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CobaltWolf

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Everything posted by CobaltWolf

  1. You'll be able to keep more of your configs. I'll try and closely document what changes I make. It's not that hard with me.
  2. I think I already spotted a couple things I missed but ah well. Perhaps a small hotfix next week. Anyways, since @Beale appears to be getting near the end of the Big G work, I decided to start UV unwrapping the Malhena parts.
  3. No. @Orionkermin's work is all rights reserved.
  4. Man I can't wait for 1.2 to be able to make the gold foil look 1000x better.
  5. That's always a pain. I know the struggle all too well. I'd like to start streaming in perhaps 30 minutes or so. Message me on steam once you'd like to start and I'll host you on my channel while I eat dinner or something so people aren't watching a blank screen. I might play around with Gemini stuff for a bit. After that I'd like to just play the game, perhaps play career a bit or just launch random things. EDIT: Stream is now live.
  6. ^^ I was initially fairly snide about the whole project but in the end, at bare minimum you'll hopefully get a lot of experience out of this even if it doesn't work out. With that said, remember that there are a lot of people offering genuinely good advice in the thread, such as the ones @Randazzo mentioned.
  7. One of my old gaming clans had someone named Quetzocoatl and we all just called him 'Kwattle' or 'Kwattlekwattle' since none of us could pronounce it right. Texel density is a PITA but I err on the side of keeping it lower. A lot of people I know play on low end laptops with a small amount of RAM, so I'd rather keep the mod as efficient as I can. I think it looks really cool with the vane, possibly cool enough to justify having it. I didn't notice the little battery in the mount before, that's a nice touch.
  8. I always just use one with ModuleEngines and one with ModuleEnginesFX I'm a horrible human being I know...
  9. If you Skype in we could both play I think. Great news, everyone! I finally managed to wrangle in this stupid engine, which means it's time for the pre-release or whatever. Download it here from Github, make sure you download the zip and not the source code. I managed to screw that up. Also, we need a name for this update. Any suggestions? I was thinking of 'Ancestors' or something, since the update focused on early rockets and probes.
  10. It's an error with TGA loading. I've compressed them all to DDS for the release. Me and @VenomousRequiem are troubleshooting the 45K RP issues right now but once that's done I will package up the release candidate. Also, on a related note - I will try and stream for a few hours tomorrow night. It won't be a dev stream, just me messing around and trying to break the game. And taking screenshots for the release gallery. You're all free (read: encouraged) to download the release candidate once it's out, join me, and try and break the mod. And take screenshots. Because I don't have many nice ones I want to use yet.
  11. Beale could you PM me explaining how to do that? It sounds cool and a better solution to SRBs than I have.
  12. Yup! Most depictions of it (art and FASA) are a little round bubble, but I wanted to try and match the Mk1 lander can's style. I actually imported it and broke it apart in order to snap vertices to match the angle of the windows. It was originally modeled back in (I think) early November, around the time that the Atlas was done. I was starting to UV unwrap antennas this afternoon and decided I *really* didn't want to do that today. So I finished this model, UV unwrapped it, and here we are. It is going to have the full suit of parts. It is supposed to have tanks mounted on either side of the cabin for ascent, while the fuel for descent is contained in the landing platform. The same engine is used throughout. I want to include some more bells and whistles on that cabin, such as headlights angled downwards, perhaps RCS thrusters if I could figure some out. I haven't started modeling the landing legs yet. EDIT: Made the picture slightly cooler.
  13. Small bug report - the advanced New Horizons RTG has a stack node, but is not marked as stack attachable.
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