Angel-125

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About Angel-125

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    Angelo Kerman

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  • Website URL http://www.spellflight.com
  1. DSEV 2.2.5 is now available: - BARIS is now an optional download as originally intended- just took awhile for me to figure out how to make that work. DO NOT DELETE the 000ABARISBridgeDoNotDelete FOLDER! That plugin is the bridge between this mod and BARIS. - Fixed some issues with Cryo Engines support. - D2 Greenhouse should work properly for TAC-LS and Snacks. - Added KIS storage option to the Size 2 and Size 3 fuel tanks. - Transfered Quad Engine Coupler from MOLE to DSEV; retexturing not done yet. - Added Hyperion T.A.V. to ReferenceDesigns.
  2. MOLE 1.8.5 is now available: - Although BARIS is bundled with MOLE, you now have the option to remove BARIS if desired. Simply delete the 000BARIS folder if you don't want its functionality. DO NOT DELETE the 000ABARISBridgeDoNotDelete FOLDER! That plugin is the bridge between MOLE and BARIS. - Recalibrated templates for Cryo Engines. - Removed deprecated Titan II part.
  3. Pathfinder 1.11.5 is now available: - BARIS is now an optional download as originally intended- just took awhile for me to figure out how to make that work. DO NOT DELETE the 000ABARISBridgeDoNotDelete FOLDER! That plugin is the bridge between this mod and BARIS.
  4. Buffalo 2.2.5 is now available: - BARIS is now an optional download as originally intended- just took awhile for me to figure out how to make that work. DO NOT DELETE the 000ABARISBridgeDoNotDelete FOLDER! That plugin is the bridge between this mod and BARIS.
  5. BARIS 1.1.0 is now available: - Created a bridging dll for those who want to optionally incorporate BARIS into their mods. - Event cards won't spawn during high timewarp, but if the timer expires then you'll receive an event card once you exit timewarp. - New debug option: In the editor, you can add flight experience to parts in the currently loaded vessel. Similarly, you can do the same for the active vessel in flight. This should help players integrate BARIS into existing saves. - Vessels will make a Reliability check a few minutes after launch if you haven't already achieved orbit. This will cover SSTOs and add extra pucker factor. - Added new "Event Card" hints for first-time players. - Clarified KSPedia entry for KCT support. - Moved stock launch clamp to Engineering 101 to help with early-game static fire tests. - When staging events fail, parts might still gain flight experience. The odds of that happening is configurable from the BARIS settings screen. - Fixed issue with Astronaut payroll not showing up when KCT is installed. - Dropped support for KSP 1.2.2; you can thank the bridging dll for that...
  6. That is the start of Pathfinder's Project Sandcastle. Think Firma for Pathfinder, with custom IVAs, with both building blocks and custom parts, all 3D printed on site by robots. Inspiration comes from: I have DSEV to work on and BARIS to fix, but Sandcastle is back on my radar.
  7. Re: launch failures - why does SpaceX conduct static fire tests?
  8. This should help clear up questions about KCT integration:
  9. Hm... Found it, the MM patch is using the wrong part name. Now using correct name, should be fixed in next release. Turns out, Snacks would have the same problem...
  10. Some good news: I think I finally have a working solution to make BARIS optional for my mods. Like I said, this is something I wanted to do but couldn't figure out how for the initial release. BARIS will be bundled with MOLE- it's part of the original vision for the mod- but you'll be able to delete BARIS if you really want. A couple of other things I'm doing: - Fixing a bug where, if KCT is installed, the astronaut payroll isn't available. - Once per launch, BARIS will make a vessel reliability check, just like it does for each staging event. This will cover SSTO craft as well as add one more random element to launches. The launch reliability check will happen within a certain time frame, and if you attain orbit before the timer goes off, then nothing happens. - Dropping KSP 1.2.2 support- that's the price you pay for BARIS being optional in my mods.
  11. For the life of me I can't figure out why. The TAC greenhouse is a straight up ModuleResourceConverter that uses nothing but TAC resources: CarbonDioxide, Water, Waste turn into Oxygen, WasteWater, and Food.
  12. Technically MOLE does have a USI-LS ModuleManager patch but it's horribly out of date. I also don't know how the converters work for USI; all my mods use ModuleResourceConverter, and BARIS is no exception. Also, I don't know how USI mods categorize their parts; BARIS uses standard stock part categories, and if parts don't show up there then BARIS won't detect them. These aren't insurmountable problems, you can definitely include the BARIS part modules yourself. The BARIS wiki tells you how to do that.
  13. @Angel-125, Could you expand on that? Is there specific issues with the USI mods or have you just not done anything in particular to ensure compatibility? This is great stuff btw. I have looked around at other mods that introduce part failures and such but have never been really happy with the other implementations. This one seems like it's going to be pretty much exactly what I've been looking for. One other question: If I'm using KCT, does building a craft in KCT have the same effect on part quality as taking the full amount of (without KCT) vehicle integration time? EDIT: One more question: I'm using CustomBarnKit to add additional levels to various facilities (using the SETI configs.) When calculating the bonus for the VAB/SPH facility level does it take into account the number or possible levels for the facility or does it assume it is the default three levels? EDIT2: And another, if using KCT do the "Workers cost money" or "Astronauts cost money" options have any effect? I'm assuming workers don't but astronauts isn't so obvious. If the astronauts cost money is there anywhere we can see the costs in the gui? (Assuming I'm using KCT so no gui in the VAB.) USI changes too much for me to keep the MM patches up to date. I've heard many times that it's easy to balance parts with it, but I don't use USI mods, and nobody has stepped up to do the work. If somebody does, I can post a link on the OP. When KCT is installed, once your vessels are built, they act as though they've been fully integrated. BARIS assumes the default 3 levels. With KCT installed, Astronaut payroll is still an option (there's a bug right now where they aren't shown, it'll get fixed in the next release). You'll be able to see their costs in the space center screen.
  14. SImply revert your mod to the previous version.