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Angelo Kerman

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Everything posted by Angelo Kerman

  1. I got to play in my career game this evening, and recycled some old satellites and a spent booster stage. Then I parked my recycling ship back at Skybase. The station is definitely filling out: Here you can see the drydock additions to the station and the rocket saucer parked at the end. I have plenty of resources available now to expand the station even more. Almost done with cleaning up Low Kerbin Orbi.
  2. I released a bug fix for Kerbal Flying Saucers; flying on airless moons and light gravity worlds are working again. I discovered that on airless worlds, the moment you lift off you're considered to be sub-orbital, but on worlds with atmospheres, you are considered to be flying. So I adjusted Crazy Mode to work while both flying and while sub-orbital. For the curious, in the lore of KFS, Crazy Mode is the precursor to warp drive. It lets you fly the saucer around the skies like a classic flying saucer but without using any velocity- you warp around, kind of like using Vessel Mover.
  3. Kerbal Flying Saucers 0.3.9 is now available. GitHub URL: https://github.com/Angel-125/FlyingSaucers/releases/tag/v0.3.9 Changes Excalibur (WORK IN PROGRESS!) - Added Large Body Flap. It works the same way as the Flapjack's body flap. - Added S-4 "Excalibur" Cockpit prototype. - Finished modeling and unwrap of the storage sections and engineering core- texturing to follow. - Removed Double Outer Section. - Updated wording on node switching for the Inner Section, and added visual cues to help identify configuration for the outer sections. - Added particle effects to the engineering core. Bug Fixes & Enhancements - Fixed Crazy Mode controls vanishing when a vessel without a gravitic engine is loaded into scene. - Fixed NRE produced by converters when BARIS isn't installed. - Fixed issue preventing multiple saucers within physics range of each other from hovering at the same time. - Fixed issue where craft wouldn't hover on airless bodies. - Graviolium won't be stripped from your vessels upon launching from the VAB/SPH if you're in Sandbox or Science mode. - Crazy Mode can now be used when the craft is considered to be sub-orbital as well as when it is flying.
  4. Pathfinder 1.27.4.0 is now available. GitHub URL: https://github.com/Angel-125/Pathfinder/releases/tag/v1.27.4.0 Changes - Fixed NRE produced by converters when BARIS isn't installed. - WBIHoverController now handles hover state updates instead of WBIVTOLManager. This allows multiple craft within physics range of each other to independently hover. To fix additional issues with the drills, I need more info about what's going on.
  5. Buffalo MSEV 2.6.6 is now available. GitHub URL: https://github.com/Angel-125/Buffalo/releases/tag/v2.6.6 Changes - Fixed NRE produced by converters when BARIS isn't installed. - WBIHoverController now handles hover state updates instead of WBIVTOLManager. This allows multiple craft within physics range of each other to independently hover.
  6. More refactoring needed, but the fix is working for airless bodies: Interestingly, on an airless body, you are considered sub-orbital after you lift off. But when you're hovering in an atmosphere, you're considered flying. I've also fixed Crazy Mode so that if you're on an airless body and are sub-orbital, you can still use it. I might just fix it so that Crazy Mode is available if you're flying or sub-orbital regardless of whether or not you're on an airless body.
  7. Haven’t tried in awhile. Ladt time I did, the saucer hovered fine. Since I’ll be stepping into that area of the plugin, I can check operations on airless bodies and other planets.
  8. Ok, found a couple of issues and fixed them. First is @shdwlrd's issue with converters not running when BARIS isn't installed. The second involves crazy mode not working when other vessels are loaded in scene and the Crazy Mode controls vanish on screen. That's now working again: Here you can see debris in the scene, and the saucer is flying along just fine. One thing I haven't tried: can multiple saucers within physics range hover at the same time? I don't mean air park, but actually hover in place. I don't think I had that in mind when I originally built the hover manager. In retrospect it's kind of a crappy design under the hood, but I was in a hurry at the time... Anyway, I've got some more stuff to fix before I can kick out another release.
  9. Do you have BARIS installed? Did you also make sure to copy the 000ABARISBRIDGEDONOTDELETE (or whatever I named it..)?
  10. It's Subnautica Sunday, but I managed to sneak in the Excalibur's body flap part (scaled up from the Flapjack) and made a test flight: The mothership is more massive than the Flapjack but she flies fairly well. It probably needs a larger tailfin.
  11. I finished unwrapping the saucer parts that form the templates for the rest of the Kerbal Flying Saucers mothership, and figured out how to make the gravitic engine plume work. Here you can see it in action: The texture is for reference and in no way reflects the actual saucer textures. It's 30m in diameter and 5m thick at its tallest in case someone is curious.
  12. Saucer Saturday is almost done. And in that time, I've manged to get the unwrapped parts into the game, and started working on the mothership's particle effects. That has been a bear; KSP doesn't like making particle rings that are 30m in diameter. Anyway, here is what the Inner Storage Section currently looks like. This is the default node config that supports two Outer Sections: This is the alternate config that supports one Outer Section and two Half Outer Sections: The mothership currently looks like a circus tent due to the reference texture I'm using, but that'll change. I'm using the Flapjack's gravitic engine until I get the mothership's engine done. You can see the plasma trails in these pics..
  13. Finally got the unwrapping done: Doesn't look much different, but these parts are finally ready for painting! Once that's done, they'll serve as the basis for other parts.
  14. I hope @Aelfhe1m is doing ok, last posting was April...
  15. @Daveroski Doesn’t Global Construction let you make the DIY kits offworld now? I don’t use it, I’m a fan of Extraplanetary Launchpads, which doesn’t use DIY kits, but I thought that restriction was lifted. Anyway, if OSE let you reduce or eliminate the Funds cost and made recipies optional (both set from the Settings menus in KSP), that would improve quality of life for users.
  16. The original author was trying to avoid an exploit if I recall correctly. Something to the effect of having a money machine by printing parts, shipping them home, and recovering them. With the converter from Ore to MaterialKits it would be easy to print up parts and sell them for profit. To make things harder the author introduced recipes for certain parts that required specific resources. I don’t remember if those resources are listed when you examine a part to see what its requirements are. Yes I know there are arguments against having to pay full cost for printed parts... Maybe a future update will let you change the percentage charged as a royalties fee, or turn off that feature altogether.
  17. The workshop parts, I think. I havelooked at them in a long time, but I vaguely recall that they used Firespitter. I think it was the storage containers.
  18. @SpaceKadet Congrats on concluding a successful series! I had fun watching your game progress. Looking forward to seeing what you do next.
  19. For awhile, I did have a version of MCM for Pathfinder. When I added the 2.5m station parts into DSEV, I retired it though. The hub in that picture became the Mk2 Ground Hub in DSEV, and the Mk2 Tranquility Module and Short Logistics Module replaced the Multipurpose Colony Module in that picture. What's nice is that they still fit in the Super 25: Above is my own feeble attempt to revive the KSO for story purposes. Nice to see that you're going to give it the full treatment.
  20. I played with the KSOS back in 0.23.5 when I first started playing KSP. I even designed Pathfinder's predecessor, Multipurpose Colony Modules, to fit inside the Super 25. Nice to see the shuttle getting a new home.
  21. There's much more to do, but the unwrapping begins... I ditched the double-outer section since it wouldn't fit on the texture sheet. Plus, there's already going to be a lot of storage space. These four parts make up the foundation of the mothership.
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