internship. Though I suppose it will be worth it, since hopefully I'll have some time to get to know this: It's a mockup of a LEM made at full scale by retired Grumman engineers for the museum. According to legend (read: wikipedia) it actually reused some components meant for LM-14, which was never completed and would have flown on Apollo 19. I can actually see it from my apartment building I think - this is an old picture and my high rise was built last year, but it would be off in the distance to the left of that tree behind the LEM. Tonight I'll be seeing how much I can finish for the update. Right now I have the new sepratrons unwrapped, and then I'll try and finish the other stuff for the update. We're nearly there - expect a release candidate in the next couple days.
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KerbalStuff.com alternative in development
CobaltWolf replied to GGKSPMC's topic in KSP1 Mods Discussions
Are you trolling or being serious?- 13 replies
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Glad to know you found it. Let me know what you think. Thanks. So, few things. First, the last couple nights I've put in perhaps a total of an hour (huge deal I know) of time into... actually playing the game! Specifically, I was trying to get a feel for what the early game progression looked like with BDB installed. Here's my first three, ah, successful launches. I was using 30% science return, they only encompass rockets built using parts available at the start, then basicRocketry and engineering 101, then the stability node to grab the solar batteries. I'll be glad to have the new solar antenna model in the game - it is basically flat and fits in fairings far better. And it has more than twelve polygons total. In order, the launches are a Sienno core on top of a Brun first stage, Aquilae second stage that either didn't make orbit, or just barely did - either way it returned temperature and radiation readings from the upper atmosphere and space. The second launch is a Brun(which on closer inspection is using a tweakscaled Vexin)-Satevis-Aquilae three stage rocket. I forgot to screencap the second probe but it is basically the same as the third, minus the solar batteries. The third launch is a Sandstone-Satevis-Rubis, which was used to send a modified version of the second probe on a Munshot. The gimbal on the engine is locked and control is provided by four vernier fins. I know the Sandstone wouldn't produce enough generator exhaust, just deal with it. The probe successfully fired it's kick motor, bringing it within the low orbit biome during the flyby and returning plenty of science. Not pictured was a bog standard Hermes-Sandstone launch inbetween probes two and three, to get enough science to unlock the solar panels. Second order of business. While browsing this page, I stumbled across a couple things that tickled my fancy, so I decided to have a go at them. First is a combination antenna + dish from the Giotti probe, and second is a electrical engine array (@hoojiwana that's why I asked) . I would like to have some primitive ion stuff, preferably a bit earlier in the tree than current ions but at high cost and less efficiency (perhaps a MM script to make the price come down once better ions are available). The Soviets had probes with working ion RCS back in the sixties, so those will be added as well. These are not going to be in the upcoming 0.10 update, they're going to be included in the 'Probes and Gemini and MOL oh my!' update that is planned for release 0.11. But I felt like doing some modeling today so here's what y'all got. I also started UV unmapping the remaining solid booster stuff so that will be coming to you in the next several days.
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[WIP, 1.0.5] Stock Replacement Assets 0.4 [25 Feb]
CobaltWolf replied to hoojiwana's topic in KSP1 Mod Development
@hoojiwana was there ever a decision on the color scheme for electrical propulsion parts? It has suddenly become a topic of interest for one of my projects. -
You mean @Felbourn's Project Alexandria video? You'll need SEP to go with it then (shameless plug) You should be able to just delete the 'Mechjeb' folder in your Gamedata to get rid of that. As far as FASA goes, the 'saves' folder should be in the same folder as 'GameData'. Of course, you could just not install the saves folder. You'd have to build everything yourself though. The Apollo parts in FASA are the only ones that might push your computer a bit in terms of framerate. Everything else is about the same level of complexity as stock KSP. What kind of i7 laptop has only 4 gigs? You barely have enough to run your OS + stock KSP. Good new if you wanted, installing new RAM on a laptop is very easy and not too expensive. You could double that to 8gb most likely for <$40.
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Part of the reasoning behind SEP is to add science that can only be performed by Kerbals. Not so much in stock, but in modded games probes tend to outstrip manned exploration for a lot of things. Update~ So I was able to get the storage lockers and the box in game. Two sizes of storage lockers, and the cardboard box. The Magnetometer is also now in game with basic textures. No sciencedefs, that's @AlbertKermin's problem. I've synced everything to GitHub so if anyone wants to check out the new storage stuff and tell me what you think of it from a gameplay POV, feel free to do so and let us know what you think.
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[1.1][v0.9] PanzerLabs AeroSpace K-Sat Series
CobaltWolf replied to JohnnyPanzer's topic in KSP1 Mod Development
Oh jeez, I assumed that was the intended connotation. I appreciate that it apparently wasn't, I didn't even think of the droid.- 20 replies
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[1.1][v0.9] PanzerLabs AeroSpace K-Sat Series
CobaltWolf replied to JohnnyPanzer's topic in KSP1 Mod Development
Of course the core is called the 88. Looking nice tho.- 20 replies
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