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Everything posted by CobaltWolf
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Something I thought of last night, hopefully my attempt to explain it makes sense. So, I hated how the new stations wound up peppered with portholes that got in the way. Now the basic modules will have mesh switches - 6 different window configurations! Left to right: Four windows (current), no windows, 3 windows, two windows, two windows (alt), one window. For UV reasons the two room module likely will have the same combinations, none where there's an upper window but no lower window etc. The other modules can't have this at all. EDIT: Oh, also, I added a fairing module to some of the adapters and endcaps for the Gemini station stuff. Let me know if its useful or just annoying.
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[1.7.x] C.E.D.A Aeronautics Division Airplane Parts Pack
CobaltWolf replied to KerboNerd's topic in KSP1 Mod Releases
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Yeah I'm wondering what will be possible with the longer version... and if it's possible to have an even shorter, and even longer, version... Also, I just saw when I opened my Paypal, but thank you M and B (don't want to doxx but hey, if one of those is your first initial and you donated recently, you know who you are! ) for donating to BDB!
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Yeah, this adjustment is sounding better the more I think about it, honestly. Uhm. Nothing really. Just was trying to think of useful utility/greeble parts and was like... uhhhh.... extending light for illuminating EVA work? Not possible, I'm afraid. Not without a custom plugin... which, I don't see as being particularly hard to do? Just need a plugin that specifies... I guess you specify a transform name, it points Z+ and rotates around Y, you'd want to be able to set limits on both a positive and negative rotation, and then it just tries to keep Z+ tracking at the body you're around. Preferably make it an extension of the generic animation module? And then maybe have the target be configurable - "currentBody", "sun", idk somehow hook it into the planet code, but that's getting more complex. I'm not a programmer, so doing all that is probably way less intuitive than it sounds. It would be great for dishes of all types though. Darn you... you twisted my arm. I thought about it... and realized the only way to do this right is to bash the Bossart texture sheet into a new set of parts one more time... I give you, the start of my 3.125m balloon tanks. These should be capable of providing a reasonable approximation of the SLV-3K and Atlas II CELV tankage - and they'll be balanced as balloon tanks! No radial attachment, less dry mass. The UVs still need work but you should get the idea. Oh, for what it's worth - LDC texture variants, I'm considering making a version that is basically a Titan 3C color scheme because that's what the Heavy Lift Titan artwork that I have shows. The other texture variant would essentially be for a white upper stage tankage, with first stage tankage based on the Atlas V CCB's copper coloration. What do people think of that? (Ignore the... camera? that's being highlighted here) So, I intended people to use the Star-5Fs from the Atlas V... honestly just because I thought it was a cool little detail? so that's the intended retro rocket to be used there. Unfortunately they take a little adjusting to get working right. Also, there's a practical reason for this: If we included the retros in the tank, it messes up the fuel flow and the rocket won't stage properly. It's an unfortunate thing we ran into with the Atlas V tankage as well, which is why the retros became a separate part in the first place. So... I WAS going to work on getting 3-seg SRMU and the short Titan 1 tank in game last night... but Pappy's post got me thinking about 3.125m balloon tanks more... and that got me thinking about a part, which many people have told me is one of the worst in the mod. I agree... so I'm also remaking the Centaur interstage this update. And I UV'd it in a way that it will work with more detailed Centaur parts in the future (the weird "hump" extends down on to the interstage). Right now the plan is to also have a shortened version that replaces the current interstage, and then this longer, more accurate version becomes a new, third B9 switch option. I also made some stopgap texture adjustments to the Centaur tank textures to get rid of the ugly black rims. Deal? (oh god I can feel the planned release date slipping through my fingers...)
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Wow, this looks great!
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Well I guess you'll just have to pay the screenshot tax, huh? Hmm... What I actually want to do but am not sure about, is adding a fairing module to... basically all the adapters? I'm just worried it will be a big of a pain in the butt... something worth testing. Did some more playtesting to check if some bug fixes work. The inflatable airlock still needs adjustments, but at least works now. No pics of a kerbal climbing out of it, for some reason I get a transparent parachute when I EVA? I don't even have Making History... I'm also still experimenting with some more parts for this set... here's some conformal radiators that I wanted to make since I figured they'd look cool and make good greebles... I also was experimenting with this... telescoping... lamp post? Yeah, idk. I don't think I'll finish it. One thing I like and probably will finish... Another part, or rather series of parts, would be some sort of "Mobility Assistance Device" aka the MAD Poles from Kolyma's Shadow... would serve as some sort of extending or fold out ladder for these station parts. Thoughts? EDIT: Oh, also, realized we need a 45 degree version of the ferry RCS for reasons that should become clear soon
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Yes, on the Github issue for LDC I still have these listed: 3.125m Short Interstage 3.125m-1.875m Interstage 3.125m stack decoupler 3.125m fairing base 3.125m > 2.5m adapter 3.125m nose cone 3.125M Stage and a half tank for CELV-alike LVs 3.125 stage and a half skirt for CELV-alike LVs Some nice little fins I made for the stage and a half skirt For Titan, we still need... well, I need to add a couple things here: SOLTAN 1.5m SRB (ignore the nose cones in the image) 1.5m Nose cone (would have a mesh switch to a 0.9375m end cap) 0.9375m end cap for the UA120 nose cone 0.9375m booster recovery parachute (I had a great painting of this I'm sure I posted here but I can't find it...) Short 1.5m upper stage tank (basically a cut down Titan 1 second stage, a lot of people liked the old part) Full 3-seg SRMU (basically the UA1208 equivalent for the SRMUs) I also have like... 11 more alt textures written down for Titan? And I'd like to do 1 or 2 for LDC, at least the tanks. EDIT: Also, at the risk of... promoting myself? Lol. I'm currently looking to upgrade my computer. I don't necessarily need to, but we're still trying to scrape together a desktop so my partner to use to play with me. I've been looking and think I might take the opportunity to upgrade my CPU/mobo and give her my current setup (which is still pretty decent). Unfortunately that means that we'd have to pay a bit more than we budgeted for. If anyone has been enjoying all the work lately and wants to help support development (and help me avoid yellow clocks when I'm playtesting...) you can support development regularly via Patreon or make a one time donation via Paypal. Cheers y'all!
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I think it's a fair point that you have heavier payloads and less time to do it... but I'm not sure it make as much of a difference as people think? Like the amount of delta V you need to impart is still like half of what it is IRL. Like Blowfish said, many rockets such as the Atlas V with the single engine, you basically loft it so it actually circularizes past apoapsis, here's a graph of the altitude of an Ariane V on a mission to I believe GTO. So, I apparently had to restart Github for it to realize I had changed the model and fixed it on my end. Blech. They disabled it for some reason. My life is now hollow and meaningless. Managed to finish my station last night: As a reminder, the tag "MOS" will pull up... as far as I know, all of these new parts. It's ridiculous. 30-something in like 2 weeks. There's also a number of Github issues we need help / feedback on: This is probably going to be a slow week compared to the last two; I have friends staying over this coming weekend so I need to make sure the apartment is put back together in one piece before they show up. So probably no streams until next week. In the meantime, please test all these new parts, leave feedback, show me what you can come up with! It really really does help keep me excited and motivated to do all this! I'm trying to wind down this update, but if there's stuff that people find they really want ("oh if I just had X part I could make something super cool...") that isn't too much trouble, I'm all ears.
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Wow... Pappy, your stuff is looking good, but Zorg that is just... incredible! WOW. Anyways, there's going to be another dev stream tonight, starting sometime between 5 and 6 eastern (4-5 hours from this post, basically). Just wanted to make sure people knew! In the meantime, more stuff coming through the pipeline. Here are three remakes of old parts: The dish, propellant carrier, and solar panel. And something else we've been needing: Gemini needs a proper LES for when it's getting launched on bigger LVs. This way people playing hard campaigns will be able to get their crew to safety!