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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Hm, can you show me a screenshot of the design with the probe? I'll look into the fuel tank issue as well, the game has some limitations that are tough to get around..
  2. Crazy Mode isn't disabled when you're in physics range of another craft. The latest update checks for ground collisions and will disable Crazy Mode if it would offset the craft into the ground. Crazy Mode is also disabled when you go suborbital. How did you get the negative cost? How did you add the Graviolium?
  3. I re-assembled the remaining elements of Minmus Base at the Lesser Flats Refinery: I'm currently in the process of printing up some more components to finish up the initial base. Once that's done, I'll expand it with more drilling and refining modules...
  4. Technically Classic Stock is a separate mod but it's bundled with WBI mods. You can use OSE Workshop and EL with either Classic Stock or CRP. Meanwhile, DSEV is feature complete but improvements still happen... I finally have the tri-mode engine that I originally envisioned for the Trinity! I have a few bugs to work out and integration with Kerbal Actuators to complete, but then you can switch between any number of engine modes.
  5. I made the third and final trip to Minmus Base: After pulling all the modules, I then mothballed the remaining craft so that BARIS won't try to break them: They're not usable and they've been drained of resources, but you can pull them out of mothballs if needed in the future. At this point, it's just one more hop back to the Lesser Flats Refinery to re-assemble the new additions. The Mk2 Munbus is proving her worth. Once I get the additions completed, I'll build a mining module for the Munbus and send it on a trip to mine some blutonium...
  6. Question: Does anybody get a NRE when they switch play modes between Classic Stock and CRP? If so, want to test some stuff so I can resolve that issue? I can't reproduce it on my system.
  7. KFS 0.2.4 is now available: - The gravitic engine now consumes GravityWaves while in Hover Mode. - The gravitic engine now has a built-in Terrain Awareness and Warning System (TAWS) for Crazy Mode. TAWS will halt the craft if using Crazy Mode will result in a crash. - GravityWaves produced in the gravitic generator will fade away if the generator is turned off. They weren't intended to stick around indefinitely... - Fixed missing tech tree node icons. - Fixed issue where resources were consumed while reconfiguring a disassembled part.
  8. Gravitic engine now has a terrain avoidance and warning system. If you try to warp into the ground, the engine will deactivate Crazy Mode.
  9. I built Munbus 3 (Munbus 2 went to the Mun) with a logistics module and used it to move most of Minmus Base over to the Lesser Flats: I have just one more trip to make, then I can mothball Minmus Base in favor of the growing Lesser Flats Refinery.
  10. Working on ground collision detection, hoping to have Crazy Mode hit the stop button if it detects that you'll collide with the ground...
  11. That seems to be an artifact of using DDS for the texture. I'll switch it back to png in the next release.
  12. Maybe a safety feature prevents Crazy Mode from operating below 500 meters but can be overriden.
  13. After redesigning the Munbus, I flew the Mk2 prototype to Munbase Enterprise: Munbus is now very modular. Here's a test I did earlier: It supports both ground and on-orbit reconfiguration.
  14. It's looking for something called "TodicusTools" from what I see in the logs. Maybe that's another download?
  15. MOLE is feature complete, so probably not. But there are plenty of other parts in the game that can make a transtage.
  16. Pink slime creatures, ewww! ”Defense Wing Three scramble! Defense Wing Three scramble!" Reminds me of this
  17. I haven’t seen that, it could be a mod conflict. I’ve got the Hover Manager updated to properly consume GravityWaves when hovering, and am working on having GravityWaves drain away when the generator isn’t running. Only the GravityWaves in the part get drained. I never intended for them to stay around indefinitely even when the generator is off...
  18. Much appreciated, thank you Oh I totally forgot about that! The stock engine module handles propellant consumption but it’s based on throttle setting. In managed hover the engine code is bypassed. I need to either set the engine throttle or manually consume GravityWaves. Good spot!
  19. Those too would be great to add. They're from Pathfinder and are also timed experiments.
  20. Me too, but @Pak has done absolutely amazing things with the Cormorant Mk3 system including retexturing parts, decals, payload parts for the shuttle, a Block II shuttle, and even Shuttle-C. I believe it has or will soon have a shuttle manipulator too. KSOS had it's day in the sun, but the Cormorant is far better IMO.
  21. Haven't done that, so if you have the time and wouldn't mind, I'd appreciate it. The experiments in question are: GravioliumStudy and wbiSaucerResearchExperiment Thanks!
  22. KFS 0.2.3 is now available: - Gravitic engine acceleration now relies on accelerationCurve, which is tied to the throttle setting and thrust limiter. The accelerationCurve will likely need performance tuning... - Fixed symmetry issues with Flapjack saucer sections. - Fixed issue where acceleration could be applied even when the gravitic engine wasn't running. - Fixed NREs generated when a saucer crashes. - Fixed FX warnings generated when a saucer crashes. - Fixed OmniStorage not remembering its storage configuration. NOTE: You might need to redo your omni storage containers. - Fixed OmniStorge issue with KIS volume configuration.
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