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KSP2 Release Notes
Everything posted by CobaltWolf
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@Araymwow that's a... a very long post you've got there. I'm going to read it and write down my general thoughts. The Titan 1 parts shouldn't be 'worse' than the Titan 2 and 4 parts. I actually rather like the stock philosophy of adding more options, rather than making old parts obsolete. I may make some early game parts that would intentionally be replaced, but not yet. Also, Titan 1 should theoretically have the best ISP of the bunch due to it using kerolox instead of storable propellants. Also worth pointing out, the LR91 isn't an upper stage - it's a second stage. It is closer to the skipper than it is to the poodle. From your post I gather that you understand this. I appreciate the suggestion of editing the Thor tanks through the cfgs, but I was thinking I would simply scale them in Maya. I want to grab some new orthographics and make sure the tank lengths match them better this time. That will probably happen tonight. Remember that the current 1.5m Thor/Delta parts are only meant to represent Thor up until they stopped using the LR-79. Delta-II is not meant to be built by the current parts - the next big update will likely focus on finishing Delta. The long blue tank was meant to be used to build Thorad. @TimothyC so... what should I do for the transtage tank then? Delete those blocks? I can't think of a way for stock to allow RCS with a detachable cover. I might just add RCS ports to the texture so that they still function. Anyways, that's it from me for the day. I have to try and buckle down and get some compositing work done. Stream starts at 6PM EST but might start as early as 5PM.
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[1.0.5] VX Series - Stockalike Engine Pack (No longer supported)
CobaltWolf replied to Randazzo's topic in KSP1 Mod Releases
I don't mind texturing. It may be my favorite part, actually. I find it relaxing. But that may be because it's what comes after UV mapping, so there's this huge sense of relief, as if you've crossed over a big hump... I started out very slow texturing. It's definitely something that gets faster with practice, as well as learning to make use of layer styles to automate certain effects like panel edge wear. -
Oh no no no no that wasn't what I was saying. I was asking what the best way to release the Bluedog Procedural Fairings parts would be. The way I see it, there are 3 options: Include the Bluedog Procedural Fairings in the normal BDB download, and use Module Manager to automatically switch them. Release the Bluedog Procedural Fairings as a separate download. Include them in the Procedural Fairings for Everything download. I was asking what you thought was best. Personally, I've been enjoying having both the stock and PF versions available because sometimes the stock fairing is handy.
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I'll have to make sure you get the two new ones to make them compatible. What were you thinking for distribution - would you want to fold them into PF for Everything? Stream tomorrow (Thursday the 14th) at 6PM EST, possibly starting slightly earlier. Work will be on the Transtage, cleaning up some textures and working on probe stuff. On another note, I need someone(s) to help write sciencedefs for the upcoming science parts. Cameras, various things ending in '-meter'. I am awful at writing flavortext and I don't really understand how most of this stuff works. Preferably someone who is scientifically literate, or at least could gain a working understanding of the instruments they'd be writing about.
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(Thanks for posting, I thought this was going to be my third post in a row) Oh! You're right. I was hesitant to have it be filled less than 100% because then the player would have to fiddle with it to maintain the proper ratio. But if we have it not be filled 100% by default, and rather, say, 80% (off the top of my head) then the player can just pull the sliders to 100%. TA-Redstone/Agena sounds cool, I'll have to build that next time I play. Agena (with a payload) might be reaching a bit high for Redstone - Ablestar might be more appropriate. Worked a bit this afternoon while I was waiting for renders. I've been playing with the textures for Redstone, Thor, and Vanguard. Mostly passing on the new texturing techniques I used for the Titan stuff. They'll be included in the next release. I also have fairing bases for the Titan I (1.5m) and Titan II (1.875m, with a 1.7m fairing). The stock fairing module is AWFUL, and butchers the textures, kicked my dog, and gave me cancer. If anyone has any tips to make it work better I'd appreciate it.
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[1.0.5] VX Series - Stockalike Engine Pack (No longer supported)
CobaltWolf replied to Randazzo's topic in KSP1 Mod Releases
You are a stronger man than I... -
[WIP] Dangerously Shaded Stock Refresh
CobaltWolf replied to DangerouslyDave's topic in KSP1 Mod Development
Oof. You just convinced me that it would be worth it to make animated gimbals.- 90 replies
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Noted. (Also you don't have to tag me specifically. Just post. Albert and I will see it.) Speaking generally, between the descriptions and the ton of sciencedefs, there is a lot of writing to keep track of. Everyone keep an eye out for such issues that sneaked into the dev release, since they're most likely the bulk of the issues.
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They are balanced relative to stock experiments in terms of how difficult they are to perform the science. As a general rule, you should be using the reduced science % thing for any careers that have packs that add new science parts. The value is high because there would be no point in adding something difficult to the game but then have them be worth almost nothing just to avoid adding too much extra available science. If you use the reduced % option at the beginning of a career then all the science parts keep their value relative to eachother.
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Dev release. More balance changes, in particular to the Titan engines. I forgot to fold the new values for the Thor stuff in but there are alternate configs from Araym that got left in, so use those if you're testing. Titan parts got their textures tweaked. Not much, just got a bit done this afternoon while waiting for renders. There's also an experimental solid upper stage (uses the flea model) from my experimenting. The end goal for the 'feel' for solid upper stages is to have them be little self contained stages. Throw them under the payload to get X amount of Delta V. They can get shut down, and throttled slightly. Trying to make them usable for normal KSP play. Venom is working on some models for various upper solids, and some will probably be included in the release after Titan. EDIT: Also, @Araym the last time any of the Mercury files were edited was the 29th.
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You mean there's no portrait? That's because there's no IVA. (Though I thought Beale had made one). In any case, you can right click on the hatch to EVA.
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- totm march 2020
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The Thor parts were made before I became more exacting with how matched parts to their real life proportions. For now, I believe adding the short straight tank to the long adapter + medium length tank will make it a bit more correct. They're due to be looked at, probably once Delta becomes a priority. @Jso @Araym Thank you again for the continued discussion on balance. I think bumping the redstone tank down makes sense, since Mercury/Redstone felt pretty good beforehand. Perhaps split the difference so it's closer to stock than not. I believe we did the math and Titan IV was meant to get 22 tons to orbit in KSP scale. If I remember correctly. That would include the upper stage and payload. Speaking of upper stages, I want to do IUS at some point but it's not a priority for the Titan update. I have a solution for making solid upper stages viable, so I'm excited to see if I'm right.
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Sup guys. I brought you a present. Beautiful. unpracticed video tutorials. (Also be sure to see the bottom of the post) Also, a dev release. Perhaps I should have included more fanfare? haha. Hopefully we'll have a full release by the end of the week. If you want to help test, please download the dev release. Everything should work, we're mostly looking for things like typos or things like part masses that are completely out of line.
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@Araym That is a lot to go over T.T I haven't really been able to work on stuff the past couple of days but I'll look into them. EDIT: Everyone please feel free to test Araym's tweaks and let me know if you agree. I'll fold them into the main release if everyone here agrees. I'm really not good at this whole balancing thing. Or this modding thing. @Ravenchant They're working fine! I haven't actually made any yet but @MeCripp converted one of the existing BDB textures to a PF texture. I just tagged you guys cus I needed help converting the fairing bases to PF.