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Everything posted by Angelo Kerman
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Heisenberg Airships 2.14.1.0 is now available. GitHub URL: https://github.com/Angel-125/Airships/releases/tag/v2.14.1.0 Changes - Bug fixes. -
Mark One Laboratory Extensions 1.17.1.0 is now available. GitHub URL: https://github.com/Angel-125/MOLE/releases/tag/v1.17.1.0 Changes - Fixed propellant issues with the Fulcrum, Corvette, and Hemi Cuda. - Corvette and Hemi Cuda's Raptalox mode moved to Classic Stock only. - Removed Proplox propellant option for Corvette and Hemi Cuda. - Fixed issues with interstage adapter nodes. - Fixed issues with WBIMultiModeEngine not reporting delta-v stats properly to Kerbal Engineer. NOTE: Stock delta-v won't recognize the engine switch. Nothing I can do for now...
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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 1.32.1.0 is now available. GitHub URL: https://github.com/Angel-125/Pathfinder/releases/tag/v1.32.1.0 Changes New Boxed Parts - Walkway 2x (Advanced Exploration): This boxed part assembles into a walkway that adds space between base parts. It also has a roof rack for attaching accessories. - Drilling Rig (Composites): Once assembled, this large drilling rig extracts a large number of resources at a time; it's 4x faster than the Claimjumper.- 3,523 replies
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Deep Space Exploration Vessels 3.2.1.0 is now available. GitHub URL: https://github.com/Angel-125/DSEV/releases/tag/v3.2.1.0 Changes - Fixed propellant issues with the Trinity. - Removed LiquidFuel propellant option from the Trinity. - Fixed issues with WBIMultiModeEngine not reporting delta-v stats properly to Kerbal Engineer. NOTE: Stock delta-v won't recognize the engine switch. Nothing I can do for now...
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[WIP] Restock: KSP Part Art Revamp (Released March 06)
Angelo Kerman replied to Nertea's topic in KSP1 Mod Development
@riocrokite@Nertea My god that looks so good! It puts to shame any engine made by Squad's staff. -
Thanks to @SQUAD's updates to KSP to allow removal of the helmet and neck collar, I'm able to update DSEV's Mobile Emitter: Thanks @SQUAD!
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No worries, I'll have another update this weekend. Meanwhile, I've updated the Mobile Emitter:
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There isn't a part in MOLE that does this. It would require something like Infernal Robotics to work properly and still let you attach solar arrays. It's something I toyed with in the early days though. If you notice, the Solar Observatory has a probe core, SAS, reaction wheel, and even some MonoPropellant...
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I got MOLE’s interstage adapters working again, and updated DSEV’s Mobile Emitter to reflect changes to removing helmets: Once I figure out how to override the death check, the Emitter will let your “holograms” walk around in space without helmets. That ability is also a precursor to another project that I have in mind...
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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
There is some overlap in resources between Classic Stock and CRP. In such cases, Classic Stock is the nice neighbor and defers to the CRP definition. Glad to hear that you have SCANSat patched. Also, even though I'm not really working on CRP in my mods any more, I did recently add an OmniConverter setup for CRP.- 3,523 replies
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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
The biggest issues you'll run into are the large number of resources, and conflicts with SCANSat if you use that, but technically you could use Classic Stock along with CRP for other mods.- 3,523 replies
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[1.12.2] BARIS - Building A Rocket Isn't Simple
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Sometimes that happens and I haven't figured out why yet.- 571 replies
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[1.12.2] BARIS - Building A Rocket Isn't Simple
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Right-click the part, hit repair button. Make sure you have Equipment aboard the ship. Min level 1. Recently tested and verified working. No you cannot use USI resources. Also, as BARIS points out when you install it, please consult the KSPedia for how to use the mod. No.- 571 replies
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Some good news: I've managed to straighten out the issues with the Fulcrum, Corvette, and Hemi Cuda. The issues stemmed from having more than 2 engine modes, which the game's FXModuleAnimateThrottle part module just can't handle. I had to drop the Propellium/Oxium engine mode in the Corvette and Hemi Cuda, but MOLE's engines will work with the stock delta-v calculator. Additionally, the Raptium/Oxium engine mode was available even when players weren't using Classic Stock, which means the game wouldn't know what to do about the non-existing resources. I've fixed that as well; Classic Stock users will get the Raptalox alternative fuel mode, non Classic Stock users will only have LiquidFuel/Oxidizer. Additionally, I've patched my custom engine switcher and KER detects its changes. Right now though, I can't get the stock delta-v calculator to notice the changes due to the way it was designed. I think that what @SQUAD did is look for the first engine part module that it finds in the configuration, or barring that, look for a MultiModeEngine part module to find the active engine. I can tell this because the delta-v drops to 0 when I disable the first engine module (isEnabled = false) in, say, the Fulcrum, which runs LFO, and enable the second engine that runs Raptium/Oxidizer, and I've made sure to include the proper fuels in my test craft. My stuff would work better if the delta-v calculator had looked for the first enabled engine part module that it could find in the config file, and the calculator had an API to call that would re-scan the vessel to find the first enabled engine in the part when I switched enabled engine part modules. I'm not sure how to provide feedback on the calculator, perhaps @JPLRepo can point me in the right direction. Lastly, I figured out what is going on with my multi-engine adapters- and for that matter, possibly other part modules that I've made. It seems that the VAB/SPH no longer calls the part module's OnStart when you grab an instance of the part and place it on the vessel. It does, thankfully, call OnAwake. Some code shuffling later, and I've got the adapters working again. I'm doing some testing and refining and hope to have an update by the weekend. Oh, and just one more thing.. I'm investigating revamping the Appaloosa to make it work with the new stock mk1 capsule. It's more than just a new paint job though...
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Should be fixed in the next update. Waiting on squad.. -
Sadly my plate is very full right now, and I’m finding myself canceling several projects as it is..
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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
At last! I'm happy to say that the drilling rig is finally done. Next up is the Sandcastle automated 3D printer based on this:- 3,523 replies
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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
Time to rig up the animations!- 3,523 replies
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[1.4.X] OSE Workshop Continued - KIS Addon
Angelo Kerman replied to Aelfhe1m's topic in KSP1 Mod Releases
Wish I had known that before... well, the code is a bit of a mess. I will take a look. Anything else you notice? -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Still more to do but...- 3,523 replies
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[1.4.X] OSE Workshop Continued - KIS Addon
Angelo Kerman replied to Aelfhe1m's topic in KSP1 Mod Releases
Ok, please give OSE Workshop 1.3.1 a try: KSP 1.6 recompile Possible NRE fix for recycler window. Source included