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CobaltWolf

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Everything posted by CobaltWolf

  1. Delete the agencies folder. I'm hotfixing in a couple hours. EDIT: Fix is up. Sorry for the confusion. EDIT2: On a side node, in the night we passed 1000 downloads!
  2. I can't work any more tonight but I just realized I have a bunch of issues with the explorer texture as it sits right now. I will try and post a hotfix here tomorrow. I'll try that out before I do.
  3. Uhhh let me get back to you real quick. EDIT: I am not sure what the issue is. I've gotten the same '3 errors' thing sometimes testing the mod, sometimes not. I thought I had pinned it down this afternoon. It is not a dependency. You can delete the tweakscale_compatibility file if you are worried about it. EDIT2: Yes I am not getting them on my local copy. I was until this afternoon when I was going through and fixing things for the release.
  4. Bluedog Design Bureau 0.05 - IMPACT! Download from Kerbalstuff. As always, feedback is appreciated. 0.05 (IMPACT!) (10/21/2015) -Micrometeoroid Detector now animates! REAL (fake) IMPACTS! -Micrometeoroid Impacts are now powered by DMagicScienceAnimateGeneric (that's a mouthful) - if you like them give him thanks! -Made changes to the model of the Micrometeoroid Detector -Added some sciencedefs for each stock body to the Micrometeoroid Detector. -Added several new sciencedefs to the Ion Trap. -Updated science parts and merged them onto a smaller texture sheet. -Edited the collider for the Ion Trap. Should be easier to right click now. -Added Mass Spectrometer experiment. Find out what's in that cosmic dust! -Added Geiger Counter experiment. Find out how irradiated your kerbals are getting! -All antennas had their mesh and textures updated. -Added MSC Dome Antenna - Looks like a backwards dish antenna and functions about as well. 60Mm range, 40 degree arc. -Added DP-75 Dipole Antenna - The antenna for people that thought Darth Maul's lightsaber was the coolest. 5Mm range. -Minor buff to the M17 antenna's charge rate - should make it slightly more useful. -N100 Omni now uses geiger counter and mag scan science defs from FASA and DMagic respectively. -Removed N120... sorry. -Redid Sienno probe parts. They now take up less texture memory and are more adaptable. -Added adapter to Sienno probe core. Use the bottom node for a built in .3125m adapter plate. -Added small decoupler for sienno parts, goes from .625m > .3125m. -Added thermometer experiment to Sienno probe core. -Added BDB as a contractor. I haven't been able to test it much. Let me know if it works.
  5. INB4 1.4 update post EDIT: There are some pretty bad texture seams on the inflatable habs. Perhaps add stitching or something to cover them up?
  6. Looking great as always. I like the low profile doors.
  7. I have a design based on Pioneer 1 + Explorer 7 that I'm working on. Vanguard (probe) is somewhat pointless IMO - similar to what PassingLurker said earlier in the thread; historical probes, while cool are somewhat one-trick-ponies. Especially the early/primitive ones. I already have the solar antenna that was inspired by Vanguard's solar cells. Vanguard rocket might happen; me and Venom were discussing last night the possibility of having a vanguard with a .9375m first stage and a .625m second stage. But it would probably only be made if there was leftover texture space for the fuel tanks on one of the other texture sheets. And wouldn't be any time soon. I'm tossing in a vote for some Venera parts. If only because mentallandscape has plenty of reference material for them. A dome-type probe core that looks like Venera 1. I know Venom mentioned Mariner 10 earlier in the thread but I don't think there's a point in making it since the stock probe bodies kinda already represent it. Making a version of the ranger satellite bus would be cool tho. I already have the solar panels mocked up. EDIT: Explorer is successfully moved to a single 256 texture sheet and there are adapters included.
  8. I think I am going to do a 1.25m long tank. Something like the next size up from an FLT-800 tank (1200?). Based on the stock tanks (though without the awful fat rims) but the strips/details will be based on Redstone / Juno. Venom sent me this intriguing photo. USP? Huh? Thanks for the offer! I appreciate it, but I don't really want to do beta releases unless I need help with something. There's a reason this thread is on the dev board. And that reason is there's less competition here because I still consider the mod in development until I feel I'm experienced enough and the mod has matured some. So anyone here is already downloading and beta testing the mod for me. Also, packaging up a test release, takes up time that could be spent working towards just getting the content out as a normal release.
  9. I'm concerned with making things A) balanced and useful. But at the end of the day, I'm afraid my final decisions for the mod will lean towards my own preferences. I am unabashedly the sort of person who requires his crafts to be somewhat visually pleasing, and I will almost never design things 'optimally'. As long as the part is more or less in line with stock balance I probably won't worry. Thanks for the link though, it certainly made for interesting reading.
  10. Well, especially considering that with this setup you'd theoretically not be spending more than a couple KB on ram usage for the extra part, I'm not particularily concerned with making sure it has some sort of niche. If someone really doesn't want it then they can delete the cfg. I'm confused what the fuel for 2 minutes thing mean? @Venom yes haha.
  11. Ok I follow what you're saying. I actually like that solution. So I only model one mounting plate, and one RL-10. Then reuse the meshes to make three parts. The two mounted RL-10s get an 1.875m fairing (and if you don't want it just use TweakableEverything) and the standalone gets... idk 1.25m. But we do need a 1.875m fairing base anyways for the top of the part :3
  12. I grab the reference pictures online and then make them in Photoshop. Took about 5 minutes. I'm a big fan of the 'picture speaks a thousand words' thing. The typeface is Agency FB. You can make interstages using stock fairings can't you? So you should be covered. I was planning on doing it similar to how FASA did it, the mounting plate will have 3 nodes across the bottom and then have the extra node on the bottom for stack attachment. I want the RL-10 to be useable on other sizes - the thing about a lot of the 1.875m engines is you can make them useable on 1.25m if you don't include big tank butts. Which is something I'm already avoiding, and is somewhat necessary if you want two RL-10s, or fit 3 engines on the Atlas for example. EDIT: My other thought was, if Centaur is going to have it's own appearance (still stockalike, but they'd fit together and be cohesive) then it would be best to have the whole set. Thoughts on texture sizes: I'm still learning what is 'acceptable' for textures. Would I be able to do all the Atlas + centaur tank parts on one 1024 sheet, the engines for Atlas and Centaur on one 512 sheet, and then a 256 for a couple misc parts such as the Centaur fairing bases?
  13. Yeah. I can easily reuse the texture from the Sergeant motor to make adapter fairings with extra nodes. Was talking with Venom about centaur parts. Thoughts?
  14. "4 Kerbals on group-cuddle" xD mein seiten. Cool antenna array! Supposed to be like this?
  15. The texture uses one 512 map and one 256 map. I suppose I could resize the 512 to a 256 and see how it looks. Part of my issue is I like to get obscenely close to my crafts to ogle them while I play The good news is that it should be sized to match the upcoming Taerobee WAC parts. So you will have a couple of .125m parts if you use both those mods together. The probe core already has a geiger counter, I was considering adding a thermometer since apparently Explorer I had one, albiet for measuring the internal temperature of the craft. The SRB has a stand-alone, non-animated version of the meteoroid detector experiment.
  16. I have... plans. But have not tried it myself yet.
  17. Oh. Something special is happening for Mercury. But I am saving that for when I have something to show for it. May or may not get released with the Atlas I. Still just trying to finish the revamps.
  18. I just open up the stock dds files (not sure if you can do that in GIMP) and use the eye dropper tool to select colors. Looking at the stock textures also provides some insight into how the stock textures are built up.
  19. Hmm. While you couldn't do it in the VAB, you could assemble external experiments in orbit using KIS/KAS. Similar to N3h3mia's science mods.
  20. Yes! I was thinking the same thing. The model is fantastic but the textures are off - the white is too bright, for example.
  21. I never actually got around to trying to get this working again because I haven't actually sat down to play the game since I asked about it.
  22. Fold boom for attachable experiments? I don't understand but it sounds interesting. Group-cuddle. O_O Isn't that roughly the size of the hitchhiker can though?
  23. Would it require more non-standard sizes? I don't think so. Have the outer diameter be a stock size, have the inner diameter be a stock size. Radial attach, allow crossfeed, perhaps include the separating modules.
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