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KSP2 Release Notes
Everything posted by CobaltWolf
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Yeah all I can think of is Buffalo's JetWing
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Some big issues getting fixed, keep it up Personally I'd like to see several more 1.4.X builds if it means a return to the stability we had several versions ago.
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Yeah unfortunately the specular maps for BDB at too high contrast for PBR workflows, which tend to be more straightforward definitions of materials instead of trying to get lots of contrast. Rest assured I have been working on stuff lately, though not as fast as I'd like! Going to have some good stuff coming up, hopefully after I get some work done tonight I'll have something worth sharing pictures of. In the meantime, because I likely won't have much on Github for a bit still, please check out these awesome mods that have come out recently:
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Gotcha. Well, if they want to be fast then they should put RCS on no? From my POV it sounds like the easiest implementation would be something like a weaker version of the stock reaction wheels, but the power scales inversely to the distance from a major planet. Remotely accurate magnetorquers would indeed be a bit too much for enjoyable gameplay.
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@Gotmachine any thoughts on adding magnetorquers to the mod as a high tech third option?
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They are two different ways of achieving the same thing - that is, changing the shape of something. I know that for character rigging, specifically facial rigging, people usually decide whether they want to accomplish it through bones or blend shapes or both. It's worth noting that for things like engine gimballing, etc where the animation is dynamic then bones are the way to go. Blend shapes are better for things like these inflatables where the shape and deformation don't lend themselves to creating an armature.
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Surrey Satellite Technolgy Ltd. - Satellite Pack Programmer
CobaltWolf replied to SSTL_Pete's topic in KSP1 Mods Discussions
I'll share this with some programmers I know, but for some of the functionality (harpooning, in particular) I know that is already part of Kerbal Attachment System. -
So, I don't know about anyone else, but I have always loved the bottom right of this image: Specifically, the part where the tug (?) lifts up the payload (?) over it's head with both arms. I like to think that it then chucks the payload out into space and that's the delivery system. So, my question is, will that be doable with this mod? More clearly - will the arms be part of this mod? If so what is their implementation going to be like? I know @sirkut has been doing some cool arm plugin stuff lately but I don't know if it actually fits this use case.
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Good stuff man, eagerly looking forward to it before I take any new in-game preview screenshots for stuff coming down my pipeline.
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[1.10.1] Making Alternate History - Lander Pack
CobaltWolf replied to bcink's topic in KSP1 Mod Releases
Shoot you're right... I have a S-IVC type docking system planned but not the one for Artemis. Pegasus is easy to kludge with BDB parts. Just use something like the new LDC-Titan upper stage tank with the S-IV's engine mount and RL-10s.- 51 replies
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Went alright. Mostly was messing around with the bottom of the Big G and trying to figure out how it all goes together. I'm tempted to make the whole SM (meaning the conical part and then the bottom snoot) one part but I'm not sure how that will go over with people. Any thoughts? I also started modeling something else I've been meaning to get to for some time, but nobody commented about it so I'll keep it under wraps until there is more to show On a slightly related note, in addition to more RL stuff going on than usual, I have been doing some work for other mods. One of which was @bcink's awesome Altair/Artemis pack, Making Alternate History, which just released! So, that is why BDB may be a bit more quiet than usual. Additionally, some *very* helpful people have been contributing to getting more updated craft files and getting content ready for the wiki. Hopefully that means in the future BDB will become more user friendly and welcoming to newer players. Little bit hard to see but I trust you Hrmm. And I just (within the last month) received a donation through the link. What exactly was the issue?
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[1.10.1] Making Alternate History - Lander Pack
CobaltWolf replied to bcink's topic in KSP1 Mod Releases
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OMS for the conical Big G would have been uprated Apollo RCS quads - remember they tried to bill it as 'off the shelf'. The half length one is for MOL / Blue Gemini. IRL it would have lacked the OAMS system. Yeah I don't know why anyone puts the Titan 1 engine on the 1.5m SM (the red headed step child of the Gemini parts...) when it produces way too much thrust. I kinda always just pictured it as an AJ-10. Anyways, I'm planning on trying to stream a bit tonight once I get home, starting sometime between 6 and 7 eastern. Probably going to be working on Big G (not going to push to finish it tonight, mind you), and later I'll try and work on another little surprise.
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For anyone wondering, LK-1 came first, and they wound up reusing the capsule for LK-700 (with added landing windows) and TKS
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Modding the game vs Playing the game...
CobaltWolf replied to DracoSilverpath's topic in KSP1 Mods Discussions
Appreciate it. It's nice to be reminded of that sometimes. -
^ adding an attach node might be nice actually! It'll look dumb if used incorrectly so that's not really your problem if users abuse it
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Modding the game vs Playing the game...
CobaltWolf replied to DracoSilverpath's topic in KSP1 Mods Discussions
I haven't played the game in 2 1/2 years. Every time I try I think to myself "wow I'd really like to have that new part I was working on..."