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Everything posted by CobaltWolf
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DMSA (I am pushing this acronym for it) is fairly simple - just look at the reference config located on the thread and change everything accordingly. Delete any lines that have defaults you don't need to change. If you have questions ask on the thread, he's fairly responsive.
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Glad to hear you're enjoying it! Though, I would have used the B109-D radials instead of scaling up the Atlas verniers (though it might unlock a step later, I can't remember). It isn't? Dern. Hurray! So, I guess if the Juno tanks look a bit better now, we can move on and think about: Sargent clusters Diamant Antenna redux (kill them with fire) Finishing the new antennas/dishes that were modeled Finish the new probe parts that were modeled. Then take another look at the Gemini / MOL stuff, especially once @Beale more or less finalizes the canon Gemini. Again, taking my time with this stuff, slowly getting it done.
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I think @Jso has some Hullcam compatibility scripts for the cameras floating around somewhere. I can't keep track of all the cool patches he makes.
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Second texture pass on the Juno parts went well. I'm feeling a bit better about them now. Thoughts? Juno IVB doesn't work very well in KSP. Granted I still need to finish balancing the parts but you need 4x castors just to get off the ground, then when they run out the TWR is like 0.8 so you're hanging in the air till the fuel drains, then you run out of fuel in the first stage and have to finish the ascent with the second stage... Also, have some Athena 2 screenshots since I forgot to earlier.
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And yet, a great many of the modders here got started after getting dropped the 'try and make it yourself' line... EDIT: That is how it is going to whenever you mod for a game I think. Just flip haters the bird and do you. And if it's not worth the extra headache - well, no shame in not modding! Nobody is forcing you to.
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I was just going to edit the textures for the BDB release anyways, so go nuts.
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Was your issue resolved? If not confirm that you are using Unity 4.2.2 with the Legacy animation import option enabled.
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Generally speaking, you could just post your issue (with screenshots) and people have a good chance of replying right away. At any rate, you need to be using Unity 4.2.2 and import the animations using the 'Legacy' animation option. If that's not the issue, post more info so people can see.
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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
(0_0) Oh lawdy Hooj that thar sho is purty. -
Not to escalate this at all, but I'd like to add my two cents. It is not terribly hard to start making stuff for KSP. Sure, your first couple attempt will not exactly be something you want to share here, but just remember almost every modder here started from nothing. Most modders for KSP had no previous background or experience in what they set out to do. The difference is merely between who is willing to keep at it until they get it right, and who won't even try. But like you said, not everyone has the time, or wants to expend the effort to make something. That's perfectly ok - it's ok to relax and be a consumer rather than a producer. And there's nothing wrong with making a request. There's always a chance someone will wander by and want to take it up. But that's all it is - a request. Nobody is obliged to do it. Indeed, several people pointed OP in the right direction to make it them self before an existing mod was uncovered (which was why I came into the topic, since I remembered the mod and was going to link it). As I already said, most modders had no prior experience so pointing someone in the right direction of learning how to do something is good IMO. I don't think the 'if the person knew how to mod, they likely wouldn't ask' line holds any water. Finally, I am somewhat confused by your... uh, point of view I suppose? Specifically the 'your fault' line. I don't think anyone here is at fault, I'm not sure where that entered the equation. I haven't seen anyone in the thread who was anything other than helpful prior to this post.
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Juno parts need a second art pass, but the rocket itself is in game. Thanks to @Jso for making the part balance spreadsheets that let me quickly figure out how much fuel belongs in the engines. Now to do the SRBs and baby probes and it's done. Then I guess Diamant and I'll call this update done. Juno is fairly interesting, and is a massive illustration of how easily history could have been different. Juno IV was set to be NASA's light/medium lift launcher, filling a role that would eventually be taken by variants of Thor, while Atlas would have been the true medium launcher, augmented with the interim Vega and Juno IVA upper stages until Centaur was done. However, Juno and it's proponents were eventually muscled out by Thor, not necessarily due to Thor being a better design, but due to politics - one of the prime decision makers at NASA at the time was a former McDonnell (company behind Thor) member, and Thor was already the military's top pick for launching their own satellites, using the Agena stage (called Hustler at the time). The increased familiarity with Thor meant that it was easier to work with, and Juno's launches were plagued with problems due to the unfamiliar hardware. NASA eventually settled on Thor, and Juno II faded into obscurity after only 4 successful launches. Also in the album is a Carrack-ish launcher (I realize there's an extra Castor 30 in there). I forgot to take more screenshots when I was playtesting the other night. The Castor-120 based rockets are an absolute dream to fly - you just have to tweak their starting TWR to be as low as possible (~1.1).
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Ooph, I like it. For what it's worth, I've had to stick the Atlas in generalRocketry so the progression wouldn't be awful if Black Arrow was 1.25m in basicRocketry. Here's some more images from that thread, which seems to be some sort of alt fiction about... Lucille Ball? From I Love Lucy? Or something?
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A frenchie in the Kerbal's adventure. Graphic content
CobaltWolf replied to Da_Pedro's topic in KSP1 Mod Development
IIRC we're not getting asset streaming in 1.1. Everything still gets loaded in at startup. :/ There's a pretty convincing argument for completely deleting the stock parts and replacing them with mod parts. FASA launch clamps, etc. -
A frenchie in the Kerbal's adventure. Graphic content
CobaltWolf replied to Da_Pedro's topic in KSP1 Mod Development
Sorry to keep derailing this thread, but the stock textures are actually VERY RAM heavy, often using a 1024 texture map for a single part such as an antenna. :/ -
Yeah I've been meaning to. I can look into it. Small update for you guys - Me and @VenomousRequiem talked and are considering pushing a small update out. The only new content would be the Castors, but it would collect some general bug fixes and miscellaneous config edits (Like the fixed Titan engines) that have happened on my end the last three weeks. If people are desperate I could try and get that out in the next couple days. Otherwise, I'll push forward with trying to get Juno done (Tanks are basically textured, just need to do the adapters, the couple baby probes and the solid upper stages). Either way it's going to be 0.09b. Also is there any great need to host this on Spacedock? I'd prefer to use Github from now on, even though I'm still learning it.