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Everything posted by CobaltWolf
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It's 1.25m. I believe you wanted it scaled to 0.9375m but that felt too small. EDIT: Though, that was not in relation to Gemini. So there's that. During my tests modeling the Agena docking port (note this doesn't actually exist in game yet, it was modeled when I was working on MOL) 1.25m looked/felt pretty ok. Do you have links to any info on the experiments? Sounds like something that might be ripe for adding using DMSA's features like EVA only experiments. Some EVA only experiments perhaps? I know @N3h3mia had a mod based on Gemini experiments. It was somewhat cleverly limited to only bring two experiments per flight, from a total of something like five, so that you couldn't bring them all in one flight.
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What was the purpose of the empty space in the back of the SM? Just because of adapter limitations or what? And yes, I suppose if removing the ablator resource in the VAB makes everything function normally I have no further complaints. @Jso made some wonderful custom tweakscale configs for BDB that you might want to take a look at.
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My thought would be to have it like the heatshield for the Hermes in BDB, where I believe both nodes are in the same space. I don't recall ever having issues attaching it. So then you'd have seamless attachment either way. Also, come to think of it - since there is /already/ a 1.5m capsule in BDB, with it's own separate heatshield, which is going to have its autoshrouds separated into separate decouplers, why bother having it twice? We could delete one or the other to save room on the textures. If it's alright with you, I'll be posting any dev work I do for my contribution here, to avoid similar confusion.
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I was hoping I wouldn't have to do too much for it. I was picturing just a tank and an engine haha. Do you have any NTRS documents handy? Preferably with pretty pictures? Though I suppose I should be more focused on finishing Juno... EDIT: Phew... lotta drama today. KerbalStuff, PMs (some pleasant and some not)... I think imma put my head down till this whole thing blows over. EDIT2: Github is setup. Main downloads will be located here.
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But Beeeeaaaaaaallllle, if the heatshield is built into the pod wouldn't that mean that the player needs to have two heatshields if they're in a Big G configuration? Or if the player removes all the ablator is it no different than not having the module at all?
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Not at the moment. @AlbertKermin was close to releasing an update (just some bugfixes, more sciencedefs) so I'll defer to him getting that out in the next couple days. Albert, once I have the update (just send me the finished version, I don't need dev stuff atm) I'll make a Github repo to use from now on. I've been meaning to move my mods over to it for months now. EDIT: Also welcome to the forums!
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It's just the source code uploaded on a new site, right? >> Implying I'd ever upload to Curse. I've uploaded temporarily to Dropbox. I've been meaning to get a Git repo set up so that people can log bugs there anyways. So I guess now is the time. I'll try and get it set up in the next couple days. If anyone has a link to a guide / instructions for setting that up, I'd appreciate it. I tried setting one up once and didn't find the instructions I needed in the two seconds I looked. @TimothyC Really? All the pictures I've seen of it correspond to a diameter of 4m, ie a straight stack with Apollo or Big G. As a result I was picturing 2.5m for the size. @komodo @VenomousRequiem nice screenshots! Ven, you should try New Horizons it's a blast and it works with 64k IIRC.
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Are you using the version from his mod or the generic version that BDB and SEP use? EDIT: Looking great btw was just in a rush to post. Tag me later and I'll have a longer reply. EDIT2: I spy something with your textures that I'd like to fix. Would it be possible to PM me your work files? I'd have to try it to see if I'm crazy or not, and then if I'm right I'll explain.
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I've seen that before! I'm not sure what I'd do for it though. As it stands, I'm probably making an LRV to be included in SEP, sooo yeah. I want BDB parts to expand the selection of parts available to the player. I don't want BDB parts to be the only parts worth using. The parts are meant to be balanced for a career mode playthrough. Having fuel crammed into all the adapters increased the deltaV of rockets too much. The parts were whacked with a major nerf stick last month to try and balance their performance to something approaching their real life performance. In many IRL rockets, such adapters are indeed structural. It's like... I could just make a small fuel tank that has a ton of fuel, like way way too much. It makes the game easier in the same way. Like I said, edit the cfgs. I believe the old fuel values are still in there just commented out. EDIT: Also I'm looking to start streaming in about an hour (~6pm PST). I'm still at the computer lab trying to get some animation done. My desktop doesn't have enough RAM to keep up.
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Probably because I didn't quote you. Anyways, good luck.
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I responded in your other thread with a link earlier today.
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Trouble Shooting Thread
CobaltWolf replied to nli2work's topic in KSP1 Modelling and Texturing Discussion
I recall encountering it before. Have you tried the usual steps to fix? ie restart Unity, re-export your models, etc. If I remember.... I think it gave me this error if I had files in my project that were not downloaded to my PC (I work off a cloud based folder so I can easily switch PCs) so the files would show up by Unity would get upset when it tried to index everything for export. Mind you these weren't files I was working with at the time, but rather files in other folders of the Unity project. -
This got posted on the mod development subreddit a few months back. But there wasn't much explanation. It has to be an OBJ file. Personally I think you're better off learning a dedicated UV mapping tool, like the kind built into Blender. Also, why isn't this in the modeling + texturing board?
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You're a saint. There's even pictures! (though not pretty ones) I guess the 6K engine needs verniers as well. But I still don't understand then why Thor needed SRBs to lift smaller upper stages. Agena is smaller than the 6K stage. Meanwhile, via SMS: Venom - "This is all such a long list of parts. But it's so far away we have time." Cobalt - "It's basically the next nine-twelve months of our lives." Venom - "Uh huh... Saturn is like a child." Cobalt - "It's exactly like a child. I'm not ready for the commitment yet."
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(In case your didn't see my edit above) @Beale is that dark gray color lighter or darker than the Mercury/Hermes textures? If it's lighter I think I like it a bit better, plus it would be closer to the lighter color of the Karrot revamp. EDIT: Every time someone edits a post in a rapid forum back-and-forth, a pupper gets sad. Also, do you have a list of the remaining parts you were planning for it? Were you going to do separate RCS thrusters for the SM? Just curious so I know what/if gaps need to be filled by my non-canon Gemini parts. Once you have a model of the docking nose cone I'd love to have an FBX of it so I can check it against my ATV docking port and make any necessary changes.
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Beale is definitely a lot smarter about distorting things to work for him. Those blocks on the bottom are actually mapped as trapezoids on the heat shield... EDIT: @Beale is that dark gray color lighter or darker than the Mercury/Hermes textures? If it's lighter I think I like it a bit better, plus it would be closer to the lighter color of the Karrot revamp.
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If you're planning on doing Big G (just the compartment? If you're doing the cargo/service module I'll have to figure out more things to make for you) then it's probably best to put it on that map, so that you can reuse all your layers. Looking great so far!
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Looking good. How is the parachute done now? Is it a little pack like the FASA one? BDB already has the Mercury RCS chute so the Gemini one is fine being separate.
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Just remember the BDB PF parts don't include any interstages. Also, @TimothyC widebody Titan and IUS have been added to the 'todo' for BDB 0.11. Figured we'd get them out of the way. Shoutout to @VenomousRequiem for finally learning a real modeling program and thus starting to give me models that I can actually use without rebuilding the whole thing using Maya's modeling techniques. Looks like it might help speed things along. Unfortunately it doesn't particularly help this update seeing as most of the stuff is already modeled.
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@Beale that craft file was uploaded before the Soyuz rocket got revamped. File was uploaded in August, the TLV revamp was September.
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