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Everything posted by CobaltWolf
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There is also this thread. Remember to put time+effort into your UV map. A good texture starts with a good UV layout.
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Someone riddle me this. If the S-3D in the Juno produced ~600 Kn of thrust, and the Thor's LR-79 produced ~750 Kn of thrust, how was Juno IVA/B supposed to fly unassisted? I've never seen any reference to using strap on motors for it. What gives? Thor needed SRBs for far smaller upper stages + payloads. On that note - Juno is still 1.7m but I'm considering making it 1.5m. I can't find anything else that would live in that size range so it seems fairly pointless to add another size. I would be scaling it down since the engine would have to be less powerful than Thor. All those in favor say 'aye'. @fs10inator Looking good! Using Editor Extensions? If I survive this work day I'll be trying to stream a bit tonight. Finish texturing the Juno engines and get more progress made on Castor-120. @VenomousRequiem would Castor-30 be done tonight?
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@VenomousRequiem Looks fine. As always, try and find some more details to sneak in. @Beale I'm hesitant about having a build in heatshield, since then you're carrying ablator etc even in a big G configuration. Would it be possible to cut it off, and have it be modeled like the Mercury/Hermes heatshield in BDB? Where essentially your decoupler acts as a fairing for it due to the node placement. @fs10inator Looking good! Again, H1 always looks so fragile to me. I might try and sneak the cryogenic upper stage into the Centaur revamp next update, see if anyone notices. (0_0)
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Hey, the more I can get you to do means the less I have to do for BDB. Now anyone that asks for Pioneer over at BDB will just get pointed here. Try to take at least one screenshot in Unity each time you make something new. It's a pain trying to see stuff in a dark game screenshot. Note on compatibility for the mag boom, you'll need to make it use your own version of the sciencedefs (ca_magScan or something) and then include a MM config to switch it over if the user has DMagic installed, Are you using his plugin? Also, to ensure compatibility between this and BDB, we could make it so there's a lower priority MM patch that switches it to bd_magScan if BDB is installed, so that players don't get double science, and then switches both to the DMagic experiment of DMOS is installed.
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The adapters used to all be fuel tanks (which is why they have the tank tops) but the rockets in the mod are already borderline OP as it is. @Jso just use a procedural fairing. I can repost the configs when I get a chance. Or rather, I should link them in the OP as a separate download. EDIT: Also for those of you that missed the stream we're taking a short detour to do Castor 120, Castor 30, HAPS and Super HAPS. Because reasons. I'm not sure why. Ben modeled it. Just let it happen. But real talk, once we have those you'll be able to make: Athena I/II The Carrack from Eyes Turned Skywards.
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I like the upper stages but I'm not a huge fan of the 3x symmetry on the first stage. But that's a personal thing - I don't particularly like clusters. Cool video! EDIT: Also my head is killing me today. EDIT2: Homework with a headache is hard. So while @Beale is working on the Gemini pod, I took a few minutes to start working on a revamp for the other 2-man pod. Just wanted to see how it would start to look. Back to this paper though! EDIT3: One more quick edit - just wanted to give a quick plug to @akron over at Coatl Aerospace. I told y'all to keep an eye on him!
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You should do Apollo D2, I probably won't be able to get around to it ever.
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Problems with KW Rocketry
CobaltWolf replied to leonhardprintz@gmail.com's topic in KSP1 Mods Discussions
You need the Old School Fairings mod. -
@Foxxonius Augustus my understanding is that the Delta upper stage was more or less a parallel development of Able, then Ablestar, before taking on a life of its own. I also believe that Delta was more or less the NASA variants of the military's Able/Ablestar stages before the military switched to primarily Agena stages. Someone correct me if I'm wrong. Sorry about bailing on the stream last night guys. I whacked my head at the gym right before I was going to start. I would up laying in bed for two hours before launching Fallout 4, getting to the title screen, and then rolling over into my bed and falling back asleep. I'll try and stream tonight to make up for it.
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@curtquarquesso I agree that as long as there is good Tweakscale support (I love the custom scaling that @Jso has made for the lastest BDB update) then the actual size doesn't matter as much. My only caveat to that is that things like command pods can't (shouldn't?) be scaled, so then we're back to the command pod sizing determining everything else. Also, 1.7m is going to be present in the next BDB release in the form of the Juno. I couldn't sleep at night if I made it 1.875m. I understand that it's a separate mod but I just bring up 1.5m and 1.7m to say that Tantares wouldn't be the only pack using those sizes. Now if only I could find other 1.7m things to flesh out the size a bit more. I'd prefer that the SRBs stay with their caps off. Like @Beale said, some people (including myself) like to use them as 1st stage boosters for satellite launchers, and you can do things such as place parachute nose cones on the tops. EDIT: You brought up that it would be strange seeing Beale's textures in another mod. I believe that he is working to make sure the textures follow my style. Likewise, I am doing the same with his textures for my contribution. So Tantares is getting something out of this too
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1.5m boosters, and a 1.5m>1.25m adapter for use in a stack.
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brb @akron gotta change my pants. That looks sick! I think the non-attachment colliders can just be parented under the moving parts.
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I think the issue is confused somewhat because something was never made clear. @Beale is the Gemini being moved to BDB? In which case 1.5m is an existing and common size, so there is nothing strange about having 1.5m and 1.875m parts. I'm a bit confused over the amount of controversy re: sizing. It seems like a straightforward thing to me. Something I see a lot is that parts should be 'lego style' and not model kits. With that said, I think that there is a lot of diversity in the 1.25m-2.5m size range for launchers and personally I've decided it's good to represent some of that range of sizes. I don't think that things are made incompatible because parts can easily be tweakscaled between sizes. On the topic of HGR, I've somewhat remade OrionKermin's Radish capsule which is the gemini-esque pod. Mine is 1.5m at the base, and has 1.875m expanded, 1.5m straight, and 1.25m necked adapters. I haven't decided whether to integrate them in the heatshield, or make them separate parts.
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Dern, the diagonal bottoms of the boosters are my fav part. EDIT: Also, @curtquarquesso on the topic of sizing I don't assume that Mercury scales to 1.25m in game, I though that generally everything was just 62.5% / 64% of IRL size and then rounded to the closest diameter.
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( ͡° ͜ʖ ͡°) See Venom's response. I can fix the 'can't see the kerbals and can't IVA' thing easily without creating and IVA though. On a side note, you can right click the hatch to EVA kerbals. The Karrot is going to become less Gemini-like, and closer to the HGR Radish, as a result of: Can someone confirm that the links for @Sgt.Shutesie's craft files work? I'll link them in the OP in big bold letters.
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They seem a bit dark. What are you rendering using? KSP doesn't really go for extreme brights / darks, it only uses ~2/3rds of the value spectrum.
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Is there some way to keep the link persistent so that it stays the same when you update it? Glad to hear you're enjoying it! The problem though is that many of the rockets have different manufacturers for each stage. I think I would divide it up based on rocket family, which we already have names for thankfully. EDIT: I derped and forgot to say that I'd be starting to stream in a couple minutes
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I believe that in one of the [recent-ish] dev notes they brought up the possibility of letting users include several meshes that you could cycle through, but I haven't heard about it since. Personally I would cry tears of joy because you'd be able to make far more accurate rockets by including adapters as the autoshroud, which is the case in a great many rocket designs.
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Well one of the good things about the 1.0.5 update is that you can toggle the autoshrouds. So what you COULD do is still use strange sizes, for example the diameter of the bottom of the decoupler and the top of the SM, and just include autoshrouds that make up the difference using shrouds.
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