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Everything posted by Angelo Kerman
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Pathfinder 1.33.2 is available for download: - Updated Snacks support.- 3,523 replies
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Snacks 1.16 is now available: - Added new celestial bodies filter to the snacks supply window. - Snacks will now run multithreaded simulations on a vessel's supplies and converters to estimate how long the vessel's snacks will last. NOTE: For the simulator to work properly, be sure to visit all your in-flight vessels that have crews aboard after installing this update. NOTE: The simulator cannot simulate drill operations. - Made some improvements to background converter processing. As a bonus, power production & consumption are also run in the background- with Kopernicus support for solar arrays. - SnacksConverter now lists the yield resources in the part info window, and shows yield production time remaining in the PAW. - Snacks and other resources consumed per day are now calculated based on the solar day length of the homeworld instead of set to the stock 6hrs/24hrs. I'm looking at you, JNSQ...
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Not quite done yet, making changes to Snacks first.- 3,523 replies
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As with other converters, the level of engineer matters.
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Wow. That's a lot. I'm making a bunch of changes to background processing and vessel snapshots, so once the new release is out, we'll have to see about high timewarps again. Soil recycling should be affected by Engineers; they can speed up the process.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Likely no. Pathfinder is built around KIS and Extraplanetary Launchpads.- 3,523 replies
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Custom resource tracking will be in the update after this one, but thanks! Next update focuses on the snapshot window revision, which is an integral part of tracking custom resources. I also have to figure out how to simulate power generation and consumption, so that won't be in the next update. You'll need to make sure that your craft can handle a day/night cycle with converters running or else the simulations won't be accurate.
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"The Princess of Duna" - A Flash Kerman Adventure
Angelo Kerman replied to Just Jim's topic in KSP1 Mission Reports
Kerman’s aliiiivvee! So is @JustJim! Loving the new story! -
It would take a redesigned trailer hitch but that’s on my drawing board along with a possible big rig styled swivel and docking port. As for KIS, no changes needed at present, at least until KIS 2.0. I’m on the fence about BARIS but I am using it in my game as incentive to replace old vessels. There were a few bug fixes since KSP 1.4..
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Angelo Kerman replied to IgorZ's topic in KSP1 Mod Releases
Whew! I have a lot of parts that use the KIS Inventory, so that is good news. Pathfinder is built around KIS as well; you can pack up your entire base with KIS and move it somewhere else. So having the current system remain in place until KIS 2.0 is great. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Angelo Kerman replied to IgorZ's topic in KSP1 Mod Releases
@IgorZ Thank you for the update! How does the new update affect mods like Pathfinder that include inventories? Do I need to toss out all ModuleKISInventory in favor of DLC inventory? Any other changes that I need to be aware of? -
Good to hear from you @Geschosskopf! Yup Wild Blue is still alive and kicking. MOLE, DSEV, Heisenberg are all feature complete, Buffalo is too (but might receive an addition or two with new DLC), Pathfinder has its 12.5m Castillo parts now and the Sandcastle 3D printer is slowly coming together. I’m almost done rewriting Snacks too (multithreaded simulations anyone?) and the mothership is finally WIP. BARIS is.. poking along but I’ve mostly lost interest after all the complaints that the part failure mod is causing parts to fail. Beyond that not much else, I am aiming to finish my current projects by end of year. Ok maybe a couple of fashionable parts to make station arms from but they’ll come from an existing arm that I made for Kerbal Actuators. Not as much modding time since I moved so have to be realistic about what I can do these days.
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This looks good!
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Looks like Copper is shaping up well!
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Breaking Ground... What will you build first?
Angelo Kerman replied to MR L A's topic in KSP1 Discussion
What will I build first? Fashionable extension poles and extra joints to make space station arms. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
The problem was the control surfaces. Couldn’t get two sets of them to work on the envelope. -
There's the Hitchhiker of course; it recycles soil into snacks. You could use ModuleManager to patch other parts such as the 1.25m crew cabin to add a soil recycler if desired...
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Snacks does have the ability to operate a greenhouse; the SnacksConverter lets you produce a crop of resources, called yield resources, after a specified number of hours pass. You can even set it up to produce more than a typical yield or less depending on random chance. The functionality is there, but there's no part to support it (by design as that complicates things). For ISRU, you can turn Ore into Snacks via the MPL.
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I try to keep Snacks as simple as possible; it's intended to be a lightweight life support system, built along the lines of what I think @SQUAD were to do if they made a life support system. It's fairly easy to add Snacks converters to parts if you know the name of the part. For an example of how it's done for stock parts, check out Snacks/ModuleManagerPatches/MM_Stock.cfg. I just add the processor to the stock MPL via ModuleManager. Snacks may look lightweight but under the hood it's pretty sophisticated. I'm almost done replacing the original code base (it needed some luv), and this time around, in addition to the planet filter, Snacks will run simulations on your vessel converters to estimate how long your Snacks will last. Even better, I'm laying the groundwork to let you add additional life support resources via config files. So while out of the box you get Snacks, you could, if you wanted, add and keep track of (and simulate) other resources...
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Heads up, there's a new version of Snacks on the way...
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