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Everything posted by CobaltWolf
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There are a bunch of reasons that I don't really care to get into. I will probably start streaming again in the next couple of weeks but nowhere near as often. Also, I originally thought you were asking about dev releases, so I'll answer that too: Soon. Ish. There hasn't been much worth releasing, because very little has been in a playable state lately. Everything I've worked on since 0.09a has been fairly unpolished and / or broken, so any feedback I got would basically amount to 'you should fix all these things you were already going to'.
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I will likely not be doing ACES, for the same reason that I am not doing things like Delta IV or Vulcan. Most modern rocket designs don't interest me. However, I would consider doing IVF because there is only a single LFO RCS unit in the game. Too bad I won't be able to do the blue hydrogen jet for the RCS - the RCS white puff effect is hardcoded. Anyways, update on my end: The sergeant / baby probe stuff is partially textured. Explorer 1 is almost done, as are the sergeants. The various adapters and decouplers haven't started to receive textures, nor has Pioneer 1. The Pioneer 1 kick motor, Pioneer 4 both need to be UV mapped still. Explorer 11 still needs to be modeled but I probably won't worry about getting that done before a dev release. Jupiter needs more tweaks to it's textures, and the adapters need work. I made some progress on rectifying the fact that all the structural adapters have tank domes. The current plan is to have a shared texture in a separate folder, and use it for all future adapter ends.
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Out of curiosity, where was the name 'Thor Epsilon' ever used? I see it listed as one of the names on wikipedia, but I've never seen that elsewhere. Is there any sort of distinction? Also, since you seem to be a bit better researched than me - what is the distinction between Able/Ablestar and Delta? My (probably wrong) understanding is the Delta A-D is Able, and Delta E-J is Ablestar, but Able/Ablestar flew concurrently with their respective Delta versions?
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@Beale... you're not trying to use Wings to rig that... are you?
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Methane Rocketry! Update 0.6 Released! [14/8/2016] [1.1.3]
CobaltWolf replied to Joco223's topic in KSP1 Mod Development
What? No I was assuming a 2.5m tank, that needed to be surface attached. -
Methane Rocketry! Update 0.6 Released! [14/8/2016] [1.1.3]
CobaltWolf replied to Joco223's topic in KSP1 Mod Development
No it'd have to be something like... node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0 -
Methane Rocketry! Update 0.6 Released! [14/8/2016] [1.1.3]
CobaltWolf replied to Joco223's topic in KSP1 Mod Development
Surface attach is fairly easy, just make the node_attach's X value the radius of your part. Also you can probably make the text smaller. -
So... what are the thrusters? And what am I supposed to do for the avionics then? :\ Also I had to wait ten minutes for a test render. In that time I decided that the Juno series' name will be 'Chryslus'. It was manufactured by Chrysler and it doubles as a Fallout reference. For those of you curious what I've been working on, well, here it is.
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Find me sources and it will probably happen. Inon/Centaur is getting redone anyways. Probably going to two or three variants of the tankage - white painted for Atlas-Centaur and Atlas V, metal for Titan, orange for Atlas 2 / 3. Maybe. Though it might make @VenomousRequiem sad since she modeled the RL-10...
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My solution in BDB is basically just to allow them to be turned off. ¯\_(ツ)_/¯ SRBs are used as the final kick stage for a lot of IRL rockets. It seemed a shame to just leave them out. Part of the issue is that the stock SRBs are all too big. I have been adding a bunch of smaller sizes of SRB for different applications. They are still not very precise, and they are essentially a fixed amount of DeltaV (in that they can't be extended like a liquid stage) but they're cheap. I figure that allowing them to be shut down is a good middle ground between making them more useable, and making them feel distinct from a liquid stage.
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Loving it as always @Daishi. One thing problem I always had was I felt like the fuel tank parts had really awful capacities. I assumed it was because there was only so much tank you could fit into one of the wedges. Seeing as a longer tank would utilize the space better (in my mind, since it only have one copy of the valves, etc) would you be able to construct a capable Apollo SM using a 4 stack with two of the wedges devoted to fuel?
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Make sure you work from the version that I posted in the thread! It has some fixes like DDS textures instead of TGAs, etc. Also I'm still planning on getting another expansion for this out people. It's just I have to get the next BDB update out, then make some stuff for @Beale, then this. So it might take a while.
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That feel when you gotta go do facial animation for eight hours but all you wanna do is paint some ballin' textures. T.T
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Jeez, woke up and had 20 something notifications. No names but some people saw fit to go through and like the majority of my posts in the last week I'm glad someone picked up on why I named it that. @NotAgain is correct, the Able booster's name is Alpha. And then the next step up would be Alphastar. Atlas is a real PITA in KSP. Basically, it's not that your CoM is too high - it's too low. Partial solution is to disable the flow on all the tanks above the main one until you're about to run out of the main tank. Sorry but probably not. I think you're asking for something of a style that nobody works in. My goal is to have things fit in with other stockalike parts. I would suggest something like @raidernick's parts but I suppose those look too realistic. With that said I think some of the work I've done for textures over the last couple days has been leaning towards being a bit less cartoony. So we'll see.
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[1.0.5] Versatile Toolbox System (Added USI Support)
CobaltWolf replied to Nazari1382's topic in KSP1 Mod Releases
Forgot about this mod! Very nice to see this back. -
1. Uh, see #3 2. I was already going to take care of that. 3. The difference is that Agena used a much higher size texture because at the time I was experimenting with how much of a difference it made. However there was also a certain fuzziness to my texturing back then that I need to remove. 4. It all needs another pass. What? You can still make Mercury-Redstone exactly how it was. I'm just splitting the tanks. SSR stood for Special Snowflake Rocket, since at the time it was a big deal that I was adding 1.5m as a size. EDIT: @Jso here's what I mean.