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Everything posted by CobaltWolf
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[1.0]CactEye 2 Orbital Telescope BETA 5.2
CobaltWolf replied to Raven.'s topic in KSP1 Mod Development
The DMagic telescope is meant to be pointed down at the planet, not up at space. They serve a fairly different function. Though I do agree, I wish the Dmagic parts were a bit more interactive. -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
CobaltWolf replied to NecroBones's topic in KSP1 Mod Releases
Aww really? The quad nozzles look so much cooler - especially b/c solid rocket motors don't scale up as well as liquid motors. Having the 3.75 SRBs basically be 4 smaller SRBs in one shell makes more sense IMO. Just to offer some input. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
CobaltWolf replied to KillAshley's topic in KSP1 Mod Releases
So, I finally got around to installing Linux so I could play kerbal on 64 bit. Currently running NH, K+ and OPM and I'm excited to see so many places to go! For now, I'm still stuck in LKO doing basic missions. Since I'm busy the next couple days I have been sort of theory crafting the future of my program, so I had a couple of questions. I've been slowly going back in the thread but I figured I'd ask, at the very least, to start fresh discussion on these two things. 1) Anyone have any tips for RemoteTech networks? I was considering having 6x comm sats on equatorial orbits around Sonnah, with dishes pointing a) to all the sonnah bodies (minus pergas - which seems to be beyond 50Mm?) and to the sats in front + behind them on their orbits, as the ranges are too far for omnis. Hopefully this will enable communications to the far side of sonnah, such as when the Mun is behind the planet from Kerbin. 2) Any tips for general progression in the Sonnah system? What bodies should I go to first? Should I try and orbit all the bodies before landing? Also, I can confirm that KCT is causing issues. Simming always works while actually launching takes a couple tries. Here's hoping that you have the Mun's issues fixed - my first attempted playthrough ended in part because my Munar comm network got thrown out into Kerbol orbit! On that topic: Is there an altitude that is safe? Are landed probes safe? -
Tantares is certainly more playable to be in its current state. I thought HGR hasn't been updated for 1.0.4?
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Think you could throw it up here? Pretty please?
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[1.0.2]HGR 1.875m parts(v1.3.0 released)
CobaltWolf replied to Orionkermin's topic in KSP1 Mod Releases
Three day weekend? Nobody told me! -
[WIP] Phoenix Industries Manned Rover Cockpit
CobaltWolf replied to -ctn-'s topic in KSP1 Mod Development
Based on your image, the side windows should be bigger I think. Also, the 'frame' around the windows looks a bit thick, both in width and in how deep in the windows are. Are you going to include the greebles on top of the cab, or let those be off the shelf stock lights? -
MODO | 3DS MAX | MAYA | Lightwave | Blender
CobaltWolf replied to a topic in KSP1 Modelling and Texturing Discussion
I've been using Modo for classwork this past quarter. I'm completely sold on it for modeling work. Coming from Maya (and previously Blender, years ago) I find the modeling toolbox for Modo to be much better, especially when you have to get nitty gritty and just start creating the geometry vertex by vertex. I have not used it much for hard edge modelling though; I've been using it for an organic modelling class. -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
CobaltWolf replied to Orionkermin's topic in KSP1 Mod Releases
Well *that* is very exciting. Can't wait. -
Doesn't mean you can't. http://downloadmoreram.com/
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Hi fellas! This term at my university, one of my classes had a long term project involving coming up with a creative project and doing pre-planning work throughout the quarter. At the end of next week, we are expected to present a sort of rough prototype of the project to the class. I chose to do a KSP mission blog, something that I've wanted to do for a long time. Unfortunately, I got caught up with other homework and with some other games after making two posts and a draft. http://peoplesseb.wordpress.com/ I was wondering if you guys had any feedback for, particularly in regards to the writing style and the types of information in the posts. What you liked / didn't like, what you'd like to see more of, what was useless to the narrative, etc. I would like to discuss the feedback during my presentation. Additionally, I plan on rebooting this as my own personal project once KSP 0.9 drops, so any feedback I can get can be applied to the newer iteration. Cheers fellas, -CobaltWolf
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I'm sure there are plenty of tutorials for that sort of thing online. It's just a matter of taking the time to learn it.
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Umbra Space Industries - (Roadmap and WIPs)
CobaltWolf replied to RoverDude's topic in KSP1 Mod Development
Can we also have the inverse? Small stations that periodically have to be serviced via rover/EVA and then brought back to get the science? Sorry if I'm misunderstanding your post. It sounds like the science outpost is a large station full of kerbals. I immediately pictured some sort of small structure (visually similar to the moisture farmers in Star Wars) that had something brought back to a science station manned by kerbals, like periodic data or something. From your post it sounds like any sort of EVA/rover activity can generate the resource. EDIT: After rereading this I am actually pretty sure this is what you described. -
[24.2] Karbonite Ongoing Dev and Discussion
CobaltWolf replied to RoverDude's topic in KSP1 Mod Development
Damn. Part of me was hoping that there'd be an easy way to get set up permanent floating mining platforms in Jool's clouds. -
Diggin' this, liking the idea of the whole mod! Good on you for making landings more interesting!
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[WIP] Reorganized Tech Tree Alpha 0.2.0 Added NFT and MFT
CobaltWolf replied to Jonnothin's topic in KSP1 Mod Development
By breaking it down into smaller chunks, you can get what you need sooner. For instance, if I just need the more powerful booster engines but don't need the efficient upper stages, I can get them without having to spend as much science up front. -
[WIP] Reorganized Tech Tree Alpha 0.2.0 Added NFT and MFT
CobaltWolf replied to Jonnothin's topic in KSP1 Mod Development
I like the number of nodes. It spreads the progression out a fair bit and makes the game feel much longer. -
Subsatellite would be cool as well. I was just reading about it today actually.
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I'll toss in another vote for the surveyor probe frame; tack it on to whoever said it first. Perhaps with an interior node inside the trusses to place one of the small probe cores? I don't know how the sizes relate but it'd be cool.