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Everything posted by CobaltWolf
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[1.0.5] * Rocket Factory * - LeBeau Space Industries
CobaltWolf replied to RaendyLeBeau's topic in KSP1 Mod Development
Did you set the animation in Unity? You need to click n the model asset, set the animation type to 'Legacy' in the middle tab, and then make sure to name the animation the same as what is in your cfg, in the third tab. -
Looks fantastic. But I thought you got rid of the blue Gemini in favor of a gray one?
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- totm march 2020
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Mars Pathfinder? With Sojourner? I have a small list of rover parts I want to make once 1.1 brings an update to the way wheels are implemented. As far as Sojourner goes, I think you can pretty much make that using stock parts. I don't know about Pathfinder. In general, when I go to make probe parts, I haven't been making the whole thing. I've just been making bits and pieces I see that I think are useful or look cool.
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Yes. It's a matter of TWR. I use Kerbal Engineer, and keep an eye on the TWR readout. Once it reaches around 2.5-3, I jettison the boosters. EDIT: Here's a dev update. Contains updated names/descriptions for many of the parts, as well as the Agena A and D engines. Does not have any of the other Agena parts. This is mostly so Venom can start making RP configs, and A1Ch1 can start making RO configs.
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Here's a sneak peek at the new system we're working on, using KAS/KIS. Players will have to assemble a full experiment package using an engineer kerbal. First, you place the central station, part that makes everything run. There is a pad on the central station for mounting the power supply of your choice, either an RTG or solar panels. There is a pole and solar cells provided for players that haven't yet unlocked an RTG. Then, experiments are placed and connected back to the central station via power cables. There will be two types of multi connectors that you can use to split the cables or redirect them (see screenshot). The experiments are then activated via a Scientist kerbal, and their results transmitted back via the central station. Running an experiment takes power, and bigger setups will want to connect batteries to the system to make sure you have enough headroom. RemoteTech/AntennaRange/the upcoming stock relays will likely need to have their results forwarded home via a larger dish/antenna mounted on your lander. So, to reiterate, what you'll need: Engineer kerbal scientist kerbal Power connectors (two for each connection you'll make, due to KAS limitations) Central station Power supply Experiment(s) (optional) Power stations - give you additional power ports and battery storage.
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Don't apologize! It was certainly a worthy critique, especially because I am particularly stingy with my textures. The Brun tanks/fairing aren't exactly low res, it's more that I didn't want to include any stripes on them. I haven't touched them but I can look at them after the upcoming release. While there certainly is a bit more leeway with 64bit, memory/size is still something I'm leery of. Perhaps some day soon I'll be able to drop the habit. Also, I have a general question for the peanut gallery. I put a lot of time into BDB, but it looks like it may not be enough. Between that and SEP (see sig) I don't think I'll be able to get everything done for this update before Christmas. I'll need another day or two of work to finish Agena, and another day or so after that to clean up the rest of the things laying around in order to push out a release. My question is: Should I try and package a new release before Christmas (basically move a bunch of things planned for this release, that I haven't had time to start on) so y'all have a new one to play over vacation, or should I just keep doing what I'm doing and release once the 'todo' list is done. This list is only things that still have to be done for the update. It isn't inclusive, and is missing things such as giving all the parts names and descriptions, and balancing them, both of which are required for nearly all the WIP parts. It currently contains: The starred items are items that tentatively would be cut from this update and pushed to the next, which would probably release near the end of January or even February, what with all the stuff that's going in it already. Also, I need suggestions for names for the Agena parts, including Series name (IE Muo, SSR, Brun) Agena A casual name (IE Reliant, Terrier) Agena D casual name Secondary thruster casual name Probe core casual name Additionally, I need casual names for: Pioneer/Venera Probe core Lunar Orbiter engine casual name (its in the latest dev release) Cheers!
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I forgot to reply to this. Do you have any particular parts that have that issue? Many of the launcher parts were 'low res' because I didn't have time (read: forgot to get around to it before release) to add detail to the textures. The next release has tweaks or complete reduxes done on most if not all of the launcher textures. I'd also like to point out that 64bit does not give mod authors a free pass with their mod size. Because KSP will still not have a proper asset loader, the textures still have to be loaded in on startup. So keeping the overall size of the mod down will help keep load times down. At the end of the day, I am going for the resolution around that of stock parts. Most of the parts in the mod are about where I want them, the new Atlas V being a big exception that I will redo after I finish this update. I will definitely look into increased texture size in the future (for example, on the new Agena I am using a 1024 texture map for something I previously would have used two 512 textures before)
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It's not even my cat. I don't like cats. I got conned... Anyways, it looks like I'll only have another hour or two to work today. The good news is 1) the worst part is behind us I think, because 2) This is what I have so far. Their textures aren't quite done, but I think I'm going to move to other pieces right now. It looks like what's left is: -Secondary engine module (modeled, needs UVmap and texture) -Tanks, 3 (4?) sizes. -Probe core I also graduated up to working with 1024 texture maps so there is plenty of room left for, for example, an antenna, or the ATV docking module. Let me know if there are any other Agena things you'd like to see. The engines wound up being a bit long, so they'll have some LFO in addition to monopropellant. In terms of balancing, I was thinking of making them fairly expensive, seeing as Agena is a pretty capable upper stage, with it's own RCS, probe core, etc.
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xD EDIT3: Bringing this as close to the top as I can. As Curt stated higher up in the thread, the Agena does indeed scale to .9375m. What would people prefer: .9375m Agena, or 1.25m Agena? I personally would prefer 1.25m, if only for gameplay - BDB doesn't have a 1.25m upper stage yet. But it could also expand the .9375m parts... I'm modeling it at 1.25m, and it can easily be scaled down later. EDIT: Forgot to make the actual post I came here for... inhales deeply Ahhhhh a blank canvas. Now I know how Bob Ross feels. What shall we create today? EDIT: If this little nerd ever lets me get to work... EDIT4: Agena D model is coming along well I think. EDIT: Wheee~~~
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[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
CobaltWolf replied to Beale's topic in KSP1 Mod Releases
*cough*knewit*cough* What options do you have? Perhaps increase the diameter of the colliders slightly, without increasing the size of the mesh. That may improve stability. -
Pretty much the whole thing to the right of station 384. The issue is that Agena went through many different revisions. The style most KSP players are familiar with is the ATV, or Agena Target Vehicle. But I'm trying to make the Agena Upper stage, which is fairly distinct from the ATV. Or rather, the ATV looks a bit different from a normal Agena upper stage. I'd like to take a moment to add that the ATV is not a priority for BDB, and parts such as the antenna and docking interface won't be provided. At least no in the first release. For some reason the Agena has been something I can't wrap my head around since the very beginning of the mod. I have tried several times to design it with no success. I think a lot of time this weekend will be spent with just a pen and paper, drawing it over an over again. Well I'd hope so! EDIT: Ooooh, what could it be? Hint: It's not for BDB! Super mega bonus for anyone that can recognize it.
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I edited my post upwards in the thread. Not a full tutorial yet. I'll get around to it. One day haha.
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[1.0.5][WIP] Frozen Technologies: 1.25m Expansion v0.3
CobaltWolf replied to SmashingKirby148's topic in KSP1 Mod Development
That doodle is adorable. I vote you make a Doodle pack that is in that art style. What roles do the three engines serve? Remember the various things to balance engines around: Thrust is the obvious one, but you also have ISP and weight. There is room in the stock balance for, example, a less efficient but lighter 1.25m orbital engine. When dealing with small amounts of fuel, lowering the weight of the overall system can count for more than the ISP of the engine. That's why the Spark is often better than the Terrier. Overall the parts look good. Make sure to take a look over in the Texturing and UV Mapping megathread for advice on texturing. Your models look good, but the textures could use work. The biggest things I see is there isn't enough variation. KSP parts have lots of scuff marks, scratches in the paint where bare metal is exposed. When I texture, I have several layers I work with to combat this. One, I have a 'Light Edges' layer where I lay in scratches and scuff marks along the edges that would be exposed to wear. Edges in KSP are, as a rule of thumb, always lighter than the surrounding parts. They are only darker when two big panels come together and you want to show there is a small gap. I usually work with this layer inside a layer folder of the same name. There is an 'outer glow' effect on the folder, with the noise set at 1 or 2. Having the effect apply to the folder, and not the layer, means I can create multiple 'Light Edges' layers for when I don't want to worry about messing one or the other up. Two, I have an 'Edge Smudges' layer. Around the inside perimeter of every panel, just past the light edges, I run a 3% opacity, soft black brush once or twice around, very quickly/sloppily. This helps further add variation, because you have the panel's most extreme light and dark next to each other. This layer often has to have extra blurring applied, and if I get too zealous, lower the opacity. This layer works best when it's hardly noticeable. It should be something felt, not seen. Three, I have a 'Smudges' layer. This is pretty much what it sounds like. Take a big, soft, 3% opacity brush and run it across the canvas somewhat randomly a couple times. One or two of the passes can be tinted brown for faint fuel stains or rust. Because you have to be mindful of your UV layout with this, it can be helpful to use selection boxes to work on one section of the texture at a time. This layer is purely to add light / dark variation to your texture. Never leave something a solid color. Break it up with some smudges. Sorry for the wall of text. I started off simple then wound up writing the whole megathread post I've been meaning to make. Oops. -
Darnit @curtquarquesso xD Now look what you've done! Am I expected to make Angara now? No, I annoyed you because you're good at 1) scaling and 2) your google-fu is better than mine. I am having trouble figuring out how to break up Agena. I'd like to enable the maximum number of configurations with the smallest number of parts. The problem isn't so much the tanks but the engine section - the best way to break it down. My initial thought was to have the secondary mono engines be radially attached to the last section of the fuel tank (the part that necks down), but that's not a fuel tank. It's basically the body around the engine. So if I make the whole thing (including the adapter section to the main tank) the engine, then that at least solves the issue of the fairing, since then I can make a full length one to cover the whole engine section. But then what do I do for the secondary engines?
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Alternated between modeling/texturing and putting my finishing touches on my final essay for the quarter. Which means I worked on KSP stuff all afternoon. Specifically, the probe expansion stuff that I've committed to releasing in the next update. Nothing new, just finishing up stuff that was in different stages of being done. I worked on a few different things but for now you just get these screenshots: Pioneer 5, Explorer 7. The pioneer core is already in the dev builds, but I am still working on the texture for it. The Explorer core was modeled a long time ago but just got its texture today. Going to be a pain to make it work with the stock solar module. Folding magnetometer, with the 0.625m probe cores for scale. I said this before, but I feel a bit odd having one of the antennas have the antenna, but not having a standalone version. Which brings us here. It will be compatible with DMagic in the same way the existing antenna is, so they all share the same sciencedefinitions and you can't use different ones to get different science results. This one folds up a bit less compact than the DMagic one, but it will be a touch lighter. At the end of the day, the difference will be mostly aesthetic.
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Yeah that's a negative on Delta IV, SLS. God no to the SLS. There's so many half finished ones around here. Atlas V is a somewhat special case because I have a soft spot for it, but other modern launchers don't interest me. Saturn 1 is my rough cutoff. Titan is already going to get done, so there will be Titan III / IV parts but that's more for flexibility in KSP. I can't figure out how to get it to work. Have @VenomousRequiem do it or something If y'all haven't noticed, I haven't done anything BDB related all week. That's because I was working on my #SuperSecretProject. I will be trying to do Agena this weekend. It's a really confusing craft to break down. Maybe @curtquarquesso could help me make sense of it? I was thinking having the secondary boosters and tanks be radially attached to the ending section.