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Long-time modder of KSP
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CRP can be used. Just follow the examples in Snacks and FreshAir. The configs aren't tied to specific resources; you can specify a resource that you want to use, and set the configs to use that. Hydrazine does exactly that... For units, that depends on how often you want to consume resources. Generally Snacks is set up to assume 3 meals per day- and it adjusts its day based on the mods you're using.
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Hopefully I provided enough comments in the existing configs to let people create their own life support resources. Water could be treated just like Snacks, for instance, so you could copy the Snacks config and modify it.
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Nothing personal, but over the years, I've found that too many people skip the tutorials and then express frustration with not being able to figure out how things work. I figured out that I could skip the work involved with making tutorials and still get the frustrations. If you have something specific, I can try to answer your question.
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Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Nicely done. The cargo bay has crew capacity because of the command seats. You can open the cargo bay doors and seat kerbals with their feet dangling over the side, like so: -
Although I've had a bad case of work and Satisfactory, I have been working on several bugs found in Sandcastle. I've updated the pre-release with the latest set of fixes, listed below: Bug Fixes - Fixed issue where Shipbreaker would get stuck if it had no storage capacity for a resource that it was trying to drain from the part being recycled. - Fixed issue where Shipbreaker would get stuck if the recycled part's dry mass or variant mass is negative. On a totally unrelated note, I need to update Buffalo 2... - Fixed issue where Shipbreaker wasn't emptying the inventory of stored parts from the ship being recycled. - Fixed issue where Shipbreaker would store recycled parts in the vessel that it was recycling. - Fixed issue where Shipbreaker's UI wasn't reflecting the parts that had been recycled. - Fixed issue with duplicated parts being added to the Shipbreaker's recycling queue. There's still more to do, but it's getting there. One thing I'm not sure how to handle is how to reflect the way that the Shipbreaker recycles parts. It is working by design but how I'm showing the list make it look buggy. The Shipbreaker works by adding all the parts that don't have children into the queue ahead of those that do. The UI shows the list of parts that are being worked on, and the list of parts that have child-parts that need to be removed before they can be worked on. As a result, the UI can look like it pulls parts from the bottom of the list when a part with child-parts has had its last child-part removed. I'm not sure how to represent the parts waiting to be recycled- maybe a different color? The same goes for the root part. It is the last part that will be recycled.
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Finally figured out why the Shipbreaker was stalling while trying to recycle a vessel: if a part's mass was negative due to the way it's mass was calculated without resources (sometimes part definitions are wrong), or if the part's variant mass makes the mass go negative (*cough* B2 Saddle Tank *cough*), then the recycler will fail. The shipbreaker would also stall if it tried to drain the resources out of a part and it had no storage capacity for the resources. Now that I have that straightened out, I can investigate why the part recycling list isn't being updated properly. I have another major issue to tackle as well: when on the ground, for some reason, the recycler isn't properly coupling the vessel being recycled. Meaning that the recycler doesn't treat itself and the vessel being recycled as a single craft...
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From the looks of it, your ratios don't add up to 1.0. It looks like 50% MaterialKits and 25% Specialized parts. The remaining 25% will automatically be Ore. Sandcastle automatically adds Ore to ensure that the ratio of all the resources adds up to 1.0. If you increase your ratios to add up to 1.0 then you should be good to go.
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At present when spawning a vessel on the ground, there are no offset limits for where you move the bounding box. Right now I'm just trying to make sure that the thing works. The pre-release is indeed available, but expect to find bugs. I'm trying to sort out the fundamentals before diving into the next major planned release. I've found over the years that too many don't bother to read the directions or tutorials for me to make them. What I suggest is you download the latest, turn on Debug mode, and use that to play with spawning vessels in-game. Then try the normal route where you have to spend time printing the vessel from Ore (or go nuts and create module manager configs to turn on part requirements if you're in the mood for Kerbal Satisfactory).
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Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Buffalo Big Rig Trailer parts are designed to be flexible in how they go together, so it's hard to sum up. But if you look into the Buffalo2/Ships/SPH folder, you'll see a craft file called Buffalo Big Rig. It shows one example of how to use the trailer parts. That sounds more like an Extraplanetary Launchpads issue rather than a MOLE drydock issue, but I'll take a look. -
With the help of ChatGPT computing the vertices, today I rendered the bounding box of the vessel that will be spawned. Where you see the red, green, and blue axis, I'll place the move gizmo that'll let you move the box around. I figure that once the vessel build completes, the bounding box will appear automatically and let you move it around before you tap the Finalize button and place the vessel into the world. Hopefully this effort will pay off, and the issues with slamming into the ground will go away.
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jebycheek started following Angelo Kerman
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I finally figured out how to draw a line! The lines in this image depict the X (red), Y (green), and Z (blue) axis of where vessels will spawn. My next goal is to draw the bounding box where the spawned vessel will appear, and after that, let users move that spawn location around to avoid collisions.