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KSP2 Release Notes
Everything posted by CobaltWolf
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As a modder, I find the hardest part is keeping up with my ideas. With that, here's a list I made to keep track of all the stuff that's on my mind right now... dev stream booting up. TO DO (in no particular order): - Titan 3B paint scheme - Thor / Agena-B paint scheme for Agena Straight Interstage - "Titan" texture variant for Redstone, Thor - "Cream" texture for Thor - "Olive Drab" texture for Thor - KH-1 Camera - KH-4 Camera - KH-4B Camera - KH-7 Camera - KH-7 OCV - KH-8 Camera - Dual Return Pod Adapter - 0.9375m > 0.625m Return Pod Adapter - Titan 3B Adapter - 0.9375m Generic Decoupler - Finish OSO - OSO Standalone Experiment - OSO-7 Experiment - OSO-7 Core - Multiple Payload Adapter - Agena Standard Fairing Base - Alouette-2 - Finish Agena-B Engine Shroud - Finish Agena Engine Mount - Reduced mono version of Agena D Equipment Rack - Agena Retrothrust Module - Castor IV - Castor IV XL
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First
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If I remember, it's the KH-7 specifically that was proposed (since it was already "old" tech compared to the KH-8). But since the camera bodies are all individual parts, you could do crazy astronaut stuff with any of them (if you don't know the "crazy astronaut stuff" line, y'all really should be reading Ocean of Storms )
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It's an easy enough change to make (just... stretch the texture in the upper half of the castor II), but I'd love to have confirmation from a primary source before I do it Got that Test paint scheme in for the Sparta / WRESAT parts @Zorg really outdid himself with these plumes - the thrust vanes all have little extra tails coming off them. I wound up attaching a cold gas system to the Antares to help with the attitude issues I had during my last Sparta attempt. I wound up adjusting the colliders after the flight. WRESAT in orbit, with its new copper paint job, ready to explore the ionosphere.
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I upload everything to a development branch on Github as it becomes available (I work on multiple PCs and only have Unity on one for... uh... reasons, so the pacing item is usually finding time to sit down and get things in game) which you're more than free to play with / use. But don't use it in any sort of career save (balancing the new stuff generally happens last, sometimes long after I've done the basic work of just getting the part to load in game), and don't use it in a sandbox save you care about (things are developed pretty fast and loose so crafts can break and stuff like that). If I remember the current dev branch has around 150 new or remade parts compared to BDB v1.6 from the end of October. No ETA on the BDB v1.7 release. I have a lot of content planned that all sort of relies on each other (new payloads need new rockets and vice versa).
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Derp, I mean KH-4 and KH-4B. At least then I only have to try and solve for one set of dual-bucket adapters (the other for the Gambit-3, which I'm comfortable sharing a nose with the KH-4. They're similar enough) You can't even mask for biomes... just a bit mask for situation (Flying low/high, landed, splashed down, orbit low/high) and I think there's a boolean to check for atmosphere. Here's where I left off last night. I might split the RV off to its own texture sheet - it came in a lot of different colors IRL.
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re: KH-9, I'm just not sure. I'm kind of dubious about how useful any of this stuff can be made to be in game, and in that case, there's definitely other stuff I'd rather do. Making a KH-9 part set would effectively bump some of the other payloads I've planned for this update, ones which I'm much more interested in. And I was planning on basically just ignoring the double buckets if need be