-
Posts
7,348 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by CobaltWolf
-
Yeah it's going to take some time for the dust to settle on these changes, there's a lot to do. Also worth pointing out, there's a subtle but key difference between GitHub commits that are for playing with, and GitHub commits that are us passing half-done updates between each other. (The latter are often mine...)
-
I didn't really like people doing recreations of actual nuclear strikes with them. The Titan 2 RV was included because it looked so cool and I made it into a small launch vehicle (with a STAR-37 or similar stuffed in there) The way my mouth opened when I read that and everything suddenly made sense Added Neptune Camera support to the relevant X-15 parts. Also working on adding the 'bugeye' cameras that were mounted early in the X-15 program, sorry but I forgot to grab a pic. KSC as seen through one of the belly mapping cameras.
-
If I recall, the Saturn tanks are mostly single meshes for each length switch. I might be able to split them into separate tank walls and stringer sections. @Rodgerthe all-white switch was made by... someone else, recently. I could've sworn I uploaded it to GH but I'm not seeing it anywhere so maybe I'm just going senile in my old age. Early on, we had reports of some unexpected lift/drag issues with the X-15 which only occurred when air-launching it from under the wing of another craft. We'll have to look into it more - I also feel like my X-15 was uncontrollable and dropping like a rock after release.
-
Yes but to be fair, that's what a lot of our updates are since me/Zorg/Invader tend to work on completely different projects. But yeah, that's about the scope of it I think. We're not anywhere close to release but I don't think the scope will get any wider. We all have vague plans/ideas for the following update but nothing is concrete - just know that BDB isn't going away any time soon (Not that I think anyone was worried, what with all the activity around here). Pretty much! You can think of Mariner 8/9 as being an orbital version of 6/7. In addition to the propulsion module, there are some other changes for 8/9 - the solar panels are on outriggers instead of connecting to the top edges of the core, the LGA is shorter, the HGA is moved outboard, and a medium gain horn antenna was added. The core (or at least, it's structure) was shared with the Mariners all the way back to 3, while the solars (save the aforementioned mount changes), star trackers, and science platform are shared with 6/7.
-
I skimmed it but didn't see anything about the docking port retracting? In any case, I remember the FASA part you're talking about. It was actually a docking port that included the whole snoot as an animation. I wouldn't be able to make it animate with a docking port attached to it, and I don't think I can make it with switchable built in docking ports. Sadly we're going to have to live with tall rockets for our Big Gs. Zorrrrrrrg
-
F-1C is now up on GitHub. This is a new variant of the F-1 engine, based on @Katniss218's speculative 90s modernization of the F-1A. As such, I had a bit of freedom with how to translate it to BDB. I hope you all enjoy - it's a slight upgrade over the F-1A in almost every way, as a little late game/timeline treat. I suppose the plume needs to have the black soot removed in this variant. As an aside, this also let me integrate the F-1A turbopump exhaust, so we finally have a small visual difference between them. There's a couple other changes Katniss alerted me to that I'm looking at adding. It even includes the F-1/F-1A Vac variants, for my kerolox krew out there.