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Everything posted by CobaltWolf
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Ok. I don't have time to be booting up the game a bunch of times today (in the middle of animation homework) but I'd like to have this fixed in the next update. 1)Does this happen with only stock, SRR and BDB? 2)If it does, then what happens if you delete the 'sciencedefs_compatibility.cfg' file from the Bluedog_DB folder? 3)What happens if the Bluedog_DB/Resources folder is deleted?
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Hey people! Sorry for the bump, but for anyone interested, I want more feedback on the balancing of the Atlas/Centaur parts, as well as any bugs y'all find in the current dev release. Art is progressing slowly when I find time for it, but I'm still more or less on schedule. Working here and there for the next couple days, then smash it on Thursday. I'd like to be able to just release it smoothly as soon as I finish the models + textures. Dev release is downloadable here. This is the same one as Thursday's so if you have it already that's great! FOR NEXT RELEASE: -Implement Curt's suggestions on page 23 -Finish Centaur parts -One of the tank ends is offset too far in, leaving a gap. -Add tweakscale to Centaur parts -Tweak / finish textures -Fairing texture is bad -color pallet for mounting plate + engine -Redo the nozzle texture -Fix mounting plate fairing (needs to be shortened) -Thrust effects for RL-10 need to be moved down -Finish Atlas I parts -Finish modeling parts -Fuel tanks -Use common tank top as in centaur parts. -Adapter tank -LR-101 Vernier (10 thrust, 10degree gimbal) -Add LR-101 stack, no gimbal, small thruster for probes whatever. Just reuses the nozzle without the mounting housing. -UV unwrap parts -Texture parts -Add tweakscale to Atlas parts where appropriate -Implement any additional feedback from the forums -Add proper kerbal names / descriptions for all new parts
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Uh... well, he probably hasn't started yet. As far as we know.
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Had to search for what you were talking about... it seems that Porkjet has turned his eyes towards the stock rocket parts (not just the airplane parts) and so we might see the rocket parts be brought more into line with his art style. So eventually the Mk1-2 pod will probaby get redone.
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Mod for testing spacecraft on other planets?
CobaltWolf replied to nairb121's topic in KSP1 Mods Discussions
Hyperedit is good, as long as you remember to revert Also useful, if you're up to it, is Kerbal Construction Time. You can run 'simulations' (read: pay a fee to test the ship for a limited time, at the end of which your game reverts) and you can run simulations on other bodies. -
Trying to create a parts pack of "cubesat" parts
CobaltWolf replied to MAFman's topic in KSP1 Mod Development
You two should collab. Cubesats are cool and we could always use more. -
^^This. I put them out so that people could figure out if everything was working as intended while I finish the art assets - which, mind, are far from done. I'm still shooting for a release before Nov 10th but I have a lot of other stuff on my plate at the moment. As usual I'll post if I make any progress. EDIT: Apparently the AN120 antenna was accidentally left in the version on Kerbalstuff. Don't use it; I forgot to delete the config on my end.
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Trying to create a parts pack of "cubesat" parts
CobaltWolf replied to MAFman's topic in KSP1 Mod Development
You need to edit the 'node_attach' in the part cfg. The first three values are the x,y,x offsets, then the last three are the 'direction' of the attachment. So for a part whose -X side should be the one to attach, you'd make the x direction '-1.0' -
Migraine. Head hurts. Forced atlas and centaur parts out. Not tested. Art unfinished. New dev release. Download here. EDIT: Doesn't work. Stand by. Will upload new version in a bit. EDIT2: Works now more or less. It's ugly. Payload ratings for 1.875m Atlas are about where they should be so that's cool. I'm going to take a nap. Download here.
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Here Beale, on the topic of 1.875m part balance in the tech tree - if I edit the configs for them to place them more appropriately, would you take a look at them?
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Quick, everybody, look at the skeletons in Beale's closet!
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New SCANSat Model development?
CobaltWolf replied to MAFman's topic in KSP1 Modelling and Texturing Discussion
SAR antenna would be the hardest. What program are you working in? -
All the talk about old Tantares stuff made me go back and look... it's so cute!
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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
Explorer probe + WAC sustainer + Redstone = escape velocity. -
Oh, in the part cfg offset the "node_attach". Just use an empty in unity to figure out what the offset has to be.
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Huh. I forgot I left those in there. Well, I'm trying to finish the engines today. It's worth noting that the Atlas I is going to be 1.875m and not 2.5m like the Muo parts. With that said the Muo fuel tank by itself is shorter than an Atlas I would be so the fuel amount is probably close. EDIT: I have fixed the design issue that was causing errors with the center RL-10 on the Centaur mounting plate. It's going to be a bit before the fix sees the light of day but just know that won't be a problem once it's released.
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Let's not get too far ahead of ourselves. I'm going back and forth somewhat on what I want to do - stockalike versions of real rockets or completely original things. Somewhere between the two makes me happiest but I feel that other people would not be particularly happy. Also, once Atlas I / V are out, I'm planning on taking a break from launchers to work on other parts of the project - some more probe parts and other goodies. That probably won't happen BUUUUTTT... In other news... 0.05b is out now on Kerbalstuff! This update should fix the compatibility issues between DMagicOrbitalScience and BDB. Nobody reported it, but the same issue caused a compatibility error between us and FASA which has also been corrected. Also included is the new B109-D model - incidentally, that is NOT the Atlas vernier. That is getting it's own part. Also new - I'm going to start throwing up test release folders. They're basically going to be straight pulls from my dev gamedata folder of BDB and its dependencies. I'll upload them whenever I need something tested or want balance feedback before a release. Feel free to grab them, report bugs, give feedback, etc - just bear in mind they are not intended to be playable releases. Don't try and use them on a save you care about. (in other words, DO report problems, DON'T expect support, if that makes sense) The first one is available here. They'll also be linked in the OP.
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Thank you! AIES was one of my favorite mods when I started playing - I don't run it anymore (too many part mods!) but that really is a compliment. As for the Atlas V, I'll have to see if I can get you to put it back once I get around to redoing / finishing it. In other news: I have a working fix for the science! Unfortunately I have class now and am waiting for some PMs to see if there are better ways to fix it than I have done. But, once I do update, it will include this: (that's a tweakscaled baby skipper on a 1.5m tweakscaled launcher) The refresh on the radial engine is done! (and it only took two hours...) Re: Atlas / Centaur - still shooting for a release within the next two weeks. For... uh, reasons.