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Everything posted by Angelo Kerman
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No worries, the mod is still in development... I don’t know if there is a way to turn off the transmitter or the built in probe core, for that matter. I think you can put the probe core in hibernation.. Anyway, it sounds like the fuel cell needs to be increased to *just* handle the transmitter power requirements and a probe core.. The good news is that this far these are the worst of the issues, which means the mod is getting stable..
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@vardicd I forgot to mention that the Flapjack is designed to have a technology progression that makes it easier and easier to fly, from the basic airframe that can barely get into orbit at the beginning, to SSTO for a crew of three, to an underpowered gravitic saucer, to a fully powered gravitic saucer. By that time, you’ll be poised to develop the mothership. speaking of which, I’ve hit a snag with making flat platforms for building bases on, so I’m taking a break on that project for a bit and starting work on the Excalibur mothership this week. Usual disclaimers apply: I have a day job and personal stuff going on, so don’t expect a finished part set instantly. You might see prototypes ofthe parts show up in KFS, but expect changes as they’re completed.
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Yup! Kerbal Flying Saucers is inspired by classic1960s flying saucers like the Jupiter 2, as well as Cruiser 57D and Star Trek’s NX-01. The fuel cell generates a small amount of ElectricCharge while consuming a small amount of LFO. I don’t recall the total output, but I was thinking along the lines of the stock fuel cell.
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Yup, sure can.
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I did some research into PQSCity (statics in KSP) and then built a prototype airship for Eve: Deorbit burn: Made it through atmospheric entry heating: Dropping the propulsion system: Flying on Eve: Landing successful: Back up we go: Air launch: Successful return to orbit:
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I wasn't planning to make a smaller version, quite the opposite, in fact: The above is a concept design for the mothership. The Flapjack is 6 meters in diameter while the Excalibur mothership is 30 meters- similar in size to the crashed UFO anomaly. But to make the Flapjack smaller, you could make copies of the part configs and set rescaleFactor to something less than 1.0. I did that deliberately at one time to avoid lifting off the ground when you disengage Hover Mode and you've landed on the ground. What I can do next update is look at the flight status and if the saucer is flying/suborbital, don't cut the throttle when you disengage Hover Mode. That, and update the manuals in the cockpit, I forgot to do that... Glad you're having fun with the saucer too! I'm not getting to fly it much right now due to some modding updates but I use it my my career game. The rocket saucer ferries crews to and from Skybase where they board a Minibus bound for the Mun or Minmus. The inbound moon base crew then take the saucer back down to Kerbin. I haven't unlocked the exotic tech yet though...
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Kerbal Space Program 1.4.4 and Making History 1.3 launching today!
Angelo Kerman replied to UomoCapra's topic in 2018
I look forward to playing with the latest updates, thanks @SQUAD! Looks like I have some mod updates to do this weekend too... -
@sarbian Thanks for providing these directions! After about four years of debugging plugins the old fashioned way with just Debug.Log, I finally got tired of it, upgraded my Visual Studio, and tried to set up VS debugging. The updated directions work great for my laptop, and I'm able to debug KSP 1.4.3 with Unity 2017.1.3.p1. Following the same directions on my desktop, however, my Visual Studio 2017 isn't able to connect to the KSP development build. I'm not sure why, as both KSPs on the laptop and desktop are set up the same, both Visual Studios and Unity editors are set up the same as well. When I select Debug -> Attach Unity Debugger, I see the following: I tracked down the output_log, and here's what I see in the first few lines: For my laptop, where I can debug successfully, here's the output: Here's what my development folders look like: Finally, here's a random image: Any ideas what's going on with my desktop install of the development environment? It's really puzzling that the laptop works but the desktop does not. Off the top of my head, I wonder if there's a firewall blocking the debugger on the desktop. Has anybody else seen this issue? Thanks for your help!