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Everything posted by CobaltWolf
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Really? All the pictures I found had them looking roughly the same size. At any rate, the boosters were just thrown in to make it presentable enough for a screenshot. They wouldn't stay in. I'm doing it a bit differently than FASA does. The rounded end of the tank is separate from the sustainer engine. I wanted to make it a bit agnostic, so that for example you could swap in other mod part engines, as well as use the sustainer engine as a powerful 1.25m non-gimbaling engine.
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Oh my god Prop-M is the CUTEST thing to ever get flung on a one way journey to a dead planet. Look at this thing! It moves with a little clockwork mechanism ploop ploop ploop ploop. And it was tethered to the lander so it didn't wander off.
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- totm march 2020
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For DMagicScienceAnimateGeneric? I would very much appreciate that. I was fiddling around with it a bit on... Wednesday I believe. When I was trying to get the Micrometeoroid Detector to work. I couldn't get it to work, then I realized it was outdated. I tried it by using the version currently included in DMagic Orbital Science and came closer but it still wouldn't work (did nothing when the experiment was run). I decided to drop it for the time being since you hadn't released a new generic version of the plugin. EDIT: Quick update before I go to bed!
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Hey guys! I've been sick all day (hurray!) but I was able to put a couple hours in. So, the biggest news from today - the antenna refresh is almost done! Almost all the antennas got new models, and they all got moved to a single 512 texture sheet. I spent about four hours UV unwrapping them all. Right now there are 9 antennas in the mod. 9? What? There were 7 before! Well, I took the opportunity while no one was looking to finish up two more antennas that weren't included in the original releases of the mod. One is a dish with a lightweight dome, the other is a dipole that is meant to accompany the DTS-M1. i spent the day alternating between coughing, blowing my nose, and laughing at the idea of calling our SM-65 'Fatlas' Thank you! I grabbed them today. I wound up rewriting some but I used yours as a reference. EDIT: Alright people, so... I'm starting work on Atlas I. I like having a couple things in progress in different stages of production. Gives me more options for what I feel like doing. So, couple questions: Any particular features / bits you want? Atlas I/II went through a lot of changes, big and small. I have a big pile of different visuals to pick from. The shape of the fairing around the booster engines, for example, changed several times. Also - do you want it symmetrical or no?
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Doesn't necessarily need to be that simple. For example, I liked the bit about Minmus throwing snowballs. I mean don't make them too scientific, talking about the chemical composition and stuff. I would also say to remember a) this instrument would mostly belong on probes, so the characters probably aren't interacting with it - that's what crew reports are for. So things like referencing Jeb doesn't really work, especially because we don't know whether Jeb is there, or even alive, depending on the player. The detector is meant to give an idea of the number / frequency of impacts. So around Dres, where there are a lot of asteroids, there would probably be a lot of impacts.
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Oh wow I like them! The only problem is Kerbal sciencedefs are in second person ('You look at the thermometer', 'You inspect the goo'). Do you want to change that or would you like me? Don't worry too much about spelling/grammar I don't mind editing it. EDIT: Also know that it doesn't know the composition of the debris. So we wouldn't know that, say, the debris from Duna is ferrous.
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I don't think it's so much trading thrust for isp as it is trading thrust for weight and thus delta V. Once you're out of the worst of the atmosphere the need for TWR diminishes so you drop the extra engines. I don't think there's any real reason to do it much differently than, say, FASA. Asides from the obvious sizing differences. I had some success with making the bell of the main engine 1.25m and making the boosters .625m, for a rocket that's 2.5m at the bottom. Perhaps. I'm not really sure how to animate the geiger counter. I'm looking into DMagic's animation plugin since it allows experiments that only go one way, as well as experiments that consume resources... like film. I'll just PM you my email address.
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I guess just make them 'Kerbal', which is a mix of funny and serious, leaning towards funny. In the current release there is a sciencedefs files that includes the Micrometeoroid experiment. You can open that up in notepad to see how it works. EDIT: Aight, two things. So: Atlas is indeed happening, but it is a long way off. As in, it got appended to the end of my priority list. Don't expect it soon. Top priority is still in redoing / polishing the parts currently in the pack. The needle animates. Continuing my efforts to avoid 'boxes full of science', this one is a cylinder!
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Couldn't figure out how to record a gif so... uh, here. Yes, Venom's Mass Spectrometer is on the craft. No, I have not written an experiment for it. No, it is not animated yet. For something complicated like that I might need DMagic's animation plugin. I'd have to see what I can do. The Vega balloon probes are really cool and I'd like to do something like that at some point.
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I've been banging my head against my desk for the last hour or so trying to figure this out. I have a science experiment that has an animation for an event occurring, blinking the lights, and returns to it's normal state. Is there some way to prevent it form reversing the light pattern when it is reset? Thanks!
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I'll worry about one thing at a time. The experiments don't even have sciencedefs for the vanilla system. (At the first kopernicus defs I'd write would probably be New Horizons as I usually play with that). Sciencedefs are fun but I'm not very good at writing flavortext. EDIT: @Venom can you send an FBX instead?
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Maybe old Atlas... put it in the tech level between the 1.25m rockets and the 2.5m. Maybe do it as a 1.875m rocket..? 2.5m always struck me as being too big for it. I'll look into it. Mass Spectrometer is in game but needs science defs. Up next - geiger counter! That should round out the early science parts... I think. Maybe. I'm not really worried about having too many; I'd rather try and represent some of the breadth of scientific instrumentation and leave it to the player to adjust their science return value. Besides, if I put enough in you won't be able to put all the parts on a single probe like in stock haha.
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Well apparently Venom is working on a Centaur now. I have a lot of stuff in progress. Next update is probably going to include some more new science that me and Venom have been working on, and refreshes of the antenna and explorer parts. After that I would like to finish up the parts that were in the WIP gallery a few pages back. After that I'm unsure. Probably working on more small stuff. I'd like to make some probe cores, mayyyyybe a couple dishes if people aren't sick of remotetech parts. There will probably be another rocket in there but I'm not sure what. Probably something related to Thor. It would be very cool! I'll have to look into animating textures, I'm not entirely sure how to do it. I do like animated science!
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What makes it better then? If it plays exactly the same? Just having less detailed texture maps?
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I figured since it was on that page I linked. I think the stripes will add to it a lot. What are you trying to mirror? I don't use Wings 3D but these seem helpful. I took a 15 minute break to play with the shape. It's not too bad but it's a bit odd. I made a trapezoid, split it into four quadrants. Extrude the upper two inwards, flatten the sides. Extrude up to make the electronics bin. Extrude the two other blocks from their own quadrant. Put in the cylinders, then do the NURBS extrusion for the wires like I talked about in on of the posts above. It's sitting around ~700 polys right now. I could probably cut it down to something like 500 if I cleaned up the geometry from the edge loops and merged together some of the straighter parts of the wires. One thing I notice is that you want to make the base a bit taller than you would expect, so that if the model gets put on a rounded part, the bottom edges aren't as easily visible. (I'm not going to use this model but I figured it might be helpful to see how I would do the geometry)
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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
My Explorer parts are sized to .125m to be compatible with WAC parts. :3