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KSP2 Release Notes
Everything posted by CobaltWolf
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Thank you for that image, I didn't have it! The first engine you showed was a LR-91-AJ5 (Did you get confused? The text corresponds with the image below, not the image above) which, as far as I can tell, did have a really weirdly shaped nozzle like that. The LR-91-AJ3 DOES have the correct shape for the upper thrust chamber (that straight, conical shape instead of being shaped like the LR-87 thrust chamber) but you're absolutely right, the shaping could use some more work. By the way, that picture helped solve another issue - it has visible gimbal hardware! Most of the pictures I have of the LR-91s don't seem to have the gimbal arms anymore. I know that it's very likely that the LR-91-AJ3 is different in that respect, but honestly as long as the thrust chamber / nozzles look right, I'd like to be able to reuse as much of the turbopump / other hardware models and textures as possible.
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Yeah, I honestly had very little knowledge either when I started this mod! It started as just "there's a few parts from FASA that I wish were more stockalike" and next thing I know I have bookshelves full of space history volumes and gigabytes of reference photos... The more I learn the more I want to make.
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But when they're so simple as to be indistinguishable, who cares? I'm not saying people should be copying his configs outright, I'm saying it doesn't matter.
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So, still trying to find time at home to finish up the current update - not a ton left to do, but what is there is generally time consuming polishing/bug fixing/corrections. Home life has been very busy for me lately - trying to remember the last evening that wasn't basically set aside for cleaning or buying more crap to shove in there. But, I have already been hard at work at my office getting stuff together for the next update. As I've said before, it's going to be a fairly comprehensive Titan update. I was thinking, maybe people want to see some previews of the models I've been working on? Titan IIIC Stack UA1205, UA1207, SRMU SRMU Aft detail Inline SRMU, inline single segment SRMU, inline half-segment SRMU (For the Alliant ATK EELV proposal) ACS block for Titan 23G and Transtage Titan 2 upper stage in the 23G configuration, with the ACS blocks. Please remember that, as usual, most of the detail in the tanks comes from the texture. New Transtage. I think the engines/tanks are going to be combined into a single part this time around, keeping it more like the real life 'drop in upper stage' it served as. LR-91-AJ5/7 (Titan 2 second stage engine), which will have accurate roll control via the rotating exhaust nozzle. Will have a switcher between shrouded and non shrouded. LR-91-AJ3 (Titan 1 second stage) Small experiment - I might be able to mesh switch to get the LR-91-AJ3 working in 1.875m stacks LR-87-AJ5/7 (Titan 2 first stage engine) LR-87-AJ11 (Titan IV first stage engine) LR-87-AJ11 again (I haven't given any thought to the Titan IV tanks. Also, reminder that the IUS is fully modeled and will be included in this update, since it was also used as a Titan upper stage.
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Considering how simple cfg files are, I'd like to see someone prove whether files were copied or not anyways... Seems like a lot of hand wringing over nothing, not like Yemo is still around anyways.
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Continuing something I just saw in the last thread, isn't this just a set of MM patches that move parts around for the most part, along with stuff like maybe like some science stuff? Just config work, basically, with no actual coding or artwork? Then who the heck cares if the original is ARR, if they're just simple configs then they're indistinguishable whether they're copied or not. It's not like Yemo could have licensed putting parts in specific tech tree nodes.
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The problem for me is that 'mod covering French rocketry and French alt-history designs' can't be named something OTHER than KNES - it's just too good. (For those that may not know, CNES is the French space agency) If you don't want to spend any more time on the stuff you've already made, don't. Your time is valuable and in short supply. Deprecate them, move them to a KNES-Legacy folder (which can be done without breaking saves as long as the internal names for the parts don't change) and only make updates to it if people find bugs.
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[WIP] Restock: KSP Part Art Revamp (Released March 06)
CobaltWolf replied to Nertea's topic in KSP1 Mod Development
That gets into perhaps gray territory, unless there was some way to definitely require the DLC and even then... It's much closer to the IRL Pyrios booster that the part was inspired by, as well as matching the Twin Boar in the Porkjet part revamp design sheet. -
Hey everyone, I think (hope) the Peacekeeper related parts are now done! I spent some time recently adjusting the textures to try and keep them more in line with the Restock art style. If anyone has some free time, I'd appreciate some testing. Things to check: Stock plume size and position Real plume size and position Is all the gimbal hardware oriented correctly and working? Is all the texture switching working? Pic tax, the Peacekeeper 4th stage now has physical holes and looks much much better IMO.
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Don't forget the other US2 dev and the lead artist @Daishi
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I believe the consensus is that things are properly balanced for 2.5x, while 3.2x still mostly works but is much less forgiving. I believe there are instances of things working in 2.5x but underperforming in 3.2x, while other things overperform in 2.5x and perform correctly in 3.2x. That's mostly because not everything perfectly scales to KSP, so some things are overscaled (Vanguard, for instance) while some are underscaled (The Saturns are the biggest example, though they seem to work fine in 3.2x anyways....?) Yeah, I have no interest in doing Shuttle-related stuff especially when there are some great shuttle mods out there already. First off - welcome to the forums! Secondly, I'm going to preface all this by saying the current plan for at least the next update or two is to continue revamping the stuff currently in the mod. I don't intend to start massive side projects like adding completely new part families for the time being, exceptions being maybe stuff that is already partially done that I want to finish and push out, which for example would be things like the Gemini Lander parts which are partially done. I actually wrote a fairly long post on the future of the mod several weeks ago. Now, to answer your first suggestion - I'm actually a bit confused by this. Is it a real design, or something you came up with? I don't think I'd want to go through reentry in a LEM cockpit I don't have any plans on making an X-20 (and I must laugh at Lunar X-20 considering how the real thing was barely even capable of multiple orbits and was less capable than Mercury in many ways), if only because I don't want to deal with things like aerodynamic surfaces, etc. There was a super nice BDB-alike X-20 being made but the creator seems to have left the KSP community. Saturn C-3 is super cool (though I have no idea what diameter I'd make it... I suppose it would be 5m if the Saturn V was remade at a proper 6.25m...) but not on my mind right now. The Gemini lander can actually exists in the mod (though it is my own take on the design, based on the stock Mk1 lander can) but currently lacks all the rest of the components it would need. So, 'some day'. I was a bit confused, since we DO have wetlab setups for the orbital workshops... but then I realized that I don't think those have made it into a release yet. But they're coming! I actually really don't want to add Nova - I don't want to add another part diameter that would be basically unique to BDB. Instead I want to focus more on plausible (so, not insane) upgrades to the Saturn V family, culminating in Comet Saturn or something like that. Things like uprated engine variants (some of which are already in the mod like the toroidal J-2s) and tank extensions, etc. Those are both more interesting to me and hopefully more flexible part families. Sorry, as I mentioned above when I quoted another user, but Shuttle stuff just doesn't interest me. Last I checked (which was, admittedly, like 2 years ago at this point) that wasn't possible in Vanilla KSP. With that said, everything in BDB is tagged decently well so typing in the name of a real rocket or stage (S1C, for instance) should bring up all the relevant parts.
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So like I know what I said... but I was super bored last night and needed a break. I said something about it before, but the mini radial decoupler needed to be moved to a new texture sheet because it's currently part of the old Scout texture sheet which, obviously, I'm deprecating. That's a good chance to do something we've decided is going to be part of BDB moving forward: 'Generic' parts like decouplers, sepratrons, anything that doesn't necessarily need to be part of a specific rocket family because it's used elsewhere, is going to be kept on separate texture sheets, to make pruning easier. While I redid the UV map for it, I also UV unwrapped the medium radial decoupler. I decided to throw some textures together for it, they're mostly done - I want to see if there are any more good greeble opportunities. This decoupler should look good for 0.9375m, 1.25m and 1.5m parts.
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KAS/KIS got rewritten recently. The mod still works in the old versions (I don't know what version number specifically, sorry). I haven't had time to try and figure out what is wrong with this mod to make it work. I am trying to get an update out for my main project at the moment.