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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Sounds like a bug in the code somewhere. I'll take a look when I have a spare moment.
  2. You can make Konkrete through the Buffalo ISRU or one of the OmniConverter templates. You can even convert Rock to Konkrete. Just store the stuff in Chuckwagons and turn on resource distribution. As for the 3D printer, I'm aiming for something like this: .. that you place on a Buffalo chassis or some other rover part.
  3. Glad you're enjoying the mod! I've been hip deep in Pathfinder updates for the past couple of months and am trying to finish up the Sandcastle release. You can see the prototype for the mothership in the KFS mod, but they're most definitely not ready yet. But early next year I'm back to KFS. Thanks for the suggestions. P.S. Don't forget to check out Crazy Mode!
  4. @GregroxMun Where did you get the templates to make your suits? I have some old Wild Blue suits that I need to redo..
  5. Pathfinder 1.32.0.0 is now available. GitHub URL: https://github.com/Angel-125/Pathfinder/releases/tag/v1.32.0.0 Changes At long last Project Sandcastle is here! Part 1 contains a new line of 12.5-meter diameter parts and associated accessories designed for more permanent bases. The first part, the Castillo, is one you're already familiar with. It has undergone many revisions to find the right look and feel. This release builds upon the Castillo by delivering a factory, storage depot, and observatory- with working telescope if you install Tarsier or CactEye! In addition, there are new support buildings including the Ground Station and A.R.C. Fusion Reactor, as well as a new walkway. All of these parts start out as standard shipping crates that are then assembled with resources- be sure to turn on resource distribution. New Boxed Parts - These parts all start out as Buckboard-sized packing boxes and require resources to assemble. - Castillo Depot (Composites): This is a 12.5m diameter warehouse with a 200,000-liter omni storage capacity. You can show or hide the roof to stack additional depots, and you can mesh switch between crew hatches (the default) and solid walls. - Castillo Observatory (Composites): This 12.5m diameter part takes over the Castillo's science data generation for labs, Pipelines, and prospecting, and GoldStrike prospecting bonus. It also has a working telescope- provided that you have the Tarsier (preferred) or CactEye telescope mod installed. - Castillo Factory (Composites): This large factory has very efficient omni converters. It takes over the efficiency improvements produced by the Castillo, and it has built-in support for OSE Workshop and EL Workshop. There's even a Christmas bonus for CRP users. NOTE: You're on your own for future CRP support, I've switched over to Classic Stock and do use CRP anymore. CRP has been legacy for some time now... - Castillo Adapter (Composites): This boxed part is an adapter between 12.5m parts and 3.75m parts. - Ground Station (Composites): This boxed part is designed to form part of a Deep Space Network on a local planet when you're far away from the KSC. It also generates trajectory data for the Pipeline mass driver. The Ground Station can track objects targeted by the vessel or a random target. - A.R.C. Fusion Reactor (Specialized Electrics): Unlike the portable prototype fusion reactor found in the Hacienda's Solar Flare, this permanent installation generates a lot more ElectricCharge. Bonus: You can turn off the particle effects via the Part Action Window to improve rendering performance. - Walkway (Advanced Exploration): This boxed part assembles into a walkway that adds space between base parts. It also has a roof rack for attaching accessories. Revised Parts - Remodeled the Pipeline Mass Driver to make it much easier to attach to your base. - Remodeled the Castillo to use the new look for konkrete parts. - The Rangeland now has underground storage for RocketParts and can recycle vessels on the pad. Bug Fixes & Enhancements - The Pipeline's launch azimuth is now restricted to a few degrees to the left or right of where the barrel points. You can turn this restriction off in KSC's Settings menu (accessed when you press the ESC key).
  6. Kerbal Flying Saucers 0.4.1 is now available. GitHub URL: https://github.com/Angel-125/FlyingSaucers/releases/tag/v0.4.1 Changes - Recompiled for KSP 1.6 Side note: Pathfinder's Sandcastle will be wrapped up early next year, then it's back to KFS!
  7. Kerbal Komets 0.6.2.0 is now available. GitHub URL: https://github.com/Angel-125/KerbalKomets/releases/tag/v0.6.2.0 Changes - KSP 1.6 update
  8. Heisenberg Airships 2.14.0.0 is now available. GitHub URL: https://github.com/Angel-125/Airships/releases/tag/v2.14.0.0 Changes - Recompiled for KSP 1.6 - Bug fixes.
  9. Snacks 1.11.1 is now available: Recompiled for KSP 1.6
  10. Mark One Laboratory Extensions 1.17.0.0 is now available. GitHub URL: https://github.com/Angel-125/MOLE/releases/tag/v1.17.0.0 Changes - Recompiled for KSP 1.6 - Bug fixes. - Lowered rewards for contracts.
  11. Deep Space Exploration Vessels 3.2.0.0 is now available. GitHub URL: https://github.com/Angel-125/DSEV/releases/tag/v3.2.0.0 Changes - Added thermal mechanics to the Trinity (thanks dire! ) - Fixed suncatcher transform on the SPF-50 - Recompiled for KSP 1.6.
  12. This looks like a lot of fun! I'll have to tweak GoldStrike to make fishing hotspots viable...
  13. Took a break from modding to day to sleep and continue creating an SSTO booster. With last night's proof of concept successful, I decided to try and build a larger version capable of placing 17 metric tons into orbit. Several failures later... Successful launch powered by 4 Vector engines Payload dropped off in orbit: On the way back down.. Atmospheric entry really cooked the engines, they barely survived. Some sort of active cooling is needed.. Adjusting flight path to reach KSC... And touchdown! Landing legs by Kerbal Reusability Expansion, fuel tanks and guidance package by DSEV.
  14. I released BARIS 1.8.0: BOATSLAM: Then created an experimental SSTO booster:
  15. In between resting a bunch, I'm making more progress on the drilling rig:
  16. BARIS 1.8: BOATSLAM is now available: - Recompiled for KSP 1.6 - The Mk1 LES can now fail. - Parachutes can now fail to deploy and might be cut loose in the event of a part failure. - New Event Card: astronauts can now retire. - Fix: Max quality cap is now enforced properly in the Test Bench. - Fix: Max quality cap is now enforced during vehicle integration. - Fix: The cost to improve quality via the Test Bench now reflects parts that have reached their maximum possible quality rating. You won't be charged for parts that have achieved max quality already. - Other bug fixes.
  17. Today I put together a preview of all the new and revised Sandcastle parts: There are a couple of items missing so this is a WIP image but it's nice to see my hard work in one place.
  18. Unfortunately it doesn't look like I'll get everything I want done before today, so I will wait until next week to kick out my mod updates. Hopefully by then KSP 1.6 will have a hotfix as well. Better to take the time to squash bugs than to kick something out, go on vacation, and have a bunch of complaints to deal with. Meanwhile, here's a preview of Sandcastle Part 1: Happy Holidays!
  19. From @Lupi's post, here is what I see: [EXC 11:53:09.282] NullReferenceException: Object reference not set to an instance of an object UIPartActionVariantSelector.RefreshVariantButtons () UIPartActionVariantSelector.Setup (.UIPartActionWindow window, .Part part, .PartModule partModule, UI_Scene scene, .UI_Control control, .BaseField field) UIPartActionWindow.AddFieldControl (.BaseField field, .Part part, .PartModule module) UIPartActionWindow.CreatePartList (Boolean clearFirst) UIPartActionWindow.UpdateWindow () UIPartActionController.UpdateActiveWindows () UIPartActionController.UpdateEditor () UIPartActionController.Update ()
  20. Rocks aren't sponges full of water; they're hard to squeeze and process to get the water out. It's a slow process too.
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