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KSP2 Release Notes
Posts posted by VenomousRequiem
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12 minutes ago, Rory Yammomoto said:
Is this a 625 mm or 250 cm engine?
1 minute ago, CobaltWolf said:It's the same as the Inon/RL10 in the mod already, just a new model. So 1.25m in terms of the autoshroud it generates, while the mounting hardware for the engine at the top is a bit below 0.625m.
It's not the same as the old one, it's actually better compared to the real RL10. The very end of the bell is about 625cm, and the bit on top is probably around 300cm. The node shroud, however, as Cobalt mentioned, is 1.25m.
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22 minutes ago, CobaltWolf said:
Noice. Looking great.
Yeah I'm sorta hype cus I managed to get a good bit done tonight. Yesterday's build? Oh right, @Jso's balance changes got merged in.
From what I read people are still getting the constant crashes I was getting, so I'm still just kind of putting my head down and modeling / texturing.
Thanks!
I've been playing with the latest dev build in 1.1.2 and everything works fine... so far. I haven't tried antennas or science, though.
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Oh! I don't know why I just thought to post this, but for those of you who weren't on the stream last night, here's the progress I've made towards remaking the RL10 engine.
It never looked quite right in the past, but when I'm done with this it will. That was one of the first things I ever modeled for BDB.
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48 minutes ago, Beale said:
Sure, I'd be happy to have them
They're on my desktop, and I'm currently not home. So you'll get them within the next few days!
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24 minutes ago, Jack Wolfe said:
You can with a bit of effort...
Be sure to leave the autopilot engaged once everyone is aboard.
That uh... that's bad.
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On 4/20/2016 at 4:02 PM, Beale said:
As long as they are regular sizes (I've kind of dropped the idea of off-sizes for Taerobee), sure!
I am just trying to learn my way through GitHub currently (a little embarrassing I don't know already), the good sir @Urist is helping to educate me.I don't know why I've only just now seen this post, but would you like me to send you the model files for them? They're modeled in Maya, and I'm pretty sure I've heard somewhere that you have that as well, so that shouldn't be a problem, no?
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Oh lord, you guys. You cannot physically fit 3 Kerbals into a 1.25m pod because their heads are too big. This has been talked about sooo much in this thread. @Beale you should write in to OP not to mention a 3 kerbal Soyuz.
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1 hour ago, cxg2827 said:
Metalocalypse haunts my dreams...
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23 minutes ago, Shadriss said:
Essentially, what he said. The other main difference is that SVE is being set up with config files specifically to work with Scatterer for an overall better look.
Ohh, yeah, it's really pretty when you combine Scatterer. I'm not a he...
17 minutes ago, MetaframeNL said:I know im kinda annoying and repetitive but can anybody please help me?
Is there a way to make the clouds like in the first experimental? The last update of SVE makes it very hard for my pc to go trough the 4km base layer of clouds, i suffer enormous fps issues. After i passed trough the clouds all is fine again
All help will be greatly appreciated !
The old updates won't work on 1.1, and it sounds like the issue is just your PC. I don't think the author is responsible for that.
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15 minutes ago, onlinegamesz said:
Just curious, whats the main difference between this and eve? I don't know which one to choose.
This is a retexture of EVE, essentially. This one looks better in my opinion. Much better.
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Wow, this actually looks really good, and runs better than any other cloud pack I've tried that actually looks good! Please, god, listen to the mods and don't get your thread closed. Don't be that guy.
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4 minutes ago, captainradish said:
It's a good collection of parts, don't get me wrong. However, it's all thrown at you at the same time. Any way we can get this pack a bit more spread out?
It's also possible that due to the sheer number of parts it's simply me getting overloaded due to not paying attention to the tech tree, so if they are already distributed well, you can ignore me.
It kinda seems like the mod won't be spread to different packs (like i think you mean) for a good minute, and yes, the tech tree is as spread out and balanced as possible. Cobalt only ever plays in career.
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Just now, CobaltWolf said:
Four hours of writing part tags makes Cobalt need a little drinky
Amen... I hope you guys appreciate such a large amount of work for something so little!
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4 hours ago, popeter45 said:
will you add the solid fairings to the stock patch? (i prefer them to procedural fairings)
Aren't those like... Broken in the stock aerodynamics? Thats the problem that LiquidHype and Felbourn and a bunch of others were having. Like that's the reason KWRockety has P. Fairing now instead of solid ones.
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2 minutes ago, cxg2827 said:
What are people's expectations with the active docking port? Trying to figure out the bast way to model this.
My thought is that it should have a similar profile as the clamp-o-tron. Right now I have the base of the active APAS having the same diameter as the clamp-o-tron. By itself, it looks a bit squatty, but when attached to parts it looks OK.
And the other question: what color? Black, Off-White (mk1-2), or Gray?
You should make a version with an integrated parachute, and leave it the 0.9375m profile! Maybe take the little... four side bolt... things... off that ruins the profile.
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45 minutes ago, ThatGuyWithALongUsername said:
ThatGu- this name is too long, I'm not typing all that presents...
...You spent more text typing that than your name...
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3 minutes ago, dlrk said:
Any pics of the IVA? Also, do the Cygnus/ATV look alike pods carry life support supplies?
IVA of what..? Also, yes. Kinda. They can.
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7 hours ago, Rory Yammomoto said:
EDIT: My I make a request?
Atlas II parts. the Parts currently in the game cannot lift an atlas II payload (4.55 tons, assuming that real life is exactly 1.648x bigger) without some crazy-horse Idea.
The article where I got this from: https://en.wikipedia.org/wiki/Atlas_II
ANOTHER EDIT: Got one. Really hard though, and it just barely gets to space.
What would that need? Upgraded engines, a longer tank? I mean, it's essentially the same rocket, just a bigger number after "Atlas".
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1 hour ago, Whovian41110 said:
Im also too low on RAM to use Texture Replacer
KIS has the option to take helmets off... but that might just be on EVA.
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4 hours ago, Thraken said:
I recently downloaded this mod, and I really like it.
I'll be interested to see where this goes next. (Russian ISS segments?)
There's already Russian ISS parts in Tantares!
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58 minutes ago, RA3236 said:
It's DMagic problems 'parently.
I've been using the latest dev update, which isn't broken. The release on SpaceDock is essentially broken in a couple ways. The dev update is fine in 1.1.
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5 minutes ago, RA3236 said:
Well, I'll test it and remove it from the list.
I've been informed that there's a few issues regarding anything working at all, which is weird because everything works fine for me. Maybe @CobaltWolf should chime in.
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2 minutes ago, RA3236 said:
You sure? The mod is still on watchlist until I can test it.
I don't play without it (in fear of Cobalt calling me a abandoner...) and I'm running 1.1 no problem. Apart from maybe the occasional bug (which is usually the fault of KSP) I can tell you, as the co-author of this mod, that it will work fine with 1.1.
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7 minutes ago, RA3236 said:
Oh, yeah, how's development going with 1.1? This is such a great mod and I don't want to keep it on my list for too long.
It's going pretty well, fam. Keep in mind the latest release and especially the latest dev release all work just fine in 1.1.
[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.13.0 "Забытый" 13/Aug/2023)
in KSP1 Mod Releases
Posted
Wait... 625cm is the same as 0.625m, is it not? My fault for growing up in America. It's supposed to act as a 1.25m upper stage engine.