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About Angel-125

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  1. [1.3.1] Mark One Laboratory Extensions (M.O.L.E.)

    MOLE's 1.4.1 update is coming along nicely. I'm going to hold off adding new parts and instead am concentrating on optimizing some meshes to improve rendering performance. I had personal stuff to do this weekend so I'm not done yet but I should have things ready to go later next week.
  2. [1.3.1] Mark One Laboratory Extensions (M.O.L.E.)

    Very nice! I'll think about the capsule, but for now you might consider using the Korona capsule mesh as the external mesh for the Mk1 capsule. The Mk1 pod's IVA won't line up right but it does have a 0.625m top.
  3. [1.3.1] Pathfinder - Space Camping & Geoscience

    The Conestoga part was built without the need for KAS in mind. Just attach the flat-packed modules to its sides, add some Mountain Goat wheels to the lower attachment points, and atttach some Spark engines for landing. Then just drive to the desired spot, detonate the wheels, and settle the base down. The name Pathfinder was indeed chosen to evoke the image of wandering the planet to find a nice place to settle. Names in the mods come from the old west to help reinforce that notion. I choose modules that you assemble in the field, and that can be broken down again, to give that feeling of "space camping" where you go prospecting for resources and pull up the tent stakes when things run dry. Same goes for the GoldStrike mini-game. Once you finally do find a really good spot, then you start pouring the konkrete to make the bigger stuff, like the Pipeline mass driver, Hogan, and other permanent base buildings that I hope to get to later this year. There's still a lot on my plate- I'm trying to reach feature complete on several mods and am working on a top secret mod as well- so it'll be awhile before the rest of the end-game permanent base parts arrive.
  4. [1.3.1] Mark One Laboratory Extensions (M.O.L.E.)

    KerbalActuators will be bundled with MOLE.
  5. I should have Wild Blue mods updated this weekend. I’ve been a bit busy with personal stuff.
  6. [1.3.1] Mark One Laboratory Extensions (M.O.L.E.)

    Yup! This was originally a collaborative project with Pak. I'd make the plugin and he'd make jaw dropping artwork. Unfortunately, I could not make the plugin work. But sirkut was kind enough to provide the missing link- literally! Now we're both unstuck.
  7. [1.3.1] Mark One Laboratory Extensions (M.O.L.E.)

    About a year ago, I worked on a feature for KerbalActuators (the thingy that lets Buffalo's tilt-rotors rotate) that has remained hidden due to a key component not working properly. Thanks to @sirkut's generous support, I can finally add a part into MOLE that I've wanted for awhile. Here's the demo video of what I worked on: MOLE is finally getting a programmable robotic arm! Much appreciated, @sirkut! The next MOLE update is going to be a bit as I'm optimizing meshes to improve render performance, bringing the Titan tank texturing up to DSEV standards, and adding a parafoil part for the Brumby to glide home with. I might just do a 1.4.1 compatibility update with some of that before making the parts. Anyway, the next set of parts will finally make MOLE feature complete!
  8. [1.3.1] Mark One Laboratory Extensions (M.O.L.E.)

    None of my mods are updated for 1.4.1 yet. Expect to see problems until I do. Work is in progress but I have a lot on my plate.
  9. Looks cool. Part switching PJ’s models is possible, but you need plugins to do it and some finagling in Unity..
  10. I'd need logs and context. As for the processor, you'll have to edit your save and find the SnacksScenario to set the maxValue to 100. It should look something like this: SnacksProperties { snacksPerMeal = 1 mealsPerDay = 3 enableRandomSnacking = True enableRecyclers = True recyclerEfficiency2 = 40 productionEfficiency = 100 }
  11. This is how stock could look. Well done @benjee10! Are you planning to make the Jupiter Upper Stage?
  12. What did you do in KSP today?

    I launched a new space station in my new 1.4 dev build: This is my DSEV Deep Space Habitat reference design. My plugins compiled pretty well with minimal changes. Tomorrow I get to integrate with 1.4.1.
  13. [1.3.1] Pathfinder - Space Camping & Geoscience

    Kinda busy with personal stuff at the moment but this says it all. Well put, @Joal ban Kluane! Modders are NOT at the beck and call of forum users. We don't jump just because you say so. When it comes to my mods, they're currently on 1.3.1. 1.4.1 rolls out tomorrow, and to expect instant updates is to invite disaster- just because a plugin compiles doesn't mean that everything is perfect. I'd also point out that it's unclear how @SQUAD treats mods with the new EULA. Yes, I'm aware of the big discussion going on and the differing opinions- this thread is not the place to discuss them. Suffice to say that I know modding is very important to the company and that they need to protect their investment in the latest update. But I and a lot of others would appreciate clarification of the User Generated Content clause and how it pertains to mods, and I've already expressed that concern. Patience is a virtue here, but if you want to financially make it worth my while to not worry about what the changes to the EULA mean and to get started right away on 1.4.1 compatibility, great! We can talk offline. In the meantime, Pathfinder in 1.3.1 is pretty stable, though you may want to download the Wild Blue Tools pre-release to fix a couple of WBT-related bugs.
  14. [1.3.1] Pathfinder - Space Camping & Geoscience

    Not really, no. I would have to add a feature to save the delivery package that you set up, then a scheduler to auto launch the package. Even then, you would need to periodically visit your bases to give converters a chance to catch up. It is something I can look at once I get my other projects done. Thanks for the suggestion.
  15. [1.3.1] Pathfinder - Space Camping & Geoscience

    I’m not sure if kOS can be used with the Pipeline. If it needs KSPEvent style methods to create a delivery package, then probably not. If kOS can create ConfigNode objects and pass them to a mod, then it might be possible.